I don't suppose this would be too difficult a feature to impose, so how about a world variable which would dictate how the game handles the luminosity of areas, as far as appearance goes. This idea came to me a couple of days ago when I was pondering the effects of transparent icons in BYOND games.
I'd like to propose a system where the darkness can be replaced by an icon, and if that icon has an alpha value less than 255 or not all 1024 pixels are used up, the user can see what's beneath the darkness, in view() and all the like procedures. The luminosity of other atoms should still clear the darkness like usual. I have provided an example of my request here: http://www.byond.com/members/CaptFalcon33035/files/ Example_src.zip
If it is already possible, why should it become an official patch to BYOND? Well, if you saw the example, my response to that question is simple enough--movement appears too choppy and the system overall just seems... well, inefficient and hacky.
By the way, you readers have better ideas about the efficiency of my idea in DM code, please tell me. Most of all, I'd love if this could be smoothed out to go in sync with movement.
I've tried to use an overlay of a solid, translucent tile to cancel out the night overlay, but that's been ineffective so far. I can't figure out the appropriate colors and values of the tile. I really don't know if it's even possible--I'd assume it is, but if opposites don't work, what will? It seems only fitting that rgb(255, 255, 255, 50) over rgb(0, 0, 0, 155) would balance the colors, but alas! it does not.
Mar 23 2008, 5:13 pm