In response to Ganite
Ganite wrote:
are the players giants? if not trees and player shouldn't be same size lol
Magic and fantasy isn't realistic either.
In response to George Bailey
George Bailey wrote:
Currently working on my first game, called Tales of Tria. I hope you like the current art for it c:

(Open in new tab for full res.)


Your art style is just sex for the eyes. The colors MMMmmm
Your art style is just sex for the eyes. The colors MMMmmm
The in-game map editor that Doohl's been working on for Eternia: http://i.imgur.com/ANVex93.gifv

Back to Severed soon.
In response to George Bailey
George Bailey wrote:
Currently working on my first game, called Tales of Tria. I hope you like the current art for it c:

(Open in new tab for full res.)

Very beautiful; love the base and the art style.

The Only thing that sticks out is how some of the water edges have that shadow effect cut off mainly at some of the rounded curve areas.
Oh man, Thanks for the positive comments it really boosts my motivation and outlook on things.

Lavenblade wrote:
Ganite wrote:
are the players giants? if not trees and player shouldn't be same size lol
Magic and fantasy isn't realistic either.
This is true enough. However he is kind of right about the player sprite being close to the size of the trees, however I think it matches the style pretty well nonetheless.


Pixelcomet wrote:
Your art style is just sex for the eyes. The colors MMMmmm
Thanks a bunch, hopefully it will keep improving over time as well. c:


Ghost of ET wrote:
Your art style is just sex for the eyes. The colors MMMmmm
Thanks c:


FKI wrote:

Very beautiful; love the base and the art style.

The Only thing that sticks out is how some of the water edges have that shadow effect cut off mainly at some of the rounded curve areas.

Thanks, I was trying to go for some sort of overlap from the edge and water when it comes with the shadow not appearing but I can see some places where it just looks weird, like on the rounded bits before the overlap happens. Thanks for pointing this out it'll be fixed.

So I've been working on fixing the bugs in Lux, had a tough time figuring out the HP meter not showing back up after death, and I ended up finding out that the code I was using to clear the world was hitting the screen objects as well, so that's all fixed.

I ended up going over and tweaking/fixing the respawn system as a result.

I still have no idea what's going on with the images disappearing. I'm getting really crazy results with my testing.

For example, client.images.len just keeps increasing and increasing, it seems like images are not being deleted from it for some reason, even though images are getting deleted in the world, or at least they should be. I can't actually check because for some reason I can't get a count of all the images in the world.

Here's the code I'm using to count the images in the world.

mob
verb
check_images()
var/count=0
for(var/image/i in world) count+=1
src<<count


This always reports 0, am I being a dingus and doing something wrong?
In response to Bravo1
Have you tried overriding image.Del() and observing which are being deleted instead?
In response to FKI
FKI wrote:
Have you tried overriding image.Del() and observing which are being deleted instead?

Went ahead and tried it out. Tons of images aren't getting deleted it seems. I'll have to look into a way to force them to be deleted, maybe it's something I'm doing with the map clearing that's causing it.

Edit: Ok. So for some reason, images don't show up in world, but they do show up in client.images. So I guess they don't count as being part of the world? Not sure, but with this I can force them to be deleted properly. That's one issue out of the way at least.

Just to reiterate, for(var/image/i in world) gets nothing, for (var/image/i in client.images) gets all the images.
Well, I believe I've found the issue... or something close to it.

The dmm_suite library creates images for every turf in the game in order to keep turf layering working from the editor.

This causes thousands of images to be created everytime you load a map.

For some reason, loading that many all at once causes DS to not display some of them, and usually ends up breaking the client.images list with garbage entries.

If I give turfs a null icon, the images never get created, which is okay for me, because then it goes from x*y images per room down to the number of images I actually use.

Only issue is that this catastrophically breaks dmm_suite, giving rooms about a 10% change to fail loading and crashing DS.

I've already tried fixing it so that it uses objects with appearances of each turf layer and puts them into underlays, but the issue is the same as if it were image without icons. This tells me dmm_suite is checking somewhere, expecting to see an image, and since there's none something goes haywire and crashes.

This bug hunt is turning into a Xenomorph hive.
In response to Fugsnarf
Fugsnarf wrote:
It has some useless tabs for input on the under side of the controller.

No, not precisely. Those so called "useless" paddles can be assigned to any other button on the controller. They aren't really relevant to this discussion, they don't register as their own buttons. You could, per say, map PL1 to X and PL2 to Y, but they'd still only register as X and Y inputs.
In response to Exentriks Gaming
Exentriks Gaming wrote:
So you guys don't think Transcend is dead here's a lil sneak of the combat(yes it's going to get very bloody):

I'm not really looking for CC right now since it's a rough draft and I have a lot planned; but I will gladly listen to all suggestions. Happy 4th of July!

I'm so glad you listened to me. Trying to keep track of 10 different games' twitter and socials is just too much hassle for a simpleton like me. Please do continue to poke your head in from time to time! We love your stuff!




OH GOD.

This is what happens when you try out another map instancing library without understanding it.

Trying out Null_Query's library but I need to look at it more as there's not a whole lot of info in the documentation.
@Exentriks Gaming: Sorry but the blood splatter looks more like dandruff falling down...

Top notch work by the artist on everything tho! Lovely animations
That one time WALL-E divided by zero.
I managed to get null_query's map loader working, and since it uses regex it runs pretty well, no images are created either, so that's nice.

I'm still having a problem where a few specific rooms tend to make DS poo itself, so that still has to be solved, but I think null's is much cleaner due to the regex use.
In response to EmpirezTeam
EmpirezTeam wrote:
That one time WALL-E divided by zero.

Maybe WALL-E's programming implements wheel theory.
In response to Writing A New One
Writing A New One wrote:
The in-game map editor that Doohl's been working on for Eternia: http://i.imgur.com/ANVex93.gifv

Back to Severed soon.

Does this mean you can create maps while farming for the dankest of loot?
Yut Put wrote:
EmpirezTeam wrote:
That one time WALL-E divided by zero.

my brother saw me look at this page and asked "why is that empirezteam on every single thread"

That moment when you're so obnoxious even people who don't use the forum hate you.
In response to EmpirezTeam
Dont worry i dont hate you.
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