Sep 29 2015, 2:43 pm
|
|
I've been working on a game, but it's not finished so I dunno if it would be worth mentioning. Plus, the effects and the maptext and all the newest features you guys use are stuff I don't, so my simple project wouldn't interest anyone.
|
In response to Genesismagician
|
|
Fancy effects don't make a game, the game does.
I'd be curious. (: |
In response to Kumorii
|
|
In response to Bl4ck Adam
|
|
Bl4ck Adam wrote:
Kumorii wrote: Fixed! |
Well, I'm aware my Byond key says otherwise but, I've been here since 2001 and I've seen and made several games in my time here and well... If I knew then what I know now, I would have taught myself pixel art before programming, so my artistic skills pretty much suck. Therefore, the icons I'm using now are from RPG Maker (a very old version) but the Byond community would recognize them immediately as icons from Mystic Journey by Gunbuddy13.
I don't want people saying "Hey look, another MJ rip" or some BS like that, but the game I've been making is a typical RPG that uses quests as the primary form of experience gain and junction words through a vortex that the player uses to get to specific areas. The words are gained from the NPC who issues the quest. It's still in very early alpha but I do keep it online so anyone who wishes to play it can. I still have alot of adjustments to make to it though. |
In response to Genesismagician
|
|
Never even heard of Mystic Journey but looking forward to whatever you have in store.
|
Well, I would mention the game name, but considering the thread title and thread location, I'm not sure advertising would be permitted.
|
In response to Genesismagician
|
|
Genesismagician wrote:
Well, I would mention the game name, but considering the thread title and thread location, I'm not sure advertising would be permitted. Im working on a game called Genesis <3. |
Been hearing a lot of talk about onscreen input lately. :P
Nice that more of y'all are developing solutions related to onscreen input. Haven't worked on SByIo Library in a long while and mentioned before will likely be retired to be replaced with something more advanced and capable with the webclient. However, I've been more caught up with personal projects at this moment. |
In response to Ishuri
|
|
Ishuri wrote:
Never even heard of Mystic Journey but looking forward to whatever you have in store. Haha, that is hilarious. Never thought I'd see the day someone said that on byond! :') |
Updated the library with a fix and some more character support.
Fixed a runtime when trying to input ")". (Lavenblade) Added support for -_=+;:'",<.>/?`~ (Lavenblade) Added numpad symbol support. (Lavenblade) |
@Governator above -- There is a movement bug with that demo but it looks great! :)
With Kamuna's help I resized all of Pondera's graphics to 64x64:http://imgur.com/wOn46rf |
I spent last night and tonight programming a pathfinding system. So far it uses 0.000 Self CPU in this very small map. I haven't gotten around to testing it on a larger map since I "just" finished it.
- Currently tested in a 5,3,1 map producing ~0.000 CPU with every procedure on a 3.4GHz processor. Profile results (total time) If you would like to contribute your results, post your processor speed, map-size, and results from the profiler. http://www.byond.com/developer/Xirre/BYONDPathfinding |
I tested it on a 100x100 map and here's what I got:
This is the initial generation of notes plus the finding of the path. Profile results (total time) This is it the second time you run it (when it doesn't have to spawn a whole bunch of nodes) Profile results (total time) This is it trying to find its way through a small maze in this 100x100 environment. In the future I'll make it usable by simply calling WalkTo() and it'll take shortcuts by moving diagonally. It'll also work with dynamic maps (e.g. when something dense pops up in the path it chose - simply remove that location from the node). It's definitely a start. |
In response to Xirre
|
|
Xirre wrote:
In the future I'll make it usable by simply calling WalkTo() and it'll take shortcuts by moving diagonally. It'll also work with dynamic maps (e.g. when something dense pops up in the path it chose - simply remove that location from the node).Please make it walkTo() so I can sleep tonight |