Apr 8 2016, 2:30 pm
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Next project you should ditch interfaces altogether and use screen UI.(;
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In response to Kumorii
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Kumorii wrote:
Next project you should ditch interfaces altogether and use screen UI.(; Most likely that would be the next bet. |
In response to D4RK3 54B3R
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The issue I'm having is that making him any slower would make him incredibly easy to kill, regardless of how much health I give him.
If I prioritize the shield block they have then players would have the get in close to do damage, but that's when he strikes, making it a hit-and-run combat situation. That works fine so long as they don't have a lot of health, bu it's very easy for the enemy to go from challenging to annoying. I still need to fiddle with it's health, currently it's too weak as it dies in two charged shots, which is very simple to pull off since you can only hit him one or twice as he winds up or cools down from his strike. I imagine I can slow him down a bit too, but his spindly little legs are supposed to give the impression that, although he's strong, he's designed to move quickly. |
In response to Bravo1
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Give him a jumping dive attack to counter jelly bean hoppers of players.
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Yut Put wrote:
@lummox: How do you plan on adding on screen chat if there is no way to know where a message line ends or how much screen space maptext takes up? It is currently impossible to make functional on screen chat because of these two problems (you cant read the number of lines the maptext takes up) Hrm, a good question. Unfortunately the problem of measuring maptext is a fundamentally difficult one, because all measurements have to be done client-side. I'm open to any suggestions as to how that might be dealt with; with 511 around the corner, it'd be a good time to look into that sort of thing. |
I just spent a good portion of the day and some of last night (weeee, unemployment~~~) writing up a pif_Arithmetic protocol that defines how "extended integer classes" I write will interact with one another and behave. This was mostly to overcome the issue I noticed on Sunday regarding the fact that my current approach violates the Liskov Substitution Principle. I'm now in the process of changing things around in both my pif_LongInt class and the UnsignedDouble subclass to fall in line with this new specification, which involves changing a few thing around but it's otherwise not too bad. Once it gets compliant (or at least mostly-compliant) with the protocol, I'll release a beta version of pif_LongInt so people can play around with unsigned doubles if they have use of them. I've decided against including root extraction algorithms, as that could get very messy without suitably-sized floating point numbers.
The protocol is here if someone is curious. I'm actually quite excited about this library, as I personally think it's some high-quality code, and can be very, very useful given how small BYOND's built-in integers are. Once I get the first full version of the library out, which would include both signed and unsigned double, triple, and quadruple precision integers (32-bit, 48-bit, and 64-bit integers) I intend to release a library implementing both the 32 bit and 64 bit Mersenne Twister algorithms. BYOND, of course, already has a random number generator that can be seeded as you please and used freely, but there is only a single instance of it. Thus, if you want to access the same random sequence multiple times (such as for generating the same random map with a given seed, for example) the options are limited. This would allow you to have multiple, concurrent PRNGs active so you don't have to worry about such issues. I'll also probably release a simple library extending the functionality of pif_LongInt with some basic integer functions. E.g., absolute value, signum, factorials, binomial and multinomial coefficients, greater common divisors, and least common multiples. |
In response to Popisfizzy
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weeee, unemployment~~~:'( |
In response to GreatPirateEra
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GreatPirateEra wrote:
weeee, unemployment~~~:'( Yeah, it blows. I did have a phone interview on Wednesday for a CS rep position, so hopefully that pans out. I—unfortunately in general, fortunately now—still live at home because it's way cheaper until I graduate college (whenever that may be, thanks to chronic health issues) so I'm not in the direst of straits. At the very least, I've been extremely productive to keep myself sane. Hence all the work I've been going on, e.g., this library and other pieces of code, writing a story, working on my conlangs and worldbuilding in general, etc. Still, having money would be nice... |
In response to Popisfizzy
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Popisfizzy wrote:
BYOND, of course, already has a random number generator that can be seeded as you please and used freely, but there is only a single instance of it. Thus, if you want to access the same random sequence multiple times (such as for generating the same random map with a given seed, for example) the options are limited. This would allow you to have multiple, concurrent PRNGs active so you don't have to worry about such issues. Sounds like a potential 511 request to me. BYOND already has a Mersenne Twister internally (except for old worlds, which use the old built-in PRNG which isn't as good), so setting up multiple PRNGs should be approachable. |
And I just put up the beta version of pif_LongInt. It's highly feature-incomplete and undocumented, but as an example to get started:
mob/Login() Though annoyingly enough, I think I found a subtraction bug within moments of uploading, but it's still in beta so I don't guarantee it's bugfree in any way. |
hi dis mai gem
pls laik et i wil giv u kage if u do |
Looks nice
One critisismz though :3. Put a border around the mana and stamina bar pls <3 Not really critisismz just a suggestion Got ya didnt i :P? |
As i am both a casual asshole and a hardcore badass i can easily say comic relief characters r awesome and make every game except for galaga online 2x better.
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Yut Put wrote:
https://dl.dropboxusercontent.com/u/8858375/ epochvFINISHED100fullversion.zip Yours is different and looks good. It did remind me of Orko though. Orko Images |
In response to PopLava
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PopLava wrote:
Yut Put wrote: and the Jawa people from Star Wars actually. https://www.google.com/ search?biw=1920&bih=955&tbm=isch&sa=1&q=star+wars+small+sand +people&oq=star+wars+small+sand+people&gs_l=img.3..0i24.8321. 9600.0.9750.6.6.0.0.0.0.55.263.6.6.0....0...1c.1.64.img..0.1 .48.KDcSUUZS8Ro Short, redish cloak, glowing yellow eyes, no face, hat/hood covering entire head except eyes. Your hat makes him more gun slinger looking which makes him unique. |
Looks like the Black Mage from Final Fantasy too.
there are a lot of "robed characters who's eyes are the only part of their face you can see" tbh. |
Can't confirm it in that build but I left version 81 running for a while one time and everything got a lot brighter and lagged to hell and back, which is obviously the lighting engine dying.
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Feed:
- Enemies now spawn relative to player positions. - Enemies will now respawn if idle on the same turf for multiple steps and no players are in view. - Text is no longer a blurry mess! (thanks Ter!) - Items now have pickup text when walking over them. - Got the bulk of work done for a huge new map -- Downtown. - An assortment of sound effects and graphical tweaks. Here - have a random gif; |