In the maptext chats that pictures have already been posted of: How are you cats able to determine where the "bottom"/"end" of the entire chat is? If you can determine that you're at the end of messages that need to be displayed, there's no reason you can't scroll one line at a time to make it prettier. Scrolling one line at a time is irrelevant to how many lines a single message gets broken down into.
Besides, you can get around the maptext_width issue by using a monospaced font or doing some string/text voodoo to track the pixel width of each letter (like what we did way back when object screen text was the only viable option) and then just divide the maptext_width by the sum of all the letter widths.
It's not the best alternative, however it's not at all impossible to do with a little bit of manual effort: but i digress -- i don't disagree with you.
ALSO to clarify, I'm only talking about making the maptext chats scroll smoother by scrolling one line's height at a time *which i do not at all see how maptext_width is absolutely required*. Even if a message gets broken into two lines, you'd still scroll by only the height of a single text line.
Alternatively; break each maptext message in the chat into it's own maptext object and track it's info from there. There's plenty of ways to approach this right now, it's just they're all much more complicated than it should be.
Kumo: You are pretty wrong on the subject. Maptext isn't just text. It also encompasses a whole subset of HTML rendering rules, images and break rules. None of which are easy to emulate.
Not only that, but the rules vary because maptext is styled and rendered on the client, which cannot be predicted reliably from the server. |
Creating another DMM Parser/Loader, WIP.
Arguments: MAP_STRING_NAME, Z level Returns: TRUE, FALSE proc/LoadDMM(map_data,Z=1) |
There's a half dozen working map text chat libraries that do exactly what you're all talking about.
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In response to Crazah
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Crazah wrote:
There's a half dozen working map text chat libraries that do exactly what you're all talking about. Poorly. |
Totally unrelated to my recent posts, and I believe the 18th project I've posted in this thread...
Geometry Dash ripoff... |
In response to Flick
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Flick wrote:
Totally unrelated to my recent posts, and I believe the 18th project I've posted in this thread... What if, the level went back and forth, up and down and various intervals. As if you have to get a key on one end and travel back to unlock and so on. New dynamic enemies spawn making each pass more difficult. Ok to retreat but maybe you have to hit switches to alter direction. |
Actually working on a switch that reverses both direction and gravity. You will run backwards along the ceiling, and any gaps you 'fall' through will bring you to the bottom where you will run along the floor.
I also considered making it sort of a tower, where you make your way back and forth moving up a level each pass. |
Gandalf the Silver (Fox) with his giant testicle staff :P
Seriously though, pretty good stuff. I like the mood on the first one and that jagged sword/scimitar thing has a really good metal read to it, which I know can be hard to get right. |
In response to Flick
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Flick wrote:
Gandalf the Silver (Fox) with his giant testicle staff :P Good boye has an bone ya perv. |
In response to Ter13
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Ter13 wrote:
Good boye has an bone... That's pretty much what I said... |
In response to Flick
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Flick wrote:
Ter13 wrote: Flick: You're pretty wrong on the subject. Bones aren't just testicles. They also encompass a whole subset of structural and sensory adaptations. None of which are easy to digest. |
If anyone wants to give it a shot. Not much there yet, but I'd like to hear how others think the physics and controls feel.
http://files.byondhome.com/Flick/jumpy.zip |
Yut Put wrote:
daddy? |
I'm not saying it's easy, but it's not as impossible as you cats are making it seem. Just requires some manual work. (which to clarify i'm only talking about making the chats scroll prettier with a line at a time instead of by random chunks).
I do agree that we need some better maptext handling stuff though.