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        <title>Jmurph's site</title>
        <link>http://www.byond.com/members/Jmurph</link>
        <description></description>
        <lastBuildDate>Wed, 19 Jun 2013 22:37:55 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Difficulty of Porting ActionRPGFramework</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=942587</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=942587</guid>
            <pubDate>Wed, 22 Aug 2012 11:57:18 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=942587#comments</comments>
            
            <description>I haven't poked around it to much, but how difficult would it be to port the ActionRPGFramework features over to Sidescroller? I assume the biggest change would be in movement.dm. Are there any other files to look out for?</description>
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                <item>
            <title>Problem with alternate movement in action()</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=809339</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=809339</guid>
            <pubDate>Mon, 11 Jun 2012 04:19:31 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=809339#comments</comments>
            
            <description>In mob.action I have the following:&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;
action()&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(!client) &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering)&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/a = 0&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(client.keys[controls.left]) a += 5&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(client.keys[controls.right]) a -= 5&lt;br&gt;&lt;br&gt;                &lt;span class=&quot;dmcomment&quot;&gt;// if you're pressing up you go forwards&lt;/span&gt;&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(client.keys[controls.up])&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering.velocity &amp;lt; steering.move_speed)&lt;br&gt;                        steering.velocity += steering.acceleration&lt;br&gt;&lt;br&gt;                &lt;span class=&quot;dmcomment&quot;&gt;// if you're pressing down you go backwards&lt;/span&gt;&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(client.keys[controls.down])&lt;br&gt;                    &lt;span class=&quot;dmcomment&quot;&gt;/*&lt;br&gt;                    if(steering.speed &amp;gt; -steering.move_speed / 2)&lt;br&gt;                        steering.speed -= steering.acceleration&lt;br&gt;                    */&lt;/span&gt;&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering.velocity &amp;gt; 0)&lt;br&gt;                        steering.velocity -= steering.acceleration&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt;&lt;br&gt;                        steering.velocity = 0&lt;br&gt;&lt;br&gt;                &lt;span class=&quot;dmcomment&quot;&gt;// otherwise you slow down&lt;/span&gt;&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt;&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering.velocity &amp;gt; steering.acceleration)&lt;br&gt;                        steering.velocity -= steering.acceleration/4&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering.velocity &amp;lt; -steering.acceleration)&lt;br&gt;                        steering.velocity += steering.acceleration&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt;&lt;br&gt;                        steering.velocity = 0&lt;br&gt;&lt;br&gt;                angle += a&lt;br&gt;&lt;br&gt;                &lt;span class=&quot;dmcomment&quot;&gt;// generate a rotated icon to represent the angle that you're facing.&lt;/span&gt;&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/icon/I = icon(initial(steering.icon), steering.icon_state)&lt;br&gt;                I.Turn(-angle)&lt;br&gt;                steering.icon = I&lt;br&gt;&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(steering.velocity != 0)&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/dx = round(cos(angle) * steering.velocity + 0.5)&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/dy = round(sin(angle) * steering.velocity + 0.5)&lt;br&gt;                    steering.pixel_move(dx, dy)&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt; ..()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
In the vehicle mob's interact():&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;
interact(mob/m)&lt;br&gt;        m.loc=src&lt;br&gt;        m.client.eye=src&lt;br&gt;        m.steering = src
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Prior to the update, it had the desired behavior- when the mob interacts with the vehicle, they &quot;hop in&quot; and start steering. Now, they &quot;hop in&quot; but the movement keys do nothing.&lt;br&gt;
&lt;br&gt;
What am I doing wrong?</description>
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            <title>WIP Baby Dragon</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=757726</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=757726</guid>
            <pubDate>Mon, 21 May 2012 16:31:05 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=757726#comments</comments>
            
