@Zagros5000: Anything simpler would irritate me; it took me a long time until I found a satisfactory project tree layout.

@Yut Put: I started out doing that, but found a need to graduate. I'm a bit OCD when it comes organization and order of things.

Toddab503 said:
As for Yuts concern, I simply do not make the folder until I have at least one thing for it.

Same.
I'm the only one who doesn't use all lowercase. =(
In response to Lavenblade
Not true. I use the same way you do for capitalization on code files, just not any others because it's easier when they appear in actual code to use lower case.
I feel better now. :)
1168 files and 85 folders for Severed World...
I think I got the bugs worked out in my addition method, and I figured I'd give it a really serious stress test. Here is the profiler when adding 30 pairs of big integers with about 4,800 decimal digits (exactly 4,000 hexadecimal digits).
                         Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
--------------------------- --------- --------- --------- ---------
/mob/verb/Add_Test1 0.000 0.491 0.491 1
/pif_BigInt/New 0.000 0.174 0.174 30
/pif_BigInt/proc/_GetBlock 0.094 0.113 0.121 90030
/pif_BigInt/proc/_SetBlock 0.093 0.117 0.125 60038
/pif_BigInt/proc/Add 0.189 0.491 0.491 30
/pif_BigInt/proc/Contract 0.000 0.000 0.000 11
/pif_BigInt/proc/Expand 0.000 0.000 0.000 21
/pif_BigInt/proc/LargestBit 0.000 0.000 0.000 30
/pif_BigInt/proc/Length 0.039 0.044 0.059 150209
/pif_BigInt/proc/Set 0.076 0.174 0.174 30
/pif_BigInt/proc/Sign 0.000 0.000 0.000 60

And this is a result of adding two, 24,000 hexadecimal digit (approximately 29,000 decimal digit) numbers.
                         Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
--------------------------- --------- --------- --------- ---------
/mob/verb/Add_Test2 0.000 0.121 0.121 1
/pif_BigInt/New 0.000 0.034 0.034 1
/pif_BigInt/proc/_GetBlock 0.024 0.028 0.031 18001
/pif_BigInt/proc/_SetBlock 0.019 0.025 0.025 12002
/pif_BigInt/proc/Add 0.055 0.121 0.121 1
/pif_BigInt/proc/Contract 0.000 0.000 0.000 1
/pif_BigInt/proc/Expand 0.000 0.000 0.000 1
/pif_BigInt/proc/LargestBit 0.000 0.000 0.000 1
/pif_BigInt/proc/Length 0.010 0.010 0.014 30008
/pif_BigInt/proc/Set 0.013 0.034 0.034 1
/pif_BigInt/proc/Sign 0.000 0.000 0.000 2

So, pretty fast.

On a related note, did you know that Dream Maker will crash if you attempt to paste about 100,000 characters into it? I didn't. That's why I stopped at 24,000 hex digits.

[Edit]

Undercounted the number of digits.
Upgraded my ragequit button a bit

In response to Popisfizzy
Popisfizzy wrote:
I think I got the bugs worked out in my addition method, and I figured I'd give it a really serious stress test. Here is the profiler when adding 30 pairs of big integers with about 1,200 decimal digits (exactly 1,000 hexadecimal digits).
>                          Profile results (total time)
> Proc Name Self CPU Total CPU Real Time Calls
> --------------------------- --------- --------- --------- ---------
> /mob/verb/Add_Test1 0.000 0.491 0.491 1
> /pif_BigInt/New 0.000 0.174 0.174 30
> /pif_BigInt/proc/_GetBlock 0.094 0.113 0.121 90030
> /pif_BigInt/proc/_SetBlock 0.093 0.117 0.125 60038
> /pif_BigInt/proc/Add 0.189 0.491 0.491 30
> /pif_BigInt/proc/Contract 0.000 0.000 0.000 11
> /pif_BigInt/proc/Expand 0.000 0.000 0.000 21
> /pif_BigInt/proc/LargestBit 0.000 0.000 0.000 30
> /pif_BigInt/proc/Length 0.039 0.044 0.059 150209
> /pif_BigInt/proc/Set 0.076 0.174 0.174 30
> /pif_BigInt/proc/Sign 0.000 0.000 0.000 60
>

