A utility for getting a screenshot of the map at run-time.
Map Size: 250x250 tiles
1 pixel per tile.
-Size: 576 bytes
-Dimensions: 250x250 pixels
-Link: http://files.byondhome.com/Kozuma3/1.png
2 pixels per tile.
-Size: 1.86 KB
-Dimensions: 500x500 pixels
-Link: http://files.byondhome.com/Kozuma3/2.png
4 pixels per tile.
-Size: 5.69 KB
-Dimensions: 1000x1000 pixels
-Link: http://files.byondhome.com/Kozuma3/4.png
8 pixels per tile.
-Size: 16.2 KB
-Dimensions: 2000x2000 pixels
-Link: http://files.byondhome.com/Kozuma3/8.png
16 pixels per tile.
-Size: 566 KB
-Dimensions: 4000x4000 pixels
-Link: http://files.byondhome.com/Kozuma3/16.png
32 pixles per tile.
-Size: 767 KB
-Dimensions: 3520x3168 pixels
-Link: http://files.byondhome.com/Kozuma3/Pie.png
ID:1464355
Jan 5 2014, 8:47 pm (Edited on Feb 6 2014, 7:46 pm)
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Jan 6 2014, 12:17 pm
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amazin'
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I ain't even mad. I just got my own system working today, but it is in no way dynamic. I generated 16 100x100 blocks for a 400x400 map and put them together really quick in PS. The hard part was the positioning of it at runtime. lol
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In response to Albro1
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Albro1 wrote:
I ain't even mad. I just got my own system working today, but it is in no way dynamic. I generated 16 100x100 blocks for a 400x400 map and put them together really quick in PS. The hard part was the positioning of it at runtime. lol Great job :D |
In response to Magicmann
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Magicmann wrote:
How does this handle maps with multiple Z levels? GetMapImage(size=16,z_level=1) Size being the amount of pixels per "tile". Z_level being the z level being copied. |
Now, we just need a system that actively logs the kovements and actions of every player so that we can create films based on BYOND games, even though that is highly unncessary.
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...hmmm, will you be releasing this utility at some point? or is this just letting people see what you were able to accomplish? :O
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In response to Turboskill
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Turboskill wrote:
...hmmm, will you be releasing this utility at some point? or is this just letting people see what you were able to accomplish? :O I've remade it to allow the creation of a 250x250 map with 16 pixels per tile within 5 to 6 seconds. Less than a second for a 1 pixel per tile image. It isn't pretty and needs fixed up with overlays with pixel offsets but I haven't really done anything with it since I got it to work on a plain map, I'll mess around with it more and fix it up ^^. [Edit] I'll post it when I fix it up abit ^^. 250x250 Map at 16 pixels per tile. Profile results (total time) |
Here is another game but with 32 pixels per tile.
For a better view --> http://files.byondhome.com/Kozuma3/Pie.png |
In response to Kozuma3
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Kozuma3 wrote:
Here is another game but with 32 pixels per tile. That's pretty great. How long did that take to generate? |
In response to Magicmann
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Magicmann wrote:
Kozuma3 wrote: 1x1 - 0.56 seconds. 2x2 - 0.57 seconds. 4x4 - 0.64 seconds. 8x8 - 1.97 seconds. 16x16 - 5.5 seconds. 32x32 - 18.7 seconds. |
In response to Unwanted4Murder
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You can receive updates from a topic by simply clicking the [Follow] button at the very bottom (between the last post and the Reply to post box).
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Thanks for the tip. :) I knew about that, but for some reason thought it was a member-only feature.
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inb4 /necro/
Posting the code, now that I remember :B [Edit] Just noticed this is an older one, I have to many projects *-* The more updated one uses a list that stores already created icons and places them without recreating them. :C proc |
proc |