I started a server for Elora in DS, tried it out with a few people.
It worked fine :)
I decided to try it out in the Web Client using the STABLE version of BYOND.
1. The Web Client reacts slow unlike DS requiring me to up the fps from 30 to 60.
2. The client screen seems buggy as things pop in and out at a delay in some cases.
3. Some things such as Click() doesn't seem to work with on-screen objects, only sometimes tho which is weird.
I panicked and downloaded the newest BETA version of BYOND.
The good news is, the above isn't true anymore.
https://i.gyazo.com/5f9aa9f00dcca6c09bdcac5595b95e56.png
gg web client gg
ID:2050051
Mar 9 2016, 12:17 pm
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Try setting your graphics to software mode in DS and see if you get a similar result.
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In response to Flick
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Flick wrote:
Try setting your graphics to software mode in DS and see if you get a similar result. |
In response to Flick
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WebGL (High Quality)
https://i.gyazo.com/1f28b36713493123f25dd069de62a3c5.png WebGL (Low Quality) & Canvas2D https://i.gyazo.com/54bb7101aa9e5361311b6ea3e9d976d8.png |
Friggin save system for Elora is acting up, I didn't change anything and it's wanting to tell me a object that saved once loaded doesn't exist, wtf -.-
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In response to Kozuma3
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Kozuma3 wrote:
Why is gender defined under /atom instead of /atom/movable or /mob? More to the question, why isn't a gender a number in the domain [-1, 1]×[-i,i]. I am more complex than "man", shitlords. |
In response to Popisfizzy
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as an attack helicopter, this triggered me
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Why is gender defined under /atom instead of /atom/movable or /mob? Check your animate object privilege. |
In response to Popisfizzy
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Popisfizzy wrote:
Kozuma3 wrote: Vrocaan wrote: as an attack helicopter, this triggered me Ter13 wrote: Why is gender defined under /atom instead of /atom/movable or /mob? Pahahaha you guys got there before me. 10/10 |
Some code I wrote for my platformer.
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In response to Kozuma3
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That code is a god damned nonsensical mess.
[Edit] Non-sensual, lol autocorrect |
In response to Popisfizzy
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Popisfizzy wrote:
That code is a god damned nonsensical mess. It's just the way I do things man :c In my defence it makes sense to me :P |
In response to Kozuma3
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To be clear, the part that doesn't make sense is why you seem to be choosing to do more work than you need to. For example, you have VELOCITYn and VELOCITYs where anyone else would combine them into velocity_y, where a positive number represents a northward speed, and a negative number represents a southward speed, and similarly for east and west. Additionally, checking for fall damage with a vague variable "HEIGHT" could be done easier by checking your falling speed at the time of impact.
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In response to Kaiochao
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Kaiochao wrote:
To be clear, the part that doesn't make sense is why you seem to be choosing to do more work than you need to. For example, you have VELOCITYn and VELOCITYs where anyone else would combine them into velocity_y, where a positive number represents a northward speed, and a negative number represents a southward speed, and similarly for east and west. Additionally, checking for fall damage with a vague variable "HEIGHT" could be done easier by checking your falling speed at the time of impact. I have my reasons as I don't know how to math so I do it my way to mimic it or w/e |
In response to Kozuma3
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It's actually pretty simple. I'll explain the key parts to you (even though I may regret doing so).
Every frame, you can do this: var moved_x = Move(loc, dir, step_x + velocity_x, step_y) To jump, you can do this: velocity_y = jump_speed Every frame, to apply gravity, you can do this: velocity_y += gravity You can check which direction you're moving (in cardinal directions) using the sign of the velocity components: if(!velocity_x) // not moving east or west When you hit the ground, you can apply fall damage like this: if(velocity_y < fall_damage_velocity) If you know that you want to kill a player who falls more than 6 tiles (a distance of TILE_HEIGHT * 6, in pixels), then we can calculate what the fall_damage_velocity must be, using some introductory physics equations. It turns out to be: fall_damage_velocity = -sqrt(-2 * gravity * fall_height), where gravity is a known negative value and fall_height would be TILE_HEIGHT * 6. This is how fast the player would be moving due to gravity after falling 6 tiles. If, for example, you were launched downwards from of a cannon, at a speed greater than this value, you would die even if you started closer than 6 tiles above the ground. That is something your system can't do without faking the HEIGHT, and it uses a system that is much simpler than yours. |
GOT SOMETHING TO HIDE? DON'T WANT US TO SEE YOUR FOLDER FULL OF BIEBER NUDES?