https://streamable.com/xbbon

Some experimenting with different armor types and lights on the weapon itself.
In response to Konlet
I love your art style!
https://streamable.com/ve6ie

Careful where you aim!

Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes.

As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know).
In response to Bravo1
Bravo1 wrote:
https://streamable.com/ve6ie

Careful where you aim!

Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes.

As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know).

You'll shoot yer eye out, kid.
In response to Bl4ck Adam
Very unique concept. Much impressed.
Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.
In response to Flick
Flick wrote:
Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.

imagine also doing line of sight, and pixel-level fog of war, in a real time game where there are multiple units casting vision....

This is why byond cant do RTS lol
Playing with menus.
Very Nice
https://streamable.com/agyl6

Each weapon now has different appearances and light effects.

A few more weapons in planning phases at the moment.
https://youtu.be/HNEPCJzrp14

Necromancer gameplay, now with sound effects.
In response to Crazah
http://www.byond.com/developer/Kozuma3/k3S

The source is available on the hub, a simple scripting lanuage with a few features in the example .dm file.
Messing around with Topic()

client
var/tmp/winque
Topic(_,list/l)
if(l && l.len && ("id" in l) && ("hash" in l))
winque = list(l["hash"],l["id"])
proc/WaitFor(i)
winque = null; . = world.tick_lag
while(winque == null || winque[1] != i){sleep(.)}
. = winque[2]
winque = null
usr << browse(null,"window=[i]")
return .

proc
SUBMIT(n){. = {"<input type=submit value=[replacetext(n," ","_")]/>"}}
BTN(a,b,i){. = {"<a href=?id=[replacetext(b," ","_")]&hash=[replacetext(i," ","_")]>[a]</a>"}}
Window(b,t="Popup")
. = {"
<html><head><title>
[t]</title><style>
body {background-color:#000000; color:#FFFFFF;}
</style></head><body>
[b]</body></html>"}
usr << browse(.,"window=[t]")

/* Demo Below */
mob/Login()


// Below a variable is defined containing the HTML we wanna use.
// It includes some procs I included myself to help with readability.
// The 3rd Argument for ---BTN()--- is the ID given to that specific button.
// You can wait for an answer using ---WaitFor(ID)---
var v = \
{"
Hello<hr>
[BTN("Click Here","A","Demo")]<br>
[BTN("Click Here","B","Demo")]<br>
[BTN("Click Here","C","Demo")]<br>
"}



// This displays the HTML to the player.
Window(v,"Demo")

// This waits for you to click a button with the specified ID
var CHOICE = client.WaitFor("Demo")
world << "Your choice was = [CHOICE]"


Feed 2.2.x will be hitting the hub sometime soon - we busted out the snow and lights from last year!


:}


Here is the discord for the project.
https://discord.gg/XRvhejJ
With a good deal of help from Kaiochao and Theodis:

https://streamable.com/07907

Definitely not a final concept either. The art and placements will change massively. I'm definitely not putting something mean for close range next to machine gun nodes.

That's more likely to show up near shotgun nodes, or arc cutter nodes.
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