Scratch all that. There's huge lag coming from seemingly nowhere when using native mode. I removed all of those effects temporarily and the lag still occurs. Not sure why yet.
Have you ever played the game Maple story? I know that's a sidescroller. You might be able to get some ideas from that for Tiny heroes if you needed some.

Wow, Forum's on a roll. One library after another. Rooting for you Forum!
Yut Put wrote:
lol all it takes are good suggestions for libs :p if there's a problem that you feel the feature tracker won't tackle immediately/effectively then this is the place to go lol

Well, I don't make libraries just because people request them - it's not automatic. I try to make libraries that are useful for BYOND game development and one of the easiest ways to know what would be useful is to know what people want to do, what features they want in their games.

If there's something you'd like to see, it's probably worth posting in the feature tracker anyway. you never know, the staff might implement it. I also check the feature tracker for ideas (that's the only reason I made Visibility Groups).
You have one week to release Tiny Heros. If you dont finish it within a week, I'll tell Santa.
Avainer1 wrote:
You have one week to release Tiny Heros. If you dont finish it within a week, I'll tell Santa.

Well that put a smile on my face
How should I go about toggling the overall lighting system in your dynamic lighting system?

I plan on using it for a day/night system as well as making caves and dungeons dark. However, I want some places to be lit up completely. So how should I effectively turn off the lighting when I want to, turn it on when I want to, and always have it in some places that should always be dark?
You could always fill it with a crapload of light sources
Yeah, I thought about making a few "invisible" light sources with very large luminosity distances, but I just wanted to see if there was a better way.
I like how the comments are 2 per minute. PROOO
Albro1 wrote:
Yeah, I thought about making a few "invisible" light sources with very large luminosity distances, but I just wanted to see if there was a better way.

You don't need to light up the whole map, you just have to light up the parts of the map the player can see. When it's daytime, increase the radius and intensity of the light source attached to the player so it illuminates their whole screen. You can also do something like this:

light
day_night
var
day = 0
effect()
// if it's daytime, make everything bright
if(day)
var/list/L = list()
for(var/shading/s in range(world.view, loc))
L[s] = 10
return L

// otherwise, use the default effect
else
..()
mob
Login()
..()
light = new /light/day_night(src, 4)
Thanks, I'll make sure to take note of that and try it out.
:(
Avainer1 wrote:
:(

What? According to your comment I still have two days to finish Tiny Heroes.
Tick Tock.
Add me on MSN. I'd like to ask you few questions. [email protected]
or you can use gmail
[email protected]
Tick tock goes the clock till River kills The Doctor.
Avainer1 wrote:
Add me on MSN. I'd like to ask you few questions. [email protected]
or you can use gmail
[email protected]

I don't have MSN, but if you have questions you can post them on my forum.
Hey, F_A, saw your interview, good stuff. If you need some code, Dark Sea might not take off due to high CPU usage with only 50-60 ships on the map, so if you want what code I have for things like mouse commands and AI behavior, just let me know. I mean, if you can make it more efficient while working on your library then it'd benefit both of us, right?

If you'd like the code I'll be sure to add comments so that it makes some sense. If not then that's cool too. Just trying to help =P
Thanks, but I have a lot of it written. I started working on the project a while ago and started again on it recently to add the fog of war library to it. Currently, it has:

* Mouse input - click and drag to select units, right click to issue a command.
* Keyboard input - the arrow keys make the map scroll smoothly.
* Fog of war - each unit contributes to the player's sight.
* Unit AI - this isn't very complete. It has move, attack, and patrol commands but it needs a little fixing up.

If there's any code you'd like to contribute, post it on my forum.

I think what'd really help is if I knew what features people would want to add to an RTS. The features I've mentioned here are a small part of the library, the biggest/toughest part is making the library easily accommodate new features.
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