In response to Flame Guardian
To get them to "swing" I'd suggest making sure that the lighting effect is attached to the lamp itself, and then rotating it slightly. Perhaps -5 to 5 degrees from it's current position over the course of 1-2 seconds.

To get that to work properly you'll want to use Turn() on the matrix and apply it as the lamp's transform. In this case though, you'll need to make sure that the center of the matrix is positioned at or near the base of the lamp itself, so that it swings in a believable manner.

I can't see the light themselves very well in your gifs, so I don't know exactly what kind of icon you're working with exactly, but I can make a mockup example if you'd like to see what I mean.
The swinging needs to be sinusoidal the way it is right now anyhow. It doesn't look like it but my eyes are bad.
In response to Bravo1
Bravo1 wrote:
To get them to "swing" I'd suggest making sure that the lighting effect is attached to the lamp itself, and then rotating it slightly. Perhaps -5 to 5 degrees from it's current position over the course of 1-2 seconds.

To get that to work properly you'll want to use Turn() on the matrix and apply it as the lamp's transform. In this case though, you'll need to make sure that the center of the matrix is positioned at or near the base of the lamp itself, so that it swings in a believable manner.

I can't see the light themselves very well in your gifs, so I don't know exactly what kind of icon you're working with exactly, but I can make a mockup example if you'd like to see what I mean.

I'd be totally down with you shooting me a mockup. I appreciate help whenever I can get it, especially from dev's that I look up to. And to be straight Bravo, I miss my weekly dosage of Lux gifs! Watching you and other dev's showcase how BYOND has evolved is actually what brought me back roughly 3 years ago. =)

Edit: Also thanks for the clarification Darke and if you want a clearer shot or the dmi jtself then let me know Bravo. =)
Here's a quick little example of what I'm referring to.

Also I'm not doing a whole lot correctly here, but it's just an example so I didn't put too much effort into it.
In response to Kozuma3
That looks really fun Kozuma, you should try and get it on steam as a wave-survival game!
In response to Dubious Game Studios
Dubious Game Studios wrote:
That looks really fun Kozuma, you should try and get it on steam as a wave-survival game!

A gamemode like that is planned, but it needs a lot more polishing before steam.
In response to Kozuma3
Well of course, but it's never too soon to start marketing the game though. Make a Facebook, Instagram and Twitter and start posting bi-daily updates.
In response to Kozuma3
What's "Saktor" and "Eva", are they opposing teams?
In response to Dubious Game Studios
Dubious Game Studios wrote:
What's "Saktor" and "Eva", are they opposing teams?

Yes.
In response to Kozuma3
I recommend picking a different font. It almost matches the art theme but it's not clear to read.
In response to Maximus_Alex2003
Maximus_Alex2003 wrote:
I recommend picking a different font. It almost matches the art theme but it's not clear to read.

I think it would be fine as long as everything on_screen is in caps.
In response to Maximus_Alex2003
Maximus_Alex2003 wrote:
I recommend picking a different font. It almost matches the art theme but it's not clear to read.

Using Ter13's font, I will do what dubious stated and cap everything onscreen ^^

[Fixed]
For some odd fucking reason i saw Injected instead of Infected kek
In response to YURIRAMOS
YURIRAMOS wrote:
Player Ops Map Editor:


Pokemon encounter

You should look into using an auto tiler for your in game map editor. You would however need to choose one that does not join it's tiles on run time...

..There's at least 3 or 4 libraries to choose from though so perhaps there's hope! :)

What I use:
http://www.byond.com/developer/Foomer/13TileAutojoining

The most recent auto tiler(99.9% sure it combines on run time though):
http://www.byond.com/developer/Foomer/13TileAutojoining
A mockup of what I think might look like a decent UI.


A debug dude named KidBoy

That UI looks super spiffy Goober! I'm looking forward to seeing it in action man!

I took Bravo1's advice and finally got around to making some lights flicker. I also made lights that aren't in pairs run a tidbit differently so every light isn't in unisect.

I still have yet to incorporate the nice library he cooked up, but I'll post the results when I add it in. I honestly LOVE the idea of having not only having lights that sway back and fourth but also lights that you can HIT and cause their sway velocity to skyrocket then decrease.

Also, fyi, I noticed that my gifs are running at 15ish fps which is half of the actual game's FPS. In the future, I'll try and find ways to capture footage with higher framerates. =)

Main lobby

Halls
I'm going to begin showcasing characters over the next few weeks through short gifs and write ups. There are eleven in total so stay tuned :)

To start things off, here is Delivery Gal!


The Good
  • Fastest character on map #1
  • The only character on map #1 with a heal, and it's a group heal.
  • Her Pepper Spray creates a stun cloud. This can be even more useful if you pair it with a non-kit item that stuns(frying pan, crowbar), which allows for serious stun locks.

The Bad
  • The lowest starting hp of the four survivors on map #1.
  • The lowest ladder climbing speed in the game.
  • Only one item in her kit deals damage.
  • Turning around can sometimes be difficult due to her high speed.
  • Her jump height is below average.

In response to Flame Guardian
I already use it in the new version
https://gyazo.com/86b5ca4afe847e0583f28fcd0176a4d7

:)
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