RedlineM203 wrote:
1. I know, I just want that improved. 4-directional icons are exactly what you described you wanted. How improved could it get? BYOND does what you want right now. 2. And the one that suits me. Considering I wrote 3 paragraphs in reply to part 2, I have to take a guess as to what the heck you're responding to, but the only thing that looks like it might be right is: "It sounds like you haven't done much with icon coloring, because there are many different ways to achieve tinted icons, and the method you described is about the worst." This might be a tricky concept, but if the method you're using doesn't do what you want, then it doesn't suit you. (And if it's a crappy method anyway--as this is--chances are that even if it suits you it's just because you haven't bothered to learn anything better--as you haven't.) Like I said, SwapColor() or the much preferable multiplication method are the way to go. Pick one. Nobody's going to add a special-format rgb() proc that includes special instruction codes so that when you add it to an icon directly (bad practice anyway) it magically does the special thing you want. That's what the /icon procs are for. You have 'em; use 'em. 4. Your being sarcastic. My being is not sarcastic one bit. (Okay, so that part was, but you walked into it.) Bold links for the reference and guide would be a good thing. Lummox JR |
Lummox JR wrote:
RedlineM203 wrote: Since I've played some games that use 2-directional graphics, I can say that, no, its not exactly what he described. While BYOND can get the same effect as 2-direction graphics through code, there's no built in support for it. Here's an example. Say you've got a character sprite like something you'd see in a Roguelike. Now, that sprite faces mostly forward, but slightly to the left. It can also be mirrored to face slightly to the right. Now, when you move west, northwest, or southwest, then your icon changes to the "left" state. However, when you move east, northeast, or southeast, then your icon state changes to the "right" state. But if you move north or south, then your icon state remains the same. So basically, you're facing the direction you're moving, but only on a 2-directional axis. Now you can "kind of" do that with 4-directional states, except you'll always be facing the a direction when moving north or south, as opposed to facing whichever left/right direction you were last using. So its not really a big deal, but it wouldn't hurt to have it. Its also something I asked for when I first joined BYOND. |
Now you can "kind of" do that with 4-directional states, except you'll always be facing the a direction when moving north or south, as opposed to facing whichever left/right direction you were last using. Why not leave the North and South states blank, and set the obj/mob's loc directly to y+1 or y-1? That doesn't change their direction, IIRC. If you're facing right and have your y increased by 1, you'll still be facing right. If you're facing left and have your y increased by 1, you'll still be facing left. |
Or override the north and south procs to have the direction of movement equal to their current direction?
client/North() Voila. |
Hazman wrote:
Or override the north and south procs to have the direction of movement equal to their current direction? Ah, yes, that's actually a much better way of doing it. With my way you'd have to manually check to see if they could normally enter the location above/below them. |
Or override client/Move.
client/Move(loc, dir) That does exactly what he wanted just by overriding one function and adding a single line to it. |
What I meant is to cut all that code out in one quick addition, not talk about what I can do, because I know and done what I can do to simulate it.
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RedlineM203 wrote:
What I meant is to cut all that code out in one quick addition, not talk about what I can do, because I know and done what I can do to simulate it. There's no reson for the people working towards 4.0 to work on this when it can be so simply and easily done as it is in DM. You don't necessarily know the work required to make a new option for 2 directions. Then again, nor do I. What I'm trying to say is, copy Loduwijk's code :P |
I know, but why not cut it out so people don't have to actually type it? Its worse when you have to type more then you want by far, then you know you can't do that something altogether.
That small code could put a Side-scroller from a 6K attempt to just over 6K. OK, I doubt we'll see 6K Platforming games anytime soon, but its fun for the attempt. |
RedlineM203 wrote:
I know, but why not cut it out so people don't have to actually type it? I suppose BYOND should make our entire games to, so we don't have to type them? Don't even bother replying to this post, because you'd have to type it. |
As far as I know it will be improved in BYOND 4.0.
He's not. By making it bold 20% of the newbies may be urged more to click the link. You however, said that it would solve all of the problems.