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        <title>AbdelJN's site</title>
        <link>http://www.byond.com/members/AbdelJN</link>
        <description></description>
        <lastBuildDate>Sun, 19 May 2013 05:42:02 +0000</lastBuildDate>
        <language>en-us</language>
    
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            <title>New Pokemon demo + updates on NSU</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=120426</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=120426</guid>
            <pubDate>Tue, 25 Oct 2011 00:56:53 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=120426#comments</comments>
            
            <description>So the other day.. I decided to go check out the Pokemon games here on BYOND. The quality; not so great.&lt;br&gt;
&lt;br&gt;
Saying that, I decided to attempt making a Pokemon demo to see if it's possible to make a quality Pokemon game here on BYOND. The results: very possible.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.byond.com/games/hubpic/300x300x100401_9721.png.pagespeed.ic.T7T6iGguTC.png&quot; width=&quot;300&quot; height=&quot;300&quot; alt=&quot;Pokemon Demo&quot;&gt;&lt;br&gt;
&lt;br&gt;
Took me 5 days(would've taken less except I had a few major setbacks and I've been hooked on Rise of the Pirates) to throw &lt;a href=&quot;www.byond.com/developer/AbdelJN/PokemonDemo&quot;&gt;THIS&lt;/a&gt; together.&lt;br&gt;
&lt;br&gt;
I tried to make it as authentic as possible(although a few things are missing). What I think, is that too many Pokemon game developers here on BYOND are too focused on adding hundreds of &lt;u&gt;playable&lt;/u&gt; Pokemon and 50 trainers. This is old. This concept was here since what, 5+ years ago? I think that in the time these developers are adding in all this content they could better the gameplay mechanics to provide a better experience. Just my opinion, and it doesn't just go for Pokemon, it goes for other games as well. Too many of us are focused on things like &quot;I'm gonna add 30 clans and 300 Jutsu then my game will be number one!&quot;. This idea is flawed. It's 80% game mechanics that hooks a player. The other 20% content.&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.byond.com/games/AbdelJN/NarutoShinobiUniverse&quot;&gt;Naruto Shinobi Universe&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
I haven't touched up on this since I started working on the Pokemon demo, but from the few things I've learned from working on the demo, I'm going to use to work on game mechanics a lot more to bring a really solid experience. Not the I haven't been already, but I'll try harder to think outside the box.&lt;br&gt;
&lt;br&gt;
The most recent updates I've made were mainly a lot of patches/bug fixes, balancing, and I decided to squeeze in Deidara's &quot;Clay&quot; clan. It's pretty damn sexy.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://www.byond.com/games/hubpic/91041_9704.png&quot; width=&quot;736&quot; height=&quot;576&quot; alt=&quot;Clay&quot;&gt;&lt;br&gt;
&lt;i&gt;note:&lt;/i&gt; the tree shadows shown here have been changed.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Special thanks to &lt;a href=&quot;www.byond.com/members/UPD4T3&quot;&gt;UPD4T3&lt;/a&gt; for revamping C3 shown in the picture above.&lt;br&gt;
&lt;br&gt;
Also I plan on having alpha testings in a week or less from now. Depends how well things go. What I was wondering though: should I have the alpha like every other Naruto game where it's basically a small representation of what the full games gonna be like? Or should I go with players joining into a large destroyed battlefield where they fight until the opposing village's shinobi are all wiped out? The victors will earn a random amount of skill point based on the amount of shinobi they kill on the opposing side.&lt;br&gt;
&lt;br&gt;
What do you guys think on both the Pokemon Demo and NSU alpha?&lt;br&gt;</description>
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            <title>Loading music into cache during login.</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154975</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154975</guid>
            <pubDate>Sat, 22 Oct 2011 14:55:53 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=154975#comments</comments>
            
