I was thinking (why is everyone suddenly looking so shocked?).
We all know how to warp people using a portal that they can walk onto and it takes them elsewhere, but how about this? A portal which they can SEE though BEFORE they've gon though it. I mean that instead of there being black where the opacity blocks out the view there is what you'd see there if you were on the other side of the portal.
I was thinking that this could be accoplished by adding the icons onto the usr.client's view. I was wondering if anyone knows how to do this.
Anyone?
ID:165956
![]() Oct 12 2006, 10:40 am
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Sort of, but instead of seeing what is onthe other side of those friendly little red arrows I want you to see the the other side of where you'd end up if you walk onto the portal that teleports you elsewhere.
If only I could describe things better...... |
I assume you mean a portal like on Prey, Narbacular Drop, or Portal (look up the last two if you don't know them)?
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YEYE!
Like in portal! http://youtube.com/watch?v=if3Qv2tHyfA (Yes it is a real game, Mecha Destroyer JD) If I can accomplish this then I can make portal for BYOND! :D |
Depending how OpenGL will work in BYOND, you may be able to do it in 4.0. Otherwise, on here, you'll have to make all your own portal icons, unless you want to have blocky portals (which, we all know, would look awesome*).
*Not really. Not at all in fact. |
Atomixkid wrote:
YEYE! Wow..THats a real game? Cool..0_0 |
I think oyu missunderstood me (as I did a few times). A wall blocks your veiw with blackness. I want to replace that blackness with the same icons that are on the corrosponding squares to those which are reletive to you if you were at a cirtain location. Including an update incase you could be able to see someone else walking past via the portal.
@=you #=normal view ~=portal *=where blackness would normaly be but instead you can see though the portal ########### ########### #####@~**** ########### ########### ########*** ######~**** #####@~**** ######~**** ########*** |
The simplest way(absolute last hope maybeh) would be to program just the portal with the same icons as the area..x.x..But I'm sure that you're trying to make it a bit cleaner.
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You'd need a for loop, and something like block() that gets all atoms. Luckily, I just happen to have that =P :
proc/section(atom/low,atom/high) |
I think I know what you meen. If you look thru the portal you see what you are going to teleport to. Is that correct?
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Popisfizzy, thanks for the code but wont that just list all the things you can see?
I just want it to list all the tiles you CAN'T see because a certain object is in the way. |
The arguments, low and high, are any two points on the map. They can be the area you want to show, if you wish.
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But I need a way to work out what tiles I want to change first. I only want to add onto where the opacity object blocks view.
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range(n) - view(n) will give you all the tiles within n squares that the player can't see.
Unfortunately, that won't distinguish between 'blocked by portal' tiles and 'blocked by wall' tiles. |
:P I know this isnt of any help but heres a video of a portal sim I made in DBP... http://s3.photobucket.com/albums/y84/ RUCCUS/?action=view¤t=pOrtal2.flv&refPage=all&imgAnch= imgAnch48
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If I know the formula/algaritham that BYOND uses to know what tiles to block view from then that may help. Anyone know?
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Is this something akin to your question?
- GhostAnime