The whole point of Particons was that doing runtime icon manipulation on a large scale caused slowdown on my system. Plus, a lot of people won't know how to use the MapColors matrix stuff, but they can use sliders ;)
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If you can create complicated particle effects, save them into a simple dmi file, and just use the sprite whenever you want - it's way more efficient than having the particle effects play out in realtime, especially if you want a lot of them active at any given time.
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In response to Doohl
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Doohl wrote:
If you can create complicated particle effects, save them into a simple dmi file, and just use the sprite whenever you want - it's way more efficient than having the particle effects play out in realtime, especially if you want a lot of them active at any given time. I've always thought of this but I can't just use Flick's particle effect maker thingy I gotta make my own particle effect maker thingy, eventually. |
In response to Kozuma3
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I don't see why you couldn't just use his existing work. (unless you're joking and my joke-o-meter is dinged)
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In response to Kozuma3
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Kozuma3 wrote:
I've always thought of this but I can't just use Flick's particle effect maker thingy I gotta make my own particle effect maker thingy, eventually. If it makes you feel any better, its mostly based on Kat's. ;) |
In response to Doohl
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Doohl wrote:
If you can create complicated particle effects, save them into a simple dmi file, and just use the sprite whenever you want - it's way more efficient than having the particle effects play out in realtime, especially if you want a lot of them active at any given time. Obviously, but changing atom.color isn't intensive at all, lol. |
In response to Rushnut
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Never said it was! That isn't the only thing Flick's tool does, you know.
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In response to Doohl
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Doohl wrote:
Never said it was! That isn't the only thing Flick's tool does, you know. Never said it was! |
In response to Rushnut
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In response to Doohl
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Doohl wrote:
I don't see why you couldn't just use his existing work. Motivation, I'd need the drive as I work in bursts. |
In response to Azurift
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Azurift wrote:
This looks absolutely amazing! I'm curious though-- how does this fare in terms of performance for online play? Would this only be suitable for single-player games or small-scale multiplayer before the processing becomes too much? Or would the prototypical "BYOND MMO" be capable of implementing this feature as well? You might be able to use it in a small multiplayer game but I wouldn't expect much larger games to be practical, because it generates a lot of appearance updates (which means a lot of network usage). If you wanted a lighting system like this in a larger game, your best bet would be to make a JavaScript control for the webclient and do the lighting entirely client-side. I did some quick mockups a while back to see how feasible it would be, and the results were promising. By overlaying a second canvas above the map, you can effectively draw anything you want client-side with WebGL (with the caveat that it will be above anything drawn on the map, even HUD elements). |
[Redacted]:
- Fireproof perk is no longer a random drop; instead any spawned fire hazards can spawn as a blue flame which walking through will make the player/enemy fireproof for 30 seconds. - New special weapon; firewall - creates a wall of fire when thrown. - The glowing animation applied by different buffs and debuffs now animates fluidly. |
In response to Kumorii
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u sux!
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In response to Zasif
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I can. (;
Yutty has officially seen m y s t e r y! |
Am I a monster for continuously using the little grubs as collateral to show what enemies do before the players interact with them? |
In response to Bravo1
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Bravo1 wrote:
Am I a monster for continuously using the little grubs as collateral to show what enemies do before the players interact with them? Not a monster, but maybe naive? I don't feel like that's healthy design, and it'd come across as almost patronizing after a while. Mix it up a little. Some enemies don't NEED demonstrations, I'd say that turret is clearly one. |
In response to Bravo1
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No, I don't blame you. I would exterminate all of them if I could.
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In response to Rushnut
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Are we supposed just assume it's an enemy? Before the bug fell from the sky, I assumed it was a security camera which would seal off the path ahead if it caught you. That's a mechanic found in several games, why not this one?
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At first I said it wasn't feasible, but that's solely because I expected a lot of different normals to be used. We don't have access to pixel shaders, so he's obviously splitting it into layers and making separate calculations for each one (which really isn't using normal maps but serializing them into layers and blending it).
The practice is trivial at best.