            <description>I've been wondering if this is possible. Right now I have an .ogg file(about 5mb) that plays when the player gets into a fight. The first time it plays during the session, it freezes the game for about 2-3 seconds, then the rest of the time it it plays instantly. I close dreamseeker and run the game again, and it has to go through the same procedure of loading the .ogg the first time, and not having to the rest of the time.&lt;br&gt;
&lt;br&gt;
What I want is for the player to only have to run the .ogg the first time they open the game, then from there on, it plays instantly.&lt;br&gt;
&lt;br&gt;
I don't understand how it has to reload every session? I'm guessing it's loading as a temporary resource and gets removed when the session is closed?</description>
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            <title>Custom pixel movement walk_to using bounds_dist()</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154981</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154981</guid>
            <pubDate>Fri, 21 Oct 2011 15:29:32 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=154981#comments</comments>
            
            <description>&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/&lt;br&gt;    WalkTo(mob/c, mob/m)&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;while&lt;/span&gt;(c &amp;amp;&amp;amp; m &amp;amp;&amp;amp; bounds_dist(c,m)&amp;gt;c.step_size)&lt;br&gt;            step_towards(c,m)&lt;br&gt;            sleep(c.step_size/world.fps)&lt;br&gt;            world&amp;lt;&amp;lt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;debugging.&amp;quot;&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
So.. I tried writing my own walk_to() proc using bounds_dist to get pixel perfect accuracy yet I came up with a problem. I walk towards an enemy then attack, then back to my initial position. Then it's the enemies turn and they begin walking towards me and the code gets stuck here, constantly sending the world my debugging message. My assumption is that my formula for while() is off and when the enemy or I get to a certain bounds_dist it either keeps on running the above code, or it skips it completely.&lt;br&gt;
&lt;br&gt;
I've tried all sorts of formulas, some work longer than others but in the end, always reach a breaking point. I'm not an expert with math, anyone think they know a formula that'll work this correctly?</description>
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            <title>number-only inputs?</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154992</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=154992</guid>
            <pubDate>Tue, 18 Oct 2011 10:08:35 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=154992#comments</comments>
            
            <description>Seeing as BYONDs default input alert didn't appeal to me, I made my own. The problem is that you can type in anything in the input. Is their a way to restrict anything besides numbers from being entered in the input?</description>
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            <title>WIP Clay Dragon, C+C needed.</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119977</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119977</guid>
            <pubDate>Sat, 15 Oct 2011 01:11:24 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=119977#comments</comments>
            
            <description>So like a month ago, I started working on sharpening my skills with larger pixel art. I haven't had the chance to add this to my game but I feel like I'm going to be adding it maybe tomorrow or the day after. So I'd like some constructive criticism before I do so. I'd like it 100% perfect before adding it in.&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://tinypic.com?ref=mkeyd0&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://i51.tinypic.com/mkeyd0.gif&quot; border=&quot;0&quot; alt=&quot;Image and video hosting by TinyPic&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
PS: the animation sped up for the gif, normally it would look much smoother and realistic.&lt;br&gt;
&lt;br&gt;
One thing I think doesn't fit is the head's perspective but I'm terrible with perspective so any ideas would be helpful :)</description>
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            <title>Naruto Shinobi Universe: looking for pixel artists</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119917</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119917</guid>
            <pubDate>Thu, 13 Oct 2011 19:23:06 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=119917#comments</comments>
            
