0 degrees pointing to north would be better for BYOND IMO.
And implementing atan2 as softcode (especially via that method) is p. inefficient.
0 degrees pointing to north would be better for BYOND IMO.



Where is your god now?

If you know a more efficient atan2 implementation, I'd be interested in seeing it. This is the most optimal variant I've seen as of yet.
get ur radians out of here
--
Its not that its inefficient, its just with how byonds vm works -- its not very pretty.
Granted a VM is always going to be slower than native code. It'd be really nice if we could actually alias C/C++ functions into the interpreter. Call() is really not suited to small tasks like this one. But... You know, such is life.
In response to Ter13
Ter13 wrote:
Granted a VM is always going to be slower than native code. It'd be really nice if we could actually alias C/C++ functions into the interpreter. Call() is really not suited to small tasks like this one. But... You know, such is life.

Pretty much. I started to wonder if this is possible when I started to use PHP ages ago, since pretty much every C function is available in PHP.
In response to Ter13
This is how I remember it all as well, the 1 unit circle, or rather I use a clock where 3:00 is 0, apples and oranges.

0 being North just confuses me. 180 is a horizontal straight line in my mind.
Gifless update:


Added an upgrade which allows normal movement in liquids.

Added an upgrade which prevents damage from high temperatures.

Added an upgrade which prevents damage from corrosive substances.

Added an upgrade which reduced damage taken from enemy attacks.

Added an upgrade which increases beam weapon reach.

Added an upgrade which increases beam weapon temperature.

Added an upgrade which allows the wave weapon to make enemy projectiles into your own.

Added an upgrade which increases the damage dealt by projectiles affected by the wave weapon.
In response to Bravo1
Bravo1 wrote:
Gifless update:

Unacceptable >:(

In response to Bravo1
Prevents damage from corrosive substances :O? Not reduces it?? That's op >.<.
To fix Bravo's lack of gifs, here's a gif.

Portals!

In response to Rushnut
Where does the portal lead to?
In response to Ghost of ET
Ghost of ET wrote:
Where does the portal lead to?

Right so the idea is that there's a passive overworld with a bunch of locations. In these locations are these portals, which spawn dungeons based off where abouts the portal is located. So a portal in a desert might spawn a dungeon which is very open, sand-themed, with desert enemies like mummies.

The Portal in the gif is the debug portal which can spawn everywhere, though the specific dungeon you saw was what we're calling "Prison Cells". Note the map isn't populated by atom/movables yet, that's coming up next, but here's a sneak peak!

More sparkles!

More woo!




Secret late night gif. New charge beam effects showing that you're charging as well as added effects to the charge shot itself.
In response to Bravo1
What sorcery is this! It looks glorious. I am going to have to be in on testing this game when it hits alpha or beta.
In response to Toddab503
Toddab503 wrote:
What sorcery is this! It looks glorious. I am going to have to be in on testing this game when it hits alpha or beta.

https://dl.dropboxusercontent.com/u/25108410/Lux.zip

There's a demo posted a few pages ago.
In response to Bl4ck Adam
Yeah I caught it before, thanks though! I'm more so referring to the charge effect since I think it's safe to assume it is (somehow) being done with code and not drawn, and I'm wanting to test the game once there are at least a few levels and a couple bosses to run through.

I grew up playing Super Mario World, Super Mario Bros 3, and Donkey Kong Country 1-3 A LOT so I think my childhood has me a bit too excited to see a decent game like this on BYOND.

Edit: And on that note... Lava... Bravo.. Implement lava into some of the levels. Please. Also acid. Acid-like water. For when that under water upgrade just isn't enough.
It isn't really anything difficult, but I thought the effect looked pretty cool so:

In response to Toddab503
That might be why I have upgrades for high temperature and corrosive materials (info on page 102 I think) ;P

As for how the charge effect is done:

I have a in icon which is basically an oval that gets lighter in the center.

I stretch/squish it till it's wide and thin, color it blue, rotate it randomly (1,359) then I have it shrink down to nothing.

The icon itself is off-center, so when it shrinks it looks like it's traveling inward.

Do that once per tick and you get a nice effect.

Of course, it's a bit more complicated than that, but I can't give away everything.

In response to Toddab503


I realize I never showed how it looks while moving. It isn't attached to the player, so it leaves a trail. Not sure how desirable that is, but I like the effect.
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