And this is a result of adding two, 6,000 hexadecimal digit (approximately 7,200 decimal digit) numbers.
>                          Profile results (total time)
> Proc Name Self CPU Total CPU Real Time Calls
> --------------------------- --------- --------- --------- ---------
> /mob/verb/Add_Test2 0.000 0.121 0.121 1
> /pif_BigInt/New 0.000 0.034 0.034 1
> /pif_BigInt/proc/_GetBlock 0.024 0.028 0.031 18001
> /pif_BigInt/proc/_SetBlock 0.019 0.025 0.025 12002
> /pif_BigInt/proc/Add 0.055 0.121 0.121 1
> /pif_BigInt/proc/Contract 0.000 0.000 0.000 1
> /pif_BigInt/proc/Expand 0.000 0.000 0.000 1
> /pif_BigInt/proc/LargestBit 0.000 0.000 0.000 1
> /pif_BigInt/proc/Length 0.010 0.010 0.014 30008
> /pif_BigInt/proc/Set 0.013 0.034 0.034 1
> /pif_BigInt/proc/Sign 0.000 0.000 0.000 2
>

So, pretty fast.

On a related note, did you know that Dream Maker will crash if you attempt to paste about 100,000 characters into it? I didn't. That's why I stopped at 6,000 hex digits.

Yeah, I actually remember it crashing for adding too much to any DM file.
In response to Rushnut
Rushnut wrote:
Upgraded my ragequit button a bit





Getting some idea of how a multi-part enemy would work.

It'll require a LOT of tracking. This picture here has 11 different parts (Head, two for torso, two for each arm, and two each leg).

I think all I really have to do is track what angle the upper arms and legs are at, and how long they are, and from there I can get the offsets that the lower arms and legs should appear at.

So I'll ultimately be tracking... one variable for each piece, nine variables for angles of nine pieces that can rotate, and then four variables for the offsets of the upper arms and legs... that sound about right?

With that I can make it flail it's arms and legs about and spin it's head around without worrying about stuff disconnecting... I think... x_X
In response to Bravo1
omg I've been wanting to try this forever q.q
I return to working on my own map editor. I think too add some innowations like in RPG maker xp like adding events etc.. but this is only think in my mind.




Looks a bit jiggly due to BYOND not liking sub-pixel positioning (at least not with pixel_x/y), but it works.

Only took me a few minutes to get one limb working. Not too bad. But managing multiple at a time is going to be a nightmare ._.
In response to Bravo1
Bravo1 wrote:



Looks a bit jiggly due to BYOND not liking sub-pixel positioning (at least not with pixel_x/y), but it works.

Only took me a few minutes to get one limb working. Not too bad. But managing multiple at a time is going to be a nightmare ._.

Just wait till you have to move hitboxes.
I can see now how terribly inefficient 2D IK rigging in byond is.. terrible rotation support, worse pixel offset support, its a GC nightmare
In response to Rushnut
Rushnut wrote:
Just wait till you have to move hitboxes.


I think I'm just going to have one big hitbox for the body, and two smaller ones for the arms like so:



Their position can be tracked in the same way the forearm's position is tracked, but relative to the forearm, rather than the upper arm.

Should work all right.
In response to Bravo1
It's much creepier when you get a body moving somewhat realistically.

From 2 years ago (before transform and animate)
In response to Kaiochao
Kaiochao wrote:
It's much creepier when you get a body moving somewhat realistically.

From 2 years ago (before transform and animate)

Jesus man... What do I have to do to get your assistance in a project? You are my favorite programmer on this site.
In response to Exentriks Gaming
Exentriks Gaming wrote:
Jesus man... What do I have to do to get your assistance in a project? You are my favorite programmer on this site.

Sacrifice multiple lolis, and pray your game isn't about space.

I know from experience, it's the only way.
In response to Kaiochao
Kaiochao wrote:
It's much creepier when you get a body moving somewhat realistically.

From 2 years ago (before transform and animate)


I wonder, with this, did you have the angle of the limbs, relative to the target, sit at an open angle?

Like... say X is the target: \ / X

And then when you punch, just straighten them out?

- - X


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