Dear diary,

Today I did something for the first time in like half a year or more. Specifically, I added edges to health/mana/stamina bars on the UI.
http://files.byondhome.com/TheMagicMan/bars.png

It took me the whole best part of 10 seconds to achieve but I am proud of it.

Maybe tomorrow I'll add shadows to the text, we never know what the future will bring!

At this rate maybe I'll have something playable in about 100 or so years.

See you tomorrow diary!

(Seeing all this stuff makes me want to use BYOND again, but I'm so lazy and still have UI work to do, someone do it for me)
Here's an idea. I'll work on your game, and you work on mine! We'll each make a couple simple systems we're too lazy to make ourselves.

I'd be able to pump a game out in a month if someone were to make small parts of the game badly and then put them on Developer Help one piece at a time.

FML
The only thing I need finishing is the UI. I don't mind doing other stuff myself because it actually requires me to use my brain. But UI is mind numbing, and it seems there is always something else to add that I completely forgot about until now.

Make it for me.
In response to The Magic Man
The Magic Man wrote:
The only thing I need finishing is the UI. I don't mind doing other stuff myself because it actually requires me to use my brain. But UI is mind numbing, and it seems there is always something else to add that I completely forgot about until now.

Make it for me.

UI's!?! We don't need no stinkin UI's. Seriously, design games that don't need em. ;P
In response to PopLava
all rpgs need them e.e
...You literally can't have a game that doesn't have a UI.

If the user interacts with the game, it has a user interface.
In response to Ter13
Ter13 wrote:
...You literally can't have a game that doesn't have a UI.

If the user interacts with the game, it has a user interface.

oh cmon, read between the UI's.
Been working on some post creation color manipulation for Particons, color scaling, color intensity, color rotation, etc. But since all icons displayed to the client are cached for around five minutes even after they aren't being referenced any more, the memory footprint grows dramatically with each edit. Before long, DS crashes. If you're careful though, you can do a fair amount of edits beforehand, especially for simpler particles. This one boosts the footprint about 30 MBs for each edit...
In response to Flick
Flick wrote:
Been working on some post creation color manipulation for Particons, color scaling, color intensity, color rotation, etc. But since all icons displayed to the client are cached for around five minutes even after they aren't being referenced any more, the memory footprint grows dramatically with each edit. Before long, DS crashes. If you're careful though, you can do a fair amount of edits beforehand, especially for simpler particles. This one boosts the footprint about 30 MBs for each edit...

In response to Flick
I love it.
In response to Ter13
Ter13 wrote:
I'd be able to pump a game out in a month if someone were to make small parts of the game badly and then put them on Developer Help one piece at a time.

FML

This actually raises an interesting question/proposition. I like making games, but I always reach specific hurdles in programming where I want something to be flawless off the bat, and I get hung up over it until it drains all my motivation. Are you implying that if instead whenever I reached something that I couldn't get right after giving it a good go, I could just post it on dev help with a "ter pls". I'm interested in learning better methods, and you're interested in finding problems that might actually manage to use some of your grey matter.


Even though I am no programmer I always have to play around with the wonderful new features. Here I made a light plane and used it to make the player see things that actually were not there. Basically, I made the light move with the player and then change the alpha; of objects that weren't real, to zero when in view. I wanted to use Crossed() but I haven't perfected it yet.
In response to Rushnut
You already know the answer, don't you? Ter is one of the most helpful users on the site. Members like him and Kaio are the few that are talented enough to do great, kind enough to try to teach others, and both aren't bothered helping people who're actually trying to do something with the engine.
In response to NNAAAAHH
Kaio is alive O.O?
In response to NNAAAAHH
NNAAAAHH wrote:
You already know the answer, don't you? Ter is one of the most helpful users on the site. Members like him and Kaio are the few that are talented enough to do great, kind enough to try to teach others, and both aren't bothered helping people who're actually trying to do something with the engine.

Honestly, no I don't really know the answer. I'm very self conscious in this sort of thing, I have no problem saying "Hey, I'm shit and can't do this, please explain how!", but I'm very very bad at perceiving a world in which anyone would be anything other than annoyed by me saying "Hey I got this to work, but it's shit, please fix it".

Ghost of ET wrote:
Kaio is alive O.O?



And well.
In response to Rushnut
He doesnt tutor me anymore :C.
In response to Ghost of ET
Ghost of ET wrote:
He doesnt tutor me anymore :C.

mob/New()
.=..()
.=.
if(client)client.mob.client.mob << "ok"
In response to Flick
Flick wrote:
Been working on some post creation color manipulation for Particons, color scaling, color intensity, color rotation, etc.

Not sure I understand the uh... point, of this? Why use the program to make a bunch of different coloured particons, when you can just create one and change it at runtime in your game?
In response to Rushnut
wat
In response to Rushnut
Rushnut wrote:
Flick wrote:
Been working on some post creation color manipulation for Particons, color scaling, color intensity, color rotation, etc.

Not sure I understand the uh... point, of this? Why use the program to make a bunch of different coloured particons, when you can just create one and change it at runtime in your game?

It could give them a heads up on how the animation will look/act without them having to save and import it into their game to make those adjustments.
Page: 1 2 3 ... 137 138 139 140 141 ... 349 350 351