Rushnut wrote:
Loop up the ref for Color matrices
Loop
am i doing this right i can't tell if the codez is brokeded
Muh brain
In response to Konlet
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Konlet wrote:
Rushnut wrote: Muh brain |
In response to Konlet
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1v1 me datums kid, 1v1 me datums
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In response to Rushnut
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I did but it's still confusing because it doesn't really give any examples.
For example, if I wanted to emulate exactly what +rgb(rand(0,255),rand(0,255),rand(0,255)) does, how would that even look? Unfortunately I can never just be told, I have to be shown an example before I understand a concept. |
In response to Bravo1
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Bravo1 wrote:
For example, if I wanted to emulate exactly what +rgb(rand(0,255),rand(0,255),rand(0,255)) does, how would that even look? What you've got to think is instead of adding R, G and/or B, you're adding R G and/or B to each individual R, G and/or B. So, the list looks like this rr,rg,rb //How much R G and B to add to the red of the icon gr,gg,gb //How much RGB to add to green br,bg,bb //How much to add to blue Except insetad of addition, you're doing multiplication. So rand(0,1),rand(0,1),rand(0,1) rand(0,1),rand(0,1),rand(0,1) rand(0,1),rand(0,1),rand(0,1) Will be the same as doing rgb(rand(1,255),etc etc |
In response to Rushnut
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Ah, so in terms of the matrix color 0 is 0 and 1 is 255?
I noticed you used 0.5 above so that would be adding 125 red to those values? |
127, but yeah you get the idea.
Also, quick and nasty gif of my lighting system for DD2 Terraria anyone? You'd be surprised how easy this is to do. |
In response to Rushnut
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That looks great! Very nice.
I think I understand it now. I'll try using color and see how it works. I would still like to see that issue fixed though >_> |
In response to Bravo1
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Bravo1 wrote:
That looks great! Very nice. Oh, quick ammendment! 0.5 wouldn't result in 127 red, it would instead halve the red already on it. To arrive at 127 red you'd have to do 0.5,0.5,0.5 for the red? I think? I'm not too good with how they work, I just play with numbers and things look good. :( |
In response to Rushnut
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Ah. Yeah I'm having trobule with it as well.
Currently the color is all still modifying the while values and I just want to color in what's black or gray. I'll have to play around with it a bit more |
In response to Bravo1
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Bravo1 wrote:
Well, I did as you suggested. In case you don't have a helper function like this one. It's dated but has helped me track down numerous leaks. Note to everyone: I already know about the curly braces and BYONDs ill disposition toward them so no need to say anything. Clean them out if you don't like them. A simple replace does the trick. AdminDisplayCommonCounters() |
Bravo,
- Buggy behavior if you jump on the platform and after it starts you jump again. |
In response to PopLava
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The way you said "Bravo" in that post made it sound so sarcastic haha
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In response to Bravo1
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Bravo1 wrote:
I may have discovered a memory leak... I can't seem to find where it was talked about anymore, but I had this same issue with Particons because I was showing all the icon creation steps to the client while the icon was being created. Something along the lines of any appearance(?) shown to a client hangs around in memory for 5 or 15 minutes, even if it get deleted. Try playing for a bit until the memory builds up, then stop and just sit for 15 minutes and see what happens to the footprint. |
In response to Flick
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I only hung around for a few minutes at first but I notice they do go away eventually. The only issue is that it takes forever to go away relative to how fast they're being created.
@Poplava. It's been on my to do list for the game but I ended up putting it off due to the game crashing. |
- Message about powerup went too quick for me. Wait for click? Took me a few seconds to discover the mouse-wheel and why my weapon turned into the Repuls-a-nator looking thing.
- Eyes (brain) had a little trouble adjusting to the background tiles (as-is) but likely placeholder art. Just calling it out. - At first, I had no memory problems but the game crashed on me during the boss battle. The memory utilization was 2g at that point. - The jump/double jump mechanism seemed a little chunky and it wasn't immediately intuitive. Wondering what it would play like if "jumping" was achieved by just applying thrust. Could have a visual burn timer. Fairly big decision in terms of game play but one that might make achieve similar effect but be more friendly. Hovering has a more in control pleasant feeling when compared to abrasive pixel perfect jumping but maybe that's me. |
In response to PopLava
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Yeah, the crashing is due to icons with color additions chilling in the cache for around 15 minutes even though they're not being used or reference by anything.
According to LummoxJR, it's not a bug, so I've got to figure out some other way to do additive color manipulation because the color variable is multiplicative. |
In response to PopLava
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Seems excessive to have each shot consume that much memory. Also seems a bit much to re-apply colors to something that always looks the same. Might be missing something though.
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In response to PopLava
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They're not supposed to do that really. It's just a relatively large icon that I'm using, and garbage collection thinking they should be held onto for 5+ minutes after no longer being referenced.
It doesn't actually look the same either, the color shifts randomly between blues and greens. |
am i doing this right i can't tell if the codez is brokeded