In response to Bravo1
Bravo1 wrote:
Well... this isn't... right.... (Warning, flashing lights)

It looks like you messed up the entries of your matrix. You only intended to do rotations, but it appears you also did a skew operation as well.
In response to Popisfizzy
Popisfizzy wrote:
Bravo1 wrote:
Well... this isn't... right.... (Warning, flashing lights)

It looks like you messed up the entries of your matrix. You only intended to do rotations, but it appears you also did a skew operation as well.

Nah, this is that issue with animating where it does steps in a weird order and does strange interpolation.



I took off the animation (not sure why I was animating it in the first place), and just set it to the new transform instead.



C'mere so I can hit you with my laser stick!
In response to Bravo1
@bravo That's actually pretty cool :O.
@Toddab How long have you two known each other?
In response to Bravo1
Bravo1 wrote:
Nah, this is that issue with animating where it does steps in a weird order and does strange interpolation.

Well, even if you're only using matrices because BYOND is using them internally, you still need to be careful about order of operations. For matrices, in general A*B is not the same as B*A. As an example, here is a cloud of 1,000 points I randomly generated in Mathematica:



Now, here's the same point cloud after applying a matrix to it, where the first operation was stretching/skewing the cloud and the second was rotating it.



And here is the original point cloud, but I switched the order of operations: first I rotated it, and then I stretched/skewed it.



Very, very different results.
Yeah, I believe the animate() procedure has it's own order when you have multiple changes done to a matrix.

EX: If you Scale, then translate, then rotate a matrix, animate() will try to do all three at once, interpolating it alone the way, and it leads to what you see in my gif above.
@Bravo1: It's okay. That's a much more understandable reason, and I think what you're working on now can provide at least some of the same pleasure. I really like its focus area, given how few exist in BYOND.

Also, the way you had the effect before reminds me of light sabres from Star Wars. Someone use that. Seriously. Right now.

@Ghost of ET: Uh, surprised to see that question, but a couple years or so I guess? I'm a fan of Feed, and I have a natural thing for horror so... Talks happen.

If you're his stalker or anything though, no worries! You can have him, I'll stalk you instead.
I'm not his stalker just curious :P. Though i dont think we've spoken in a while :C. I have ideas for him that he needs to hear!!
I'm only a private message away, friends. (Y)


With enough of these, I could start a rave.


I don't care if I'm flooding this thread with gifs. I will laser through these walls of conformity!
In response to Bravo1
Keep them coming. I love watching wips.
My BigInt library is proceeding nicely, much better than I had expected actually. Here is some output from test verbs,
/*

Incrementing for 0xffff iterations using integer addition yields 0xffff.

Sum of 0x0 + 0x1 + 0x2 + ... + 0x1f3 + 0xffff using integer addition. 0x7fff8000.

Incrementing for 0xffff iterations using BigInt addition yields 0xffff.

Adding 0x78dd using BigInt addition for 0xffff times yields 0x78dd0000.

150! in hexadecimal is 0x01d07da7ecb62cbddc2a166afb4cb7ed3175b5eb8e806e18cb2b4f4be3bbe2e3dc8207bf84713210a5db6d998a9ccff80c548cfe68ad9ca5e8e3945a223632785ec7de448c0724a0699433ff5aea1297e14dd8d12a5b851fb7c19284000000000000000000000000000000000000.

0xdeadbeef * (0x0001004a ** 100) = 0xf947f736f125bb3520c52ef91608c9ff55ff2ee9c8397a0e92a0bb1a0e2fc2b339dd692eb354ab419850515b270ea269b643300aa3c49f609f1689ba21bfc071ec239f5db898405d41bb652d97a2866a3b662c66d188b93f36c65fcef29236c5e24be9ec5db8da76250cef21d9b38ff21c309cbaaa3ab0e7df9c9dbc87e2c7559c0cc51764e93a5299f747fecf48c5707ed6e7ce2aacaf791e0ec1a2dab7cab9f7012fefaab2e391b9f32036e081ff58a0aff624d8829d0d649d91cc161bc7f0000000000000000000000000, using a naive power method.

0xdeadbeeff00d ** 30 = 0x03e72c755c14333bdeba8cf7d4444cf4a35ff7b89e181016a1f052a49fdf1e9005e10db165ec8502c0c6c0c8e691f36bae7c02d05462fd488b3c1b39c9c54ad2eb8ab6135f66473df101434a856b00635b18aed262ef5fe3baaa6ced05fb431958adc3c44240af134859f9d41c708f3e3927b37902ac3ef3d168856946ad982c8b5029aa1e3972333f65a42354de790f74775dc9aa3260f1cb56068018a0cd397bf861d9ce5012668e6208f04a368b122406a819, using exponentiation-by-squaring.

*/


The profiler output is,
                               Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
-------------------------------------- --------- --------- --------- ---------
/mob/verb/AddIncrementStressTest 0.058 0.940 0.940 1
/mob/verb/BigIntAddIncrementStressTest 0.066 1.460 1.460 1
/mob/verb/BigIntAdditionStressTest 0.078 1.978 1.978 1
/mob/verb/Exponent 0.000 0.900 0.899 1
/mob/verb/Factorial 0.002 0.378 0.378 1
/mob/verb/IntegerAdditionStressTest 0.079 1.234 1.234 1
/mob/verb/NaivePower 0.000 0.561 0.560 1
/pif_BigInt/New 0.000 0.056 0.064 528
/pif_BigInt/proc/_GetBlock 1.407 1.781 1.959 1375936
/pif_BigInt/proc/_SetBlock 0.705 0.850 0.877 536337
/pif_BigInt/proc/Add 3.596 6.573 6.659 264116
/pif_BigInt/proc/Expand 0.025 0.031 0.037 9221
/pif_BigInt/proc/Expandable 0.005 0.005 0.006 9912
/pif_BigInt/proc/GetMode 0.067 0.072 0.100 268074
/pif_BigInt/proc/LeftShift 0.239 0.478 0.427 1974
/pif_BigInt/proc/Length 0.984 1.049 1.467 4008092
/pif_BigInt/proc/Modifiable 0.091 0.098 0.119 266349
/pif_BigInt/proc/Multiply 0.010 1.830 1.828 258
/pif_BigInt/proc/Power 0.000 0.896 0.896 1
/pif_BigInt/proc/PrintHex 0.004 0.006 0.007 9
/pif_BigInt/proc/Set 0.035 0.107 0.102 787
/pif_BigInt/proc/SetMode 0.000 0.000 0.000 517
/pif_BigInt/proc/Square 0.000 0.233 0.233 4

I in particular was not expecting factorials or powers to be computed so quickly.



I think I'm happy with the breakable walls. I just need to set the particles up to look a bit more natural.
In response to Bravo1
More pls :3.


(When are you going to make enemy ai :O?)
Monster Designs for another game named Rubaka:




Which one looks best?
"Hmm... I wonder what this is..."





"NOPE."
In response to Bravo1
It would be neat if the tiles fell, or atleast a heavier tile that does imo.
In response to Bravo1
Bravo1 wrote:
"Hmm... I wonder what this is..."





"NOPE."

I thought it was a mister potato head.
In response to Bravo1
Bravo1 wrote:
"Hmm... I wonder what this is..."





"NOPE."


Oooh this looking really sexy. I love Metroid on GBA so this is looking pretty promising.
In response to Bravo1
10/10
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