ID:175356
 
Ok, heres the deal. I want to have a clock tower as part of the Town Hall in my game, however a 'Big Ben' style clock is a tricky thing to set up in BYOND.
It needs to be 3x3 tiles, have hour and minute hands, and update every minute too the current game time.
The only problem is the graphical side. The only way I can figure out too get it to work is to make 120 3x3 tile images (60 minute states, and 60 hour states), and I dont really feel like making up 1080 icons.
So if anyone knows a more efficient way of doing this Id be really thankful. Maybe something using multi-tile icons and Turn().
Im going to mess around and see if I can write something up using pixel_, Turn() and overlays that will make it so all I need is two 1x2 objects.
DarkView wrote:
Ok, heres the deal. I want to have a clock tower as part of the Town Hall in my game, however a 'Big Ben' style clock is a tricky thing to set up in BYOND.
It needs to be 3x3 tiles, have hour and minute hands, and update every minute too the current game time.
The only problem is the graphical side. The only way I can figure out too get it to work is to make 120 3x3 tile images (60 minute states, and 60 hour states), and I dont really feel like making up 1080 icons.
So if anyone knows a more efficient way of doing this Id be really thankful. Maybe something using multi-tile icons and Turn().
Im going to mess around and see if I can write something up using pixel_, Turn() and overlays that will make it so all I need is two 1x2 objects.

Not sure... what to suggest here in order to get it to work, is a nice novel idea though. I'd like to see it, if you ever get it to work. But just in case you don't is it really THAT important to show each minute on the little 32x32 tile??? I recommend to cut the size of work down for ya to just move the minutes hand once every 15mins. This should provide plenty of visual advancement to people in the game looking at it could tell roughtly what time it was.

LJR
A 3x3 clock would be harder than a 1x1 clock; for a 1x1 clock, you just need to have two icons for the clock hands, use turn() to rotate the hands to their correct position, and stick it on the clock face as an overlay or image.

I'm sure 3x3 can be done, but it would be more difficult.
In response to Crispy
Crispy wrote:
A 3x3 clock would be harder than a 1x1 clock; for a 1x1 clock, you just need to have two icons for the clock hands, use turn() to rotate the hands to their correct position, and stick it on the clock face as an overlay or image.

I'm sure 3x3 can be done, but it would be more difficult.

This is a place where scaling would come in handy. If you could use a 32x32 icon and then just scale it for size. Don't suppose anything like this is out there eh?

LJR
In response to LordJR
It would come in handy, but I don't think you can.

I think Lummox JR made a C++ program which makes .dmi files (in his excellent DmiFont library). Maybe he could release the source code, so we can write our own DMI editors with the kind of capabilities we need? (hint, hint =P )
In response to Crispy
Crispy wrote:
It would come in handy, but I don't think you can.

I think Lummox JR made a C++ program which makes .dmi files (in his excellent DmiFont library). Maybe he could release the source code, so we can write our own DMI editors with the kind of capabilities we need? (hint, hint =P )

Oh yes.. I second that motion!!
DMI SDK onegashimasu!!!

LJR
In response to LordJR
Uhmm yeah! DMI stuffmagamashi! Trogdoria!
In response to LordJR
Including it will have little to no impact on my game, since players can buy watches, but I like to have little things in too keep it interesting.
For example, the game is a turn based RPG, but the city is going to have a complete public transport system (Trains, Trams, Buses, Taxi Cabs). The funny part is that its a small city.
I might have to resort to plan B and make the clock a digital one, just as a little joke.