Selection box!

0 CPU @ 60FPS.
That's awesome, but those dots are making my eyes trip. Really weird.
In response to Kaiochao
Nice work, but let's see you do that in isometric. It has to be a square box too, not a diamond!
In response to Kidpaddle45
Kidpaddle45 wrote:
Draw it!
http://www.byond.com/games/Kidpaddle45/Drawit

Yes!
In response to SuperSaiyanGokuX
No!
Maybe!
So...?
(Pretty interesting things going on in this thread though...)
Moving stuff around...


Doesn't deal with bounding boxes and colliding with other objects yet, but it's pretty neat.
Interdasting.

For collision they'd have to be movable atoms. Which personally does not make sense to me, Turfs should at least have adjustable bounding boxes as well methinks.
In response to Bravo1
Bravo1 wrote:
Interdasting.

For collision they'd have to be movable atoms. Which personally does not make sense to me, Turfs should at least have adjustable bounding boxes as well methinks.

Bounds were considered for turfs as part of the pixel movement system initially, but it ended up complicating the system more than was called for. We compromised on the simpler setup where only movables have bounds.

I think Flick means though that his collision setup is currently only looking at turfs, not the other objects placed this way. obounds() ought to do the trick nicely, however.
In response to Bravo1
Well, I mostly meant that I'm not checking for anything in the turfs at the moment. I could set the buildings (?) on top of each other. And I just used tile multiples for the size of the buildings while I tried to sort out all the positioning stuff, rather than pixel values. Not a big fix, its just not there yet.

EDIT: Yeah, that *points up*
I had set up something like that for one of my older projects (Chao) using my library but it was long before pixel movement and I hadn't quite worked out the kinks in finding atom's loc yet.

This just looks a hell of a lot better. Seeing it now makes me want to work on that again. If ever I made a fan game, it would be for Chao.

EDIT: Jesus, I love your avatar.
In response to Hiro the Dragon King
Hiro the Dragon King wrote:
I had set up something like that for one of my older projects (Chao) using my library but it was long before pixel movement and I hadn't quite worked out the kinks in finding atom's loc yet.

This just looks a hell of a lot better. Seeing it now makes me want to work on that again. If ever I made a fan game, it would be for Chao.

Yeah, I had something set up somewhat similar years ago, but it wasn't nearly as smooth, and was more processor intensive.


EDIT: Jesus, I love your avatar.

I haven't actually looked like that for almost 15 years now, but if I ever hit the lottery, (or make an extremely popular game ;) I'll look that way again. Except a lot greyer...

I haven't had much time to mess with new features, and seeing all this cool new stuff is really awesome. I wish some of you would share what's behind what you're doing, because its starting to become hard to tell now!
In response to FIREking
FIREking wrote:
I wish some of you would share what's behind what you're doing, because its starting to become hard to tell now!

As for me, I've no problem at all telling anyone what I'm doing, I just don't like to release my code because, well, it's awful... Once I'm done playing around, I'll try to clean it up and post it.

Just started to fiddle around with animate() a little, it's not much but I got this going.
In response to Danny Roe
Danny Roe wrote:
Just started to fiddle around with animate() a little, it's not much but I got this going.

Awwwww. I think that file is set to private on your Dropbox. It won't display for me, and when I visit the direct URL, I get the Dropbox 403-Forbidden page.
Ah damn, I forgot about the no direct links for new dropbox users thing. Updated it.
You can still do direct links in Dropbox btw.
You just have to create a public folder:
https://www.dropbox.com/enable_public_folder
Ohh, had no idea. That will come in useful, thanks SSX.
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