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        <title>EternalDuelistSoul's site</title>
        <link>http://www.byond.com/members/EternalDuelistSoul</link>
        <description></description>
        <lastBuildDate>Wed, 19 Jun 2013 11:39:15 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Membership as a Developer?</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=1258280</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=1258280</guid>
            <pubDate>Mon, 06 May 2013 20:45:54 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=1258280#comments</comments>
            
            <description>I'm not really one to complain much. So forgive me if I sound like I am moaning here...&lt;br&gt;
&lt;br&gt;
However I just went to create a *new* hub entry for a different program and it told me I had to pay $25.&lt;br&gt;
&lt;br&gt;
I understand that some hub features are locked from non-members because it takes up server space, like screenshots. Fair enough I guess (though BYOND could allow hotlinks maybe?). It's a little frustrating but I get it, though it would be nice to still have the manage screenshots option (as I cannot delete existing screenshots).&lt;br&gt;
&lt;br&gt;
But I find this a little strange that you need to be a member to even put games on the hub now? If you're making non-profit stuff then it kinda stings. I realize $25 is not much in the grand scheme of things, and that its good to support BYOND (I want to). But I invest a lot of my time, and my stuff is non-profit. At one point (before BYOND ostracized anything anime based - I have to say, that hurt my feelings :'( the wound was deep) my game was near the top of the BYOND games page often. I saw this as a benefit to BYOND in a way, because if a game is popular (for any reason) then its attracting people to the site right? I know for a fact many of my players bought memberships too. So does making content not off-set costs to BYOND anyway? Since that content pulls in new players etc?&lt;br&gt;
&lt;br&gt;
Perhaps BYOND could lock down features only to games that are monetized?&lt;br&gt;
&lt;br&gt;
There are costs elsewhere involved for games even if they are free (forum hosting for example). It can be rather disheartening to have to pay out of pocket as well as your time, and the costs can easily pile up.</description>
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            <title>Quick way to remove all data entries on a Hub?</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=1254445</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=1254445</guid>
            <pubDate>Fri, 03 May 2013 01:17:22 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=1254445#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
&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;
N/A
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
I am just wondering if its possible to erase entire score columns easily? Going through each one separately would take an eternity when there are 100s.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i41.tinypic.com/333a15w.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
So yeah that's all I wanted to know really. Thanks.</description>
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            <title>Simple RGB removal question</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=675738</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=675738</guid>
            <pubDate>Mon, 16 Apr 2012 22:55:05 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=675738#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
&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;
src.icon += rgb(0,128,60)&lt;br&gt;sleep(30)&lt;br&gt;src.icon -= rgb(0,128,60)
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
It makes the icon colour a funny red. I wanted it to flash then return back to normal.&lt;br&gt;
&lt;br&gt;
Is this what its supposed to do? Am I using RGB wrong the reference didnt seem to indicate how to revert it back. I just assumed -= was it since you used += to do the change.&lt;br&gt;
&lt;br&gt;
Confused.com</description>
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            <title>Turf Big Icon layering</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=474530</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=474530</guid>
            <pubDate>Fri, 09 Mar 2012 22:23:19 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=474530#comments</comments>
            
            <description>What's the best way to deal with TURF that have big icons, if I am using more than one in the same place. E.g. I have a large circle of road, and then a slightly smaller circle of pavement that goes in the middle. If they are both TURF_LAYER one of them sits behind the other (and unfortunatly not the one I want!).&lt;br&gt;
&lt;br&gt;
Using TILED_ICON_MAP anything you put on top of another thing, if it was the same layer, always appeared on top.&lt;br&gt;
&lt;br&gt;
Do I have to specifically state the layer now? So layer = TURF_LAYER+1 ? To get it to show above? This could be tricky because you can quickly get to the MOB_LAYER which means I will have to move everything up to accomodate them.&lt;br&gt;
&lt;br&gt;
Is that the only way? Or am I missing something (I am now just converting my project from TILED_ICON_MAP to TOPDOWN_MAP you see and its a total mess right now since I used a lot of large icons which were split up - its why I have put it off for ages because it a lot of work just to get it to look how it did before lol).</description>
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            <title>Missile() on client.screen?</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=430754</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=430754</guid>
            <pubDate>Sat, 03 Mar 2012 22:20:15 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=430754#comments</comments>
            
            <description>&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
I'd like to use missle() to animate something on the client.screen. Is this possible? I cannot seem to find anything on this. How would it deal with finding the location of what its moving from if the X/Y/Z of the obj in client.screen are null? I'd have to use screen_loc but im not even sure it supports that.</description>
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            <title>Download Sounds + Control_Freak</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=132502</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=132502</guid>
            <pubDate>Tue, 07 Sep 2010 17:20:23 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=132502#comments</comments>
            
            <description>When 'control_freak' is used, players cannot see Options &amp; Messages. This also means they can't get to the tick boxes to download sounds (for example).&lt;br&gt;
&lt;br&gt;
Is there anyway to set this option without Options &amp; Messages? It's caused a bit of frustration with players having sounds off and trying to re-enable it. They have to open another game (without skin restrictions) before they can change the option.&lt;br&gt;
&lt;br&gt;
Am I missing something obvious?</description>
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            <title>Macros: The hell that is</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156817</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156817</guid>
            <pubDate>Wed, 21 Jul 2010 21:31:19 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=156817#comments</comments>
            
