I coincidentally happen to have a Python script that generates circular grayscale falloff images with lambertian shading.

https://gist.github.com/PJB3005/ad9285c2fb344caa1926

I'd embed an image but since it's all alphas that doesn't really work: have this instead.

https://imgur.com/2oWnNDo

(it's from a confused time where my guess at how TobbaLights works was ways off, but it may become a reality now in 510)

It does require https://gitlab.com/N3X15/ByondTools though (the dependencies for BYONDTools can all be installed through pip, numpy might be a nuisance though).
In response to Exentriks Gaming
Exentriks Gaming wrote:
Please can we see code example of how to do this!

Keep in mind this is crude. I don't actually like that the plane master has to be done as an image, but I haven't figured out a good alternative yet. (It's not a HUD object, although I plan to make a change where it could be added as one.)

image/planemaster
plane = 2
blend_mode = BLEND_MULTIPLY
appearance_flags = PLANE_MASTER | NO_CLIENT_COLOR
color = list(null,null,null,null,"#555")
image/spotlight
plane = 2
blend_mode = BLEND_ADD
icon = 'spotlight.dmi'
pixel_x = -32
pixel_y = -32
mob/Login()
..()
src << new/image/planemaster(loc=src)
overlays += /image/spotlight
obj/pyramid
overlays = list(/image/spotlight)

The planemaster object has a constant ambient light that's added to the plane before it gets blended, and the spotlight image is just a white 96x96 circle.
Now might be the time to add some kind of global flag for image objects to boot if your are going to be doing lighting with image objects. Or at least some kind of flag for atoms that makes them ignored for Cross()/Uncross() checks, and the ability to be parented to other atoms.
I thought about that, but it requires further changes I'm not sure I love. I'll have to see how easy it is to implement. I was thinking maybe a world.images list might be doable.
In response to Lummox JR
That is incredibly simple... Thanks a bunch.
In response to Lummox JR
Lummox JR wrote:
A crude test of PLANE_MASTER:


I can't tell... what am i looking at Dx?
I thought about that, but it requires further changes I'm not sure I love. I'll have to see how easy it is to implement. I was thinking maybe a world.images list might be doable.

As long as it has some form of optimization that means that the server won't spend too much time working out what's possible to be viewed by a client so that a majority of the server's time doesn't get chewed up generating update messages or checking dirty-marking for images the player's viewport wouldn't care about, that sounds like a reasonable approach.

I currently use a quadtree to sort images based on proximity to a client's viewport, dividing the map into chunks with their own lists of images that are added and removed from the client's images list when the client views/unviews the particular chunk. I'm unsure whether this is actually a net speed improvement or a net speed loss for the engine when many players are involved.
In response to Lummox JR
Lummox JR wrote:
Exentriks Gaming wrote:
Please can we see code example of how to do this!

Keep in mind this is crude. I don't actually like that the plane master has to be done as an image, but I haven't figured out a good alternative yet. (It's not a HUD object, although I plan to make a change where it could be added as one.)

image/planemaster
> plane = 2
> blend_mode = BLEND_MULTIPLY
> appearance_flags = PLANE_MASTER | NO_CLIENT_COLOR
> color = list(null,null,null,null,"#555")
> image/spotlight
> plane = 2
> blend_mode = BLEND_ADD
> icon = 'spotlight.dmi'
> pixel_x = -32
> pixel_y = -32
> mob/Login()
> ..()
> src << new/image/planemaster(loc=src)
> overlays += /image/spotlight
> obj/pyramid
> overlays = list(/image/spotlight)

The planemaster object has a constant ambient light that's added to the plane before it gets blended, and the spotlight image is just a white 96x96 circle.

Is there an ETA on 510? I don't mean to rush but I want to be able to purchase a proper amount of kleenex beforehand.
BYOND 510 PLANE PRANK GONE WRONG

it's JUST A PRANK BRO

lummox is pranking us
In response to Bravo1
Bravo1 wrote:
Is there an ETA on 510? I don't mean to rush but I want to be able to purchase a proper amount of kleenex beforehand.

I have more testing to do and a number of tiny items to get to before the first release, but I'm hoping for next week, the sooner the better.

My output this week has taken a hit due to an unexpected cold, but I think I'm still on track. I've just done some testing on KEEP_TOGETHER and that's looking good.
MORE POWER TO ME
In response to Pixel Realms
Beautiful scenary, but the cliff looks really awkward..


More enemies. "Zeet" and "Zeet Hive".

Zeets are small flying insects which will buzz over and damage you slowly. Their damage does not stack.

They are small and hard to hit, but projectiles pass through them unhindered so you can skill entire swaths of them with only a few shots.

The Zeet Hive releases more Zeets over time, and is tougher to destroy but it's the only way to stop them from showing up for good.
Yut Put wrote:
what if you used the color of his visor as a health indicator

I think that might be a bit too inaccurate a way to tell how much hp is remaining. It's small and judging color is difficult for many.

Colorblind players would likely hate it o_o
If you're looking for some kind of vague health indicator: how about some initially transparent static/noise covering the entirety of client.screen that gets more visible as you get hurt? If you've played SOMA think of the static effects in that.
In response to Metamorphman
Metamorphman wrote:
If you're looking for some kind of vague health indicator: how about some initially transparent static/noise covering the entirety of client.screen that gets more visible as you get hurt? If you've played SOMA think of the static effects in that.

I'm going with a pretty straightforward health bar/number for displaying health, but the static screen thing will be a part of the game, just for different reasons.
Do the bloody screen effect fps games have.


Except make the screen has electricity running across it and maybe a few bent metal pieces on the edges of the screen/cracked glass.
Yut Put wrote:
nix



TBH polish is great, but visible signs of damage on the robot are probably overkill until you get to the polishing stage. I try to prematurely polish things and it kills my ability to get anything significant done.
In response to Ter13
Ter13 wrote:
Yut Put wrote:

TBH polish is great, but visible signs of damage on the robot are probably overkill until you get to the polishing stage. I try to prematurely polish things and it kills my ability to get anything significant done.

That's basically my feelings about it.

I like the suggestions but I'm not thinking about anything like that right now.
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