In response to Bl4ck Adam
Particle objects.
Should the particles consist of client side images or /Particle objects [as far as efficiency is concerned]?

There's a bit of nuance to that question.

Atomic objects incur some overhead because they interact with Crossed()/Uncrossed() calls of movables, so there's a definite downside there.

/image objects also incur some overhead because you have to explicitly show them to clients. Also there are some interesting bugs that cause /image objects to cause instantaneous client render redraws more often than the frame rate owing to a bug that I discovered a while back.

/image objects are a reasonable approach for particles provided they don't need to interact with the map in any way.
I always have problems with images in that I can never seem to move them properly. That's the only qualm I really possess in that regard.

In other news, still playing with fire:


Working on this bugger. Third and final boss for the demo.
In response to Bravo1
That reminds me of one of the bosses in one of the gba sonic games that i never finished.


Also why is it you always have such a fascinating(Or however you spell it) look on your scifi world O_O?

Edit: Realized how that sounded e.e. To clearify i didnt finish it because (Play some sappy sad music like this: https://www.youtube.com/watch?v=HyU3oZSlPGo) when in elementary school i decided i wanted to be the best that no one ever waz, and so i took my white gba to school to try and trade some pokemen with some strangers called class m8s. It didn't turn out the way i thought it would see my class m8s were all broke ass holes, and i was the pink sheep amongst them so while i was eating lunch by myself they went into the class room and took my gba and all me games from my bag. That gba was named evelyn... and i never saw it again thus ending my reign of being the best that no one ever was... that was the last time i would have had another handheld nintendo device for nearly 10 years. r.i.p. evelyn, and r.i.p. my lvl 100 charizard.
In response to Bl4ck Adam
Really looks good :) There are parts of it though, where he looks like he's riding a broom... ;)
In response to Bl4ck Adam
Bl4ck Adam wrote:
I always have problems with images in that I can never seem to move them properly. That's the only qualm I really possess in that regard.

In other news, still playing with fire:

This looks pretty awesome...
In response to Exentriks Gaming
It does it does. :3. The badass flaming superman move he did puts my ice superman impersonation to shame.




That jumping still seems wrong tho :P.


Enemies will now burst out of random vents around the map. Still working on tweaking them and the combat system a little bit.
In response to Bl4ck Adam
Inb4 all those skills find there way into land of fire lol
In response to Zagros5000
Zagros5000 wrote:
Inb4 all those skills find there way into land of fire lol

Did some more work on pif_LongInt last night, and I was able to figure out how to speed up finding the remainder of division, taking a hint from Knuth on what to do. As it stands, you can do about 35,000-36,000 Remainder() calls per second, which is about 2.2 times as many calls/second you could do before, so that's a fairly-significant speed up. The other day I updated the hub with the results of a test battery I performed on all the main operations, but decided to wait on updating here until I'd had a more significant update to make. Those results are below:

  1. Add(): 77,041 operations/second
  2. Subtract(): 73,313 operations/second
  3. Multiply(): 53,022 operations/second
  4. Quotient(): 47,709 operations/second
  5. Remainder(): 35,137 operations/second
  6. Divide(): 28,011 operations/second
  7. Square(): 87,565 operations/second
  8. Power(): 12,661 operations/second
  9. BitwiseAnd(): 132,978 operations/second
  10. BitwiseOr(): 138,504 operations/second
  11. BitwiseXor(): 132,275 operations/second
  12. BitwiseNot(): 1,111,111 operations/second
  13. BitshiftLeft(): 328,947 operations/second
  14. BitshiftLeftRotate(): 335,570 operations/second
  15. BitshiftRight(): 359,712 operations/second
  16. BitshiftRightRotate(): 277,777 operations/second


You can find a link to the full summary on the hub. The most recent revision is up on the hub.

On a related note, I'm working on a library that is making use of pif_LongInt. It's used to make handling time stamps and date easier and more accurate, but it is also capable of tracking very long intervals, such as seconds since the Unix epoch (which it will do by default). Unfortunately, until I can get a SignedTriple class implemented it will not function quite how I want to, which is why—once I actually get this timestamp library polished a bit and released—it will only be in beta until pif_LongInt gets its full (or at least a fuller) release.

An example of how to use it is,
mob/Login()
..()

world << "<tt>The current time is [pif_Time.Format("HH:mm:ss AA")] on [pif_Time.Format("Day, MMM DD, YYYY")], which is \
[pif_Time.Print()] seconds from the Unix epoch."


And a sample of this output is: The current time is 08:03:55 AM on Friday, Apr 15, 2016, which is 1460718235 seconds from the Unix epoch.
In response to Ishuri
Zagros5000 wrote:
Inb4 all those skills find there way into land of fire lol

It's... a basic fireball and flamethrower. I mean, there isn't much to really steal.
I mean, there isn't much to really steal.

Rounded corners.
Not too much today, since I'm 'on vacation'. Just a bit of work after some comments and suggestions from reddit. So far, I'm really enjoying the way everything looks. What do you guys think?
In response to Bl4ck Adam
It's very very difficult to read those numbers ontop of the health bar/other bars.
Indeed, stick with white over them bars.
In response to Bl4ck Adam
We only get 16 spaces of inv space?
We only get 16 spaces of inv space?

Back in my day, we got 4 and we liked it.
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