            <description>&lt;font&gt;Hey everyone, I'm here to talk about the new upcoming Naruto game I've had under works for a little over a year now.&lt;br&gt;
&lt;br&gt;
It's called Naruto Shinobi Universe. I know what you're probably thinking, &quot;oh god.. not another naruto rip&quot;, &quot;god damnit, another naruto *****boy.&quot;, etc. But don't worry, this ones 99% original(the other 1% being placeholder art) and I'm working to bring all you Naruto fans what others don't usually give. Great art, presentation, accuracy, gameplay, and replayability.&lt;br&gt;
&lt;br&gt;
At the moment I don't go to school(long story) and I'm stuck in a real ****ty part of the world so I've been working on the game for about 12 hours a day. I've been doing everything 100% by myself from the programming, down to the artwork.&lt;br&gt;
&lt;br&gt;
One exception being the &lt;a href=&quot;www.byond.com/members/GraphicsGuild&quot;&gt;Graphics Guild&lt;/a&gt; that made me a pretty neat banner and are going to be making me title screens for NSU. Check em out when you get the chance, you'll be able to come out with a sweet new piece of GFX for the price of &lt;b&gt;absolutely nothing&lt;/b&gt;. Pretty awesome guys if you ask me;)&lt;br&gt;
&lt;br&gt;
So yeah enough talk, now showtime. Here's a few pictures of NSU. Alpha testing should be coming soon so look out:)&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.byond.com/games/hubpic/91041_9683.png&quot; rel=&quot;thumbnail&quot;&gt;&lt;img src=&quot;http://www.byond.com/games/hubpic/91041_9683_s.jpg&quot; width=&quot;145&quot; height=&quot;113&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;b&gt;Login menu -&lt;/b&gt; Here's the login, I used to have a basic &quot;Slot 1&quot;, &quot;Slot 2&quot;, &quot;Slot 3&quot; thing going with &quot;New&quot;, &quot;Load&quot; and &quot;Delete&quot; buttons on the title screen. Finally decided it bore me. So here's the new revamped login I came up with.&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.byond.com/games/hubpic/91041_9667.png&quot; rel=&quot;thumbnail&quot;&gt;&lt;img src=&quot;http://www.byond.com/games/hubpic/91041_9667_s.jpg&quot; width=&quot;145&quot; height=&quot;113&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;b&gt;Impure world resurrection -&lt;/b&gt; this works about the same way as it does in the manga besides a few modifications for balance. Instead of just finding any DNA samples for the technique and having to sacrifice a host, I've decided &lt;b&gt;you&lt;/b&gt; must kill someone, and they'll drop a DNA sample(only if you've learned Impure World), with that, you can then summon a copy of them that has the &lt;b&gt;exact&lt;/b&gt; attributes as the player it derives from. You can summon up to 5 (if you manage to kill 5 players before getting killed yourself). There's even a medal for that, which I'll cover later on.&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.byond.com/games/hubpic/91041_9685.png&quot; rel=&quot;thumbnail&quot;&gt;&lt;img src=&quot;http://www.byond.com/games/hubpic/91041_9685_s.jpg&quot; width=&quot;145&quot; height=&quot;113&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;b&gt;Uchiha's -&lt;/b&gt; Here's where I came to a stump. I carefully thought of a way of implementing Mangekyou Sharingan in a way that even when it's obtained(very rare odds) it won't be overpowered. So instead of the generic lock on Amaterasu, there are two types which both are avoidable, but very deadly if they aren't avoided. For Sasuke's, you drag the mouse around wherever you want to create an Amaterasu. The bad, every time you create a new one, a heavy toll is taken out of your chakra(this can be decreased depending on your Sharingan Mastery), and a smaller toll on your wounds(until you acquire eternal of course). For Itachi's, when you activate Amaterasu, you will be guiding this:&lt;br&gt;
&lt;a href=&quot;http://tinypic.com?ref=2n0lmds&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://i55.tinypic.com/2n0lmds.gif&quot; border=&quot;0&quot; alt=&quot;Image and video hosting by TinyPic&quot;&gt;&lt;/a&gt;&lt;br&gt;
anyone caught in it will be burned by the dark flames of Amaterasu. This ones harder to land than Sasukes but has only one chakra drain and increase in wounds. Although it leaves you open for Attack.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;In short -&lt;/b&gt; Sasuke's has a larger risk to the user yet better accuracy and allows for tactics. Itachi's has less of a risk yet leaves you open for attack and has less accuracy. I would talk about the normal Sharingan but I haven't gotten a chance to work on it since I first started this project a year ago. I'll be sure to give it some fair advantages.&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;/games/hubpic/91041_9666.png&quot; rel=&quot;thumbnail&quot;&gt;&lt;img src=&quot;/games/hubpic/91041_9666.png&quot; width=&quot;145&quot; height=&quot;113&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;b&gt;And I've gotta run!&lt;/b&gt; Tell me what you guys think, and also drop by some suggestions, I'd love to hear some ideas. I'm pretty confident as a programmer so as long as it isn't something like &quot;add 3d narto frog&quot; and it interests me then I'll see what I could do:)&lt;br&gt;
&lt;br&gt;
I'll probably be doing this every week or so get some feedback on newest additions and I'll probably get into detail with the games mechanics and features. What you've seen here is just a little preview, nothing too special. The rest is yet to come!&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Also -&lt;/b&gt; &lt;i&gt;I'm looking for a pixel artist as myself alone isn't enough and I'm a longshot away from amazing. If you're interested please page me on BYOND, add me on MSN(byondforerunner2@hotmail.com), or send me an inbox on Facebook &lt;a href=&quot;http://www.facebook.com/people/Abdel-Nabut/100001266727323&quot;&gt;here&lt;/a&gt;. Been a one man team for FAR too long:/&lt;/i&gt;&lt;/font&gt;&lt;i&gt;&lt;br&gt;&lt;/i&gt;</description>
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            <title>Membership, CSS and Naruto.</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119885</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=119885</guid>
            <pubDate>Wed, 12 Oct 2011 15:49:45 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=119885#comments</comments>
            
