In response to SuperAntx
Was just noticing the same thing. Think that was why you were having to use those large pixel_y values in your demo as well. Something's up with it.
In response to SuperAntx


The mob seems to jump upwards at the beginning of the stretchy animation. I'm just using:

animate(src, transform=m/o, pixel_y=64, alpha=160, time=10)
In response to Kaiochao
that looks... like what i've always wanted to see possible...
https://dl.dropboxusercontent.com/u/25108410/ iso_spin_test.rar

Here's a test thingy I did for isometric maps. Not terribly interesting, but the math was... tricky.
In response to Kaiochao
Not uploading the files isn't fair.
http://ncomproductions.com/Tanks%202.zip

Random fiddling with the system, explosions happen when you shoot the walls. About an hour of work.
Time to update dbzrelegr8.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
So you can't tween the screen_loc?

Sadly no; not at this time. This is not for lack of trying. The problem stems from the way screen_loc is calculated on the client end, which is really unfriendly to the animation process. (atom.text had a similar issue, though for completely different reasons.)

If you want to move a screen object, the best way to do that currently is going to be with transform; the transformation matrix will work no matter what, so you can translate the screen object as needed.
Yeah, I found this out myself, then used transform to get around it:

screen_obj
parent_type = /atom/movable
starbackground
icon = 'starbackground.png'
screen_loc = "1,1"
layer = 0
var
offset = 0
moving = TRUE
screen_obj/second
proc
parallax()
var/matrix/M1 = transform
var/matrix/M2 = second.transform
while(moving)
sleep(world.tick_lag)
if(offset==239)
M1.Translate(0,240)
M2.Translate(0,240)
offset = 0
else
offset++
M1.Translate(0,-1)
M2.Translate(0,-1)
transform = M1
second.transform = M2
New(var/client/c)
..()
second = new/screen_obj()
second.icon = src.icon
second.screen_loc = src.screen_loc
second.layer = src.layer
second.transform = matrix(1,0,0,0,1,240)
c.screen += src
c.screen += second
spawn()
src.parallax()


This creates an endlessly-scrolling background using two 320x240 pixel background objects.

Overall, I'd say the new features are pretty awesome.
Is there any documentation on the new features like animate()? The only thing I've seen so far as to how to use is is what's in the code examples from this thread.
It's all in the BYOND help files if you download the new version.
There's an entry in the reference, along with few entries for the new matrix features.


If the entry is not showing up, you might have an issue with your virtualstore:
http://www.byond.com/forum/?post=764423#comment2111500
Unless you have this problem as well... I did.

EDIT: Sneaking that edit in there while I'm typing... ;)
In response to Super Saiyan X
Super Saiyan X wrote:
If the entry is not showing up, you might have an issue with your virtualstore:
http://www.byond.com/forum/?post=764423#comment2111500

Thanks, that sorted it. Now to start fiddling around with it.
Better beam. Yeah, it's pretty silly and simple, but I like it.
In response to Flick
Oh my literal Jesus.
In response to SuperAntx
SuperAntx wrote:
I made...a spirit bomb.

get rekt


How do i make it if it bumps it does damage?
In response to Kaiochao
Kaiochao wrote:
Oh my literal Jesus.

Heh. I didn't even think of that.
In response to Super Saiyan X
Super Saiyan X wrote:
There's an entry in the reference, along with few entries for the new matrix features.


If the entry is not showing up, you might have an issue with your virtualstore:
http://www.byond.com/forum/?post=764423#comment2111500

There is no such path in Windows 7. What to do?
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