Oct 8 2013, 10:39 pm
|
|
Day 5 - Gave up, downloaded Zeta source, edited myself in as admin. Will give GM for first place.
|
In response to Ter13
|
|
Ter13 wrote:
Day 5 - Gave up, downloaded Zeta source, edited myself in as admin. Will give GM for first place. That's it, everyone, we've lost. |
Day 5 - Just started. No art yet. But there's blood. Lots of blood. And pbags. More to come soon.
|
In response to Fugsnarf
|
|
Fugsnarf wrote:
No art yet. But there's blood. Lots of blood. So... The blood is... yours? some kind of sacrificial offering? only in your twisted fantasies? what? :) |
In response to Fugsnarf
|
|
Fugsnarf wrote:
Day 5 - Just started. Day 5 - Just started freezing dream seeker with my animate()s... |
In response to Magicsofa
|
|
Magicsofa wrote:
Fugsnarf wrote: I was beginning to run into crashes, and I noticed that the release notes for one of the last two versions (500.1213 or 500.1212) there was a bug fix with a note about "frequent appearance changes due to animate() would crash DS" (or something like that) I updated to 1213 yesterday, and so far no crashes. I haven't put it to a stress test, though. |
Yeah, I'm using 1213 as well and it's crashing without fail. I was trying to create an effect where wall turfs will jiggle around when something hits them:
Animate() It crashes with 10 objects that are bouncing back and forth between walls, and not particularly fast (maybe 5 to 8 animate() calls per second) |
In response to Magicsofa
|
|
Why does this only work when it is in a separate proc? When I used it in mob/Bump(atom/o) and did all of that (except with o. before things, of course), it gave me a "no named args" runtime error, but when I moved it to a procedure contained by /atom, it worked just fine?
|
In response to SuperSaiyanGokuX
|
|
SuperSaiyanGokuX wrote:
So... The blood is... yours? some kind of sacrificial offering? only in your twisted fantasies? what? The blood is just a particle effect when you shoot things. There's a lot of it. It's just red squares going everywhere. I made pbags as place-holder dummy enemies. And also as a joke. |
Tonight was pretty productive. Per-pixel collisions means I can create slopes and not have to do a whole lot of fancy math. |
In response to Makeii
|
|
That looks great.
If you mentioned this kind of thing in Chatters instead of gotten offended by my asking "why you had to reinvent the wheel just to post a gif of the simplest square collisions," things would've gone smoother. As for avoiding math, stop that. |
In response to Jittai
|
|
Jittai wrote:
Make the box tilt in the same slope as the slope. :o IMPOSSIBREEEWW |
In response to Jittai
|
|
Jittai wrote:
Make the box tilt in the same slope as the slope. :o Heh I wrote something like that for a java game before, where the landscape was polygonal and the objects moving along it would rotate to match the surface normal. |