            <description>So after a month now of wanting a BYOND membership, finally got my dad to get me one, so that's pretty sweet. Any kind soul willing to help me out with making me a nice CSS?&lt;br&gt;
&lt;br&gt;
Also, if any of you are up to date on the Naruto manga and have seen the newest one. Who do you think Tobi is if he's not Madara? My only thought is possibly Madaras brother. What do you think?</description>
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            <title>How to remove security checks to access save files?</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=155058</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=155058</guid>
            <pubDate>Sat, 01 Oct 2011 03:34:09 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=155058#comments</comments>
            
            <description>Is there a possible way to remove the security check that allows me to access my save files? I'm tired of being on &lt;b&gt;my&lt;/b&gt; project and loading the game up with the same two security checks popping up every time.</description>
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            <title>Is it possible to return a medals description?</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=155069</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=155069</guid>
            <pubDate>Wed, 28 Sep 2011 19:32:47 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=155069#comments</comments>
            
            <description>I've been wondering.. Is there a possible way to retrieve a medals description from the hub onto a game?&lt;br&gt;
&lt;br&gt;
What I currently have is a &quot;Medal Unlocked&quot; interface and I have it so the title automatically sets to the medals name but I'm unsure how to automatically set the description to the medals description.&lt;br&gt;
&lt;br&gt;
Is this possible?</description>
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            <title>Creating objects larger than 96x96 w/o drastic inc. in CPU</title>
            <link>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=151290</link>
            <guid>http://www.byond.com/members/AbdelJN?command=view_post&amp;post=151290</guid>
            <pubDate>Wed, 28 Sep 2011 14:16:49 +0000</pubDate>
            
            <comments>http://www.byond.com/members/AbdelJN?command=view_comments&amp;post=151290#comments</comments>
            
            <description>So I was play testing my project and noticed when creating a large object, the CPU usually jumps up by like 20 for an object that is 128x128 and the game freezes for a second or two.&lt;br&gt;
&lt;br&gt;
The thing is, I've seen other projects creating even larger objects and showing no signs of a slowdown of the game. An example being &lt;a href=&quot;http://www.byond.com/games/Lizard_Sphere_X/1#tab=pics&quot;&gt;here&lt;/a&gt;. If you'd like you can skip to 00:50(blast around 256x256) or 2:38(aura around 128x500?) for a good examples.&lt;br&gt;
&lt;br&gt;
After I saw the video, I started to get slightly confused. How are such large objects being created yet no lag and no momentary slowdown? Along with that, there are pretty great particle and flaring fire effects which also look pretty CPU consuming?&lt;br&gt;
&lt;br&gt;
Any ideas on how all this is being done without any drawbacks?</description>
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