            <description>Ok, so ive decided to try and add some pre-set Macros to my game. Again. I say again because last time i attempted this I gave up for similar reasons...&lt;br&gt;
&lt;br&gt;
Reason being, that after setting the Macros it was damn near impossible to get them to actually WORK.&lt;br&gt;
&lt;br&gt;
Instead, the commands would just be put into the command/chat bar. I tried clicking the map, the window, everything damn near possible. STILL it would go into the command bar.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;I'm still having this issue.&lt;/b&gt; Infact, no ive found that i have this issue if i set a new macro group (outside of the default) and then try and use it. The only way i can get the thing to start working, is if i use movement. Then it seems to start letting me use the macros ive set. However, other than that they just simply refuse to do anything.&lt;br&gt;
&lt;br&gt;
Giving up on the seperate macro groups, I went with the basic standard group and added them to that. They work (not ideal though since many of the macros are useless at certain times and results in unrecognised verb errors....) but im getting an annoying &quot;DING&quot; noise when i use them. The windows &quot;You cant do that&quot; DING. The macro works, but &quot;DING&quot; &quot;DING&quot; &quot;DING&quot; &quot;DING&quot; each time you use one is not a desired result.&lt;br&gt;
&lt;br&gt;
Is there a macro article or guide somewhere? It's seriously irritating spending an hour accomplishing bugger all. It feels like this should be easy and should be working, yet....</description>
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            <title>winset: Element duel_m.world not found.</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=139913</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=139913</guid>
            <pubDate>Wed, 21 Jul 2010 20:28:19 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=139913#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
&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;
N/A
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
I have 3 menus in my skin;&lt;br&gt;
&lt;br&gt;
duel_m&lt;br&gt;
main_m&lt;br&gt;
edit_m&lt;br&gt;
&lt;br&gt;
main_m is set as the default to be shown on the skin, where as the other two are only shown by code in game when needed.&lt;br&gt;
&lt;br&gt;
When the game is first opened however im getting;&lt;br&gt;
&lt;br&gt;
&lt;b&gt;winset: Element duel_m.world not found.&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
This is because it sets a number of 'is-checked=true' on mob/login() using winset. Some menu items in 'duel_m' are replicated from 'main_m' you see (chat related ones) and so need to be consistant in their appearance. So it sets the same items to look the same in both menus. E.g.&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
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&lt;pre class=&quot;dmcode&quot;&gt;
        winset(src, &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;main_m.world&amp;quot;&lt;/span&gt;, &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;is-checked=true&amp;quot;&lt;/span&gt;)&lt;br&gt;        winset(src, &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;duel_m.world&amp;quot;&lt;/span&gt;, &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;is-checked=true&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;
This winset error persists until the menu is used on the skin, then error goes away and the winset works. Even when the menu is not being shown there after.&lt;br&gt;
&lt;br&gt;
Is this a bug or am i doing something wrong im not aware of.... it still exists even if its not being shown so i dont get it :\</description>
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            <title>Turf on Top of Turf...</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156835</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156835</guid>
            <pubDate>Sat, 17 Jul 2010 13:17:13 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=156835#comments</comments>
            
            <description>In the Map Editor im having a small issue with placing turfs on top of other turfs.&lt;br&gt;
&lt;br&gt;
I have set it to 'insert' instance on click rather than replace. However, ive noticed that behind the TURF im placing down 'holes' appear where it totally kills the TURF that was below it.&lt;br&gt;
&lt;br&gt;
Im using an Entered() / Exited() call to make the turf 'transparent' when you walk &quot;under&quot; what would be a building (at first i thought it might be this causing the turf under it to become damaged). So having black gaps when you are walking around is a bit irritating. It only seems to do it at certain points in the image I placed down. However im not sure why as those points, as there does no seem to be any significance.&lt;br&gt;
&lt;br&gt;
Here is an animated pic of screenshots.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i29.tinypic.com/5182n6.gif&quot;&gt;</description>
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            <title>Missle() dont always show?</title>
            <link>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156933</link>
            <guid>http://www.byond.com/members/EternalDuelistSoul?command=view_post&amp;post=156933</guid>
            <pubDate>Wed, 30 Jun 2010 12:47:02 +0000</pubDate>
            
            <comments>http://www.byond.com/members/EternalDuelistSoul?command=view_comments&amp;post=156933#comments</comments>
            
            <description>Is there any reason why missle() does not seem to show if the thing im sending it from is out of view of the target?&lt;br&gt;
&lt;br&gt;
Example, the target is off my screen somewhere, and the missle() proc is used to send a bullet or such from me to them. I see it coming from me and going off screen, but they dont (i assumed it would appear on my screen and come towards me??).&lt;br&gt;
&lt;br&gt;
I did a quick test with this (since i noticed something wasnt working 100% right in my game) and opened two clients on the same world. I used the the missle() proc to send a number of objs from a set of fixed location. One mob was near this source, and the other was out of view.&lt;br&gt;
&lt;br&gt;
Flicking back and forth between the windows when the missle() was being used, I noticed that the mob standing near the source could see all of the objs being sent towards the mob, but the other mob they were being sent too (who couldnt see the source) could only see some of them......&lt;br&gt;
&lt;br&gt;
Is this on purpose? How can you over-ride this behaviour if so?</description>
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