Which do you guys prefer 1 or 2? Leik as in the increased interface size.

1



2

In response to Kozuma3
Unless there's something to make use of all that empty space, I'd say 1. It's much cleaner, and more efficient looking. Wasted space always seems unprofessional to me.
In response to Toddab503
Toddab503 wrote:
Unless there's something to make use of all that empty space, I'd say 1. It's much cleaner, and more efficient looking. Wasted space always seems unprofessional to me.

fak. well ofc I'll change things around to make use of things but does it make a difference in your opinion? o.o
In response to Kozuma3
It does to me. I don't like when things are so close together. I love having that extra space. I recommend making everything bigger and separating each section more generously.
I agree with PirateEra. If it's all resized accordingly, it should be better
In response to GreatPirateEra
In response to Kozuma3
I meant scaling everything accordingly.
It takes time D:



stumbled upon this glitch/ bug while running some tests.
some dbz shit going on here
Who here is ready to see an early version of "InOut ScreenWeb" library? It won't be available yet in library form, but I can explain of what I been working on.

Discovered how to place another canvas on top of the map control. While I have some experience with CSS3 before; I honestly didn't realize there was an attribute that allowed me to control the z-layer. Plus, I forgot about the position attribute.

Currently, it works with what is already provided through HTML5. Sooner or later, I will make sure to make it work with bitmap fonts. This is not a replacement for maptext, but rather complimentary.

And yes, the "InOut ScreenWeb" library will be SByIo's successor. In fact, that project started since late 2014, but did not pick up much steam at the time.
In response to Bandock
Hmm, that's interesting. Never thought of it before. I would actually like to see how it turns out.


Spoopy engaged. Still a work in progress though.

As for other updates:

I coded in the system to enable/disable enemies that are too far away from the player. I had to set it up to reach a bit further than I expected, as the camera allows enemies to be up to 14 tiles away from the mob while still being on screen.

So I have the game enable any mobs within 15 tiles of the player, and disable all else.

This worked surprisingly well and it cut the CPU usage by one of the more troubling rooms by about 80%. I still need to test it on my home computer though, as it has a less efficient CPU and has more trouble with BYOND games, so I'd like to see if it's enough there as well before I put the matter to rest.

Regardless, plans to buff enemies are still in motion.
In response to Bandock
Bandock wrote:
Who here is ready to see an early version of "InOut ScreenWeb" library? It won't be available yet in library form, but I can explain of what I been working on.

Discovered how to place another canvas on top of the map control. While I have some experience with CSS3 before; I honestly didn't realize there was an attribute that allowed me to control the z-layer. Plus, I forgot about the position attribute.

Currently, it works with what is already provided through HTML5. Sooner or later, I will make sure to make it work with bitmap fonts. This is not a replacement for maptext, but rather complimentary.

And yes, the "InOut ScreenWeb" library will be SByIo's successor. In fact, that project started since late 2014, but did not pick up much steam at the time.

I look forward to seeing/using/contributing to this if I can. So... I'm as ready as I can be.

I've got a fair amount of css/javascript experience and am in need of a maptext "upgrade".
In response to Bravo1
Bravo1 wrote:


Spoopy engaged. Still a work in progress though.

As for other updates:

I coded in the system to enable/disable enemies that are too far away from the player. I had to set it up to reach a bit further than I expected, as the camera allows enemies to be up to 14 tiles away from the mob while still being on screen.

So I have the game enable any mobs within 15 tiles of the player, and disable all else.

This worked surprisingly well and it cut the CPU usage by one of the more troubling rooms by about 80%. I still need to test it on my home computer though, as it has a less efficient CPU and has more trouble with BYOND games, so I'd like to see if it's enough there as well before I put the matter to rest.

Regardless, plans to buff enemies are still in motion.

I use the same system to handle mobs in Radical Combat Dudes. There is more you can do than that to lower the cpu mobs create in your world though.
Here is the early test release of the library (code included):
https://dl.dropboxusercontent.com/u/24250760/BYOND/ Test%20Versions/InOut%20ScreenWeb_src.zip

To test out the demo, you need to select all the demo files to get them ready for compiling.

Due to the fact it uses the webclient, you may need to test it by hosting your own server through Dream Daemon and access it through the localhost.

For the keys that work, here is what they do:

Up Arrow - Outputs a message. There is no limit on message output yet, but will be implemented soon. Part of the demo.

Down Arrow - Reduces health and changes the health label.


An earlier version actually had separate outputs for clear and draw. However, it was causing text to flicker. So, I changed it where you output based on a list of instructions. Easily solved the flickering problem (or at least has a far smaller chance of flickering). I may put up a GitHub for this project before a hub ever gets created.
Hosting Bandock InOutScreenWeb here if anyone is interested in seeing it in action without needing to host it. I haven't looked at it closely yet.

http://www.byond.com/play/embed/23.99.84.35:8803

In response to Bandock
Bandock wrote:
Here is the early test release of the library (code included):
https://dl.dropboxusercontent.com/u/24250760/BYOND/ Test%20Versions/InOut%20ScreenWeb_src.zip

To test out the demo, you need to select all the demo files to get them ready for compiling.

Due to the fact it uses the webclient, you may need to test it by hosting your own server through Dream Daemon and access it through the localhost.

For the keys that work, here is what they do:

Up Arrow - Outputs a message. There is no limit on message output yet, but will be implemented soon. Part of the demo.

Down Arrow - Reduces health and changes the health label.


An earlier version actually had separate outputs for clear and draw. However, it was causing text to flicker. So, I changed it where you output based on a list of instructions. Easily solved the flickering problem (or at least has a far smaller chance of flickering). I may put up a GitHub for this project before a hub ever gets created.

I found some time to play with this. Thanks again for sharing it. It helped me familiarize myself a little more with the byondclass interfaces.

While working my way through yours, I put together a simple example to test things out but it doesn't do as much as the one you provided. I have no intention of taking it any further but figured the minor differences might be interesting to you and others.

http://files.byondhome.com/PopLava/ WebClientChatInterface_src.zip

I have it running here:
http://www.byond.com/play/embed/23.99.84.35:8802


In response to PopLava
PopLava wrote:
Bandock wrote:
Here is the early test release of the library (code included):
https://dl.dropboxusercontent.com/u/24250760/BYOND/ Test%20Versions/InOut%20ScreenWeb_src.zip

To test out the demo, you need to select all the demo files to get them ready for compiling.

Due to the fact it uses the webclient, you may need to test it by hosting your own server through Dream Daemon and access it through the localhost.

For the keys that work, here is what they do:

Up Arrow - Outputs a message. There is no limit on message output yet, but will be implemented soon. Part of the demo.

Down Arrow - Reduces health and changes the health label.


An earlier version actually had separate outputs for clear and draw. However, it was causing text to flicker. So, I changed it where you output based on a list of instructions. Easily solved the flickering problem (or at least has a far smaller chance of flickering). I may put up a GitHub for this project before a hub ever gets created.

I found some time to play with this. Thanks again for sharing it. It helped me familiarize myself a little more with the byondclass interfaces.

While working my way through yours, I put together a simple example to test things out but it doesn't do as much as the one you provided. I have no intention of taking it any further but figured the minor differences might be interesting to you and others.

http://files.byondhome.com/PopLava/ WebClientChatInterface_src.zip

I have it running here:
http://www.byond.com/play/embed/23.99.84.35:8802



You are very welcome. And I took a peek through your hosted link and at your code. Very nice usage of gradients. That is something that BYOND itself can't currently do through maptext, but can be done through the webclient. :D


Flame thrower tech for the ward class, going to be showing off some more fire tech as they're being worked on
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