In response to Exentriks Gaming
is this only moving extremely slow for me?
In response to RoxasX-San
RoxasX-San wrote:
Loving that project.


would be sick if that actually ran efficiently in multiplayer setting

In response to Zagros5000
Zagros5000 wrote:
RoxasX-San wrote:
Loving that project.


would be sick if that actually ran efficiently in multiplayer setting

Except it will. That's kinda the point of update loops and animate(). When you're running the game single player through Dream Seeker you're handling the client and the server, so framedrops are fairly common. Also that number of objects on screen is going to be fairly intensive, but not for the server, only for the clients. If you have 9000 objects on screen, you'll probably lag, but note the CPU doesn't actually go up (Assuming you're using hardware mode), this is because it's your GPU trying to deal with them.

The actual number of players won't make any difference to how intensive it is, it'll be the same for each individual.
In response to Rushnut
Rushnut wrote:
Zagros5000 wrote:
RoxasX-San wrote:
Loving that project.


would be sick if that actually ran efficiently in multiplayer setting

The actual number of players won't make any difference to how intensive it is, it'll be the same for each individual.


What if there are several(let's say 10 players) in the same location and they're all spamming a really intense skill with lots of effects, while at the same time running around in this specific location. Even though most of the damage is being done client side will it still not be lagging at all? Will the combination of pixel movement, large amounts of images and animations being rendered all at the same time not lag at all? Is BYOND capable of that? Legitimate question. I ask because I cannot find one game where this is possible on here.
The number of players actually will, because the server has to calculate the PVS info, and what exactly each client will render.
I mean, yeah, to an extent things will always start becoming unviable, but that's the same in any engine.

However, with some trickery, what Exentriks said is very possible, since you don't need to actually create a bunch of extra atoms, since they'd be invisible anyway, you just manipulatively modify the values.
i say shake client.eye instead of the pixel y and x on the tree.
Today the LLJK branch of SS13 was updated to 509 and a bunch of new content was released along with it. It's been actual years leading up to this so I thought it'd be nice to share. Here's a bunch of new art, a new map and a dynamic smooth lighting system using v509's new features.



Thanks to Cogwerks, Tobba, Supernorn, SLThePyro, and everyone else I forgot to name (sorry!) who've contributed to this.
In response to MagicMountain
That looks fantastic, it's really wonderful to see the SS13 community integrating with this thread, we'd love to see more of you!

How's your interface looking? Whenever I try to play SS13 I just get bent over by that interface, if you were looking for feedback, that's where I'd start.
Hey, thanks! I've been trying to get SS13 people in general to care more about the platform, I don't know how exactly the two communities drifted apart but it's sad. Thankfully all the new features and fixes are making some really impressive things possible and players are starting to notice.



This is the UI on the map, it's still in the same old map/verb panel/text panel window layout but cleaning it up even more is definitely something everyone wants to do.
How are you handling the lighting? Have you tried using BLEND_MULTIPLY to make coloured lighting similar to Terraria? That'd be so awesome to see.
Oh, yeah it fully supports colors, we've been doing that since v500. There's a multiply layer and an add layer. Let me see if I can find something more colorful...

Ha, someone replaced all the lamps by the pool with purple ones.
Very impressive. Seeing things like this working without lagging the engine out, on a game like SS13 with a whole bunch of players, is a real inspiration to work on larger projects rather than stay in my rut of tiny little rpgs.

Maybe I'm blind, but I can't exactly see where the lamps are in that picture?
That's okay, it's a busy picture, haha. The horizontal yellow bars with the grey caps on the ends, mounted along the walls. You can see the old light tubes nearby on the ground, the diagonal bar shapes. Also that dead guy apparently died holding a flashlight, and there are a few plain bulb style wall lights in the southeast.

You can take the lamps or bulbs out and replace them with different colored ones you make in the workshop, or take the fixtures down entirely and install them somewhere else, and people holding or throwing light sources works fine too. It's really amazing how much is possible when you can push all this to the client, Lummox is the best and Tobba is a wizard.
Now you guys just need to box that lighting stuff up into a library for the masses.


Added a hotbar and a few sample skills.
In response to Bl4ck Adam
Bl4ck Adam wrote:


Added a hotbar and a few sample skills.

That attack animation is very cute :]. Dress the character up in a panda bear outfit it will reach new levels of kawaii.
In response to Ghost of ET
Haha, yesss.
SS13 looks so nice with smooth lighting. It's a huge jump in quality in my opinion, very impressive.

Would love to see a library, or at least an explanatory post on it.
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