Changed the colors around and randomized it.

Not sure how I feel about it....

I tried doing falloff shading like in he Metroid pic but it looked really wonky.
In response to Somepotato
Somepotato wrote:
Well, I see your scripting language and post mine I wrote a few weeks ago
Although I'm very proud of it I love to see other people make scripting languages in byond.

Looks great :D!




Someone mentioned the blaster should be plasma. Halo has probably influenced my idea of plasma too much bot I think this looks pretty nice.
In response to Bravo1
Have you tried making the new patches in the back darker than the background? It'll add some nice depth I think.


Gave them a bit of depth. Had to make them uniform though.

I'll probably end up doing 2-3 more rock-less rough patches like the rest of the bg just with a different pattern. Should mix things up enough.

While it is easy here to tell what's in the foreground and what's in the background, there's no real sense of depth here. It feels like both the foreground and the background are at roughly the same luminosity. I think you should darken the background, and maybe add more shading to the foreground terrain to make it pop more.

Maybe the purple doesn't go well with that black.
In response to Doohl
Doohl wrote:

--> [Compressed]

Messing with mutable windows. You can drag the chat window around and resize it however you want. Feel free to criticize! I basically came up with the UI very quickly as a concept, but I think it's grown on me a bit.



Omagerd! Was that a scrollbar? In the chat box? How you do deees!(Is this something we're capable of with a new update or is this an html/java thing with the webclient?)


Byond has seriously taken some big leaps and strides!
In response to ManaSoul
ManaSoul wrote:
Byond has seriously taken some big leaps and strides!

We got some pretty cool shit in the works right now. In all my years here, I've never seen the dev community so vibrant.
In response to WeabooGamesInc
Webclient
In response to Kats
Kats wrote:
ManaSoul wrote:
Byond has seriously taken some big leaps and strides!

We got some pretty cool shit in the works right now. In all my years here, I've never seen the dev community so vibrant.

Ikr Genesis design stage is going so awesome i may feel it's almost ready to start building. I promise lots and lots of excitement.




Now to get my ideas to work is another boat i have to sink QQ.
In response to WeabooGamesInc
WeabooGamesInc wrote:
Omagerd! Was that a scrollbar? In the chat box? How you do deees!(Is this something we're capable of with a new update or is this an html/java thing with the webclient?)
It's made with HTML/JavaScript.
Java and JavaScript are completely different.
In response to WeabooGamesInc
In response to Rushnut
That's being done without the webclient right?

In response to Bravo1
Yah, native DM, supports all the fancy things, the only thing it doesn't do at the moment is copy/paste, which isn't too much of a hassle to add but I've already spent more time on the chat than on the rest of the game that I've decided to put it on the burner for now. Lots of refinement and refactoring and making it as flexible as possible, only comes to about 150 lines of code, with the srcollbar another 100 and the text handling another 100.
Here's the params for the chat text



list(   "Pixel x" = 0,
"Pixel y" = 0,
"Colour" = RGB_BLACK,
"Size" = fontScale,
"Font" = 'debugFont.dmi',
"Spacing" = fontSpacing,
"Layer" = CHAT_TEXT_LAYER))


Px and Py can be ignored since the chat handler deals with them, but it's a multipurpose text handler that deals with that bit.

Here's the params for the scrollbar

            var/scrollBar/S = new("Chat Frame",client,list( "Orientation" = VERTICAL,
"Screen Loc" = "10:24,1:0",
"Icon" = 'debugScroll30.dmi',
"Icon Width" = 32,
"Length" = 9,
"Arrows" = 1,
"Layer" = 100,
"Scrubber Width" = 32))


Since mostly everything is handled by those two, there isn't really params for the chat yet, but that is coming later for more functionality but like I said, burner!
In response to Rushnut
I think it's more impressive for it to be working native DM tbh.


In response to Rushnut



Still working on getting the backgrounds looking right but I've put it on the backburner for now (already spent too much time on it).


Here's another huge gif showing gates and the ability to tie them to enemies in a room.

This and the area transfer stuff leads me to ask: How come we can't set tags at compile time? I end up having to set it with New().
In response to Bravo1
You're supposed to set tags in the map editor.
In response to Kaiochao
Bah!

I dislike setting tags that way. Scrolling through the variable edit is a bit of a hassle to me.

If tag was pinned to the top of the Edit window I'd do it that way for sure.

..feature request?
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