            <description>&lt;img width=&quot;32&quot; height=&quot;32&quot; src=&quot;http://www.byond.com/members/Jmurph/files/babydrag.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
32x32, 16 colors&lt;br&gt;
&lt;br&gt;
Trying to make a cute baby dragon platformer sprite.&lt;br&gt;
&lt;br&gt;
EDIT: In red in case the palette was too Spyro-esque ;-)&lt;br&gt;
&lt;img width=&quot;32&quot; height=&quot;32&quot; src=&quot;http://www.byond.com/members/Jmurph/files/babydrag1.png&quot;&gt;</description>
        </item>
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            <title>Space Ship Combat (PEW PEW!)</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=757615</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=757615</guid>
            <pubDate>Mon, 21 May 2012 14:21:49 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=757615#comments</comments>
            
            <description>I was brainstorming and idea for what I thought might be a fun game. Basically, you have an unexplored sector in space. You get a very basic space station home base from which to find and explore procedurally generated planets and random space phenomena (asteroids, derelict crafts, etc.). You start with a simple shuttle, but can bring resources back to the station for rewards from your employer/government sponsor/whatever that can be used to upgrade the station, ship and your personal gear. In turn, as you find interesting stuff and develop the station, merchants, colonists and the like may start showing up. Of course, less friendly types like pirates and alien raiders may also decide to pay a visit. Which is where I ran into a design conundrum.&lt;br&gt;
&lt;br&gt;
Whether you want to be a valiant protector or a villainous pirate, you will probably engage in some space combat. My idea was that when in space, you control the spaceship directly (basically setting the client mob to the ship while the base mob sits inside). But I thought a boarding element would be neat, too. The problem is how to do it. Perhaps have a map reflecting the ship interior? But then what do you do if someone damages the ship while you are on inside view? But then what about boarding? Stick the two maps together?&lt;br&gt;
&lt;br&gt;
Any thoughts?</description>
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            <title>Using Perlin Noise For Map Generation</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=585163</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=585163</guid>
            <pubDate>Tue, 27 Mar 2012 16:28:53 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=585163#comments</comments>
            
            <description>I am trying to wrap my ahead around how to implement a Perlin noise function for a random map.&lt;br&gt;
&lt;br&gt;
Let's say I have a 2 dimensional side view map. Further, there are three tile types. Air is non dense and must make up at least the player height above the other surfaces. Dirt should be below air. Stone can randomly occur among dirt (lower increases frequency).&lt;br&gt;
&lt;br&gt;
Now I was looking at &lt;a href=&quot;http://freespace.virgin.net/hugo.elias/models/m_perlin.htm&quot;&gt;http://freespace.virgin.net/hugo.elias/models/m_perlin.htm&lt;/a&gt; and cannot figure out how to apply the concepts there. I understand that each octave is an iteration, but cannot translate the rest to practical application.&lt;br&gt;
&lt;br&gt;
Anybody have any thoughts or experience and can dumb it down a bit for me?</description>
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            <title>8 Bit style Walker WIP</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=122789</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=122789</guid>
            <pubDate>Thu, 12 Jan 2012 16:55:57 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=122789#comments</comments>
            
            <description>Was playing around with Forum Account's excellent sidescroller library and decided I needed a proper player sprite. Inspired by the old NES Castlevania games I did this:&lt;br&gt;
&lt;img width=&quot;32&quot; height=&quot;32&quot; src=&quot;http://www.byond.com/members/Jmurph/files/2012-01/Jmurph-0001/castle-man.gif&quot;&gt;&lt;br&gt;
The player walk animation is 8 frames as opposed to the 4 Castlevania used and I tried to minimize the odd posture while still maintaining the &quot;feel&quot;.&lt;br&gt;
&lt;br&gt;
And here is a bad guy:&lt;br&gt;
&lt;img width=&quot;32&quot; height=&quot;32&quot; src=&quot;http://www.byond.com/members/Jmurph/files/2012-01/Jmurph-0001/skelton32.gif&quot;&gt;&lt;br&gt;
Shorter walk animation (6 frames) but still three times as many as the old NES sprites.&lt;br&gt;
&lt;br&gt;
Both use a 16 color palette (15+clear), so would actually be more SNES level.&lt;br&gt;
&lt;br&gt;
C&amp;C welcome.</description>
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            <title>Spelunky</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=122733</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=122733</guid>
            <pubDate>Tue, 10 Jan 2012 22:30:57 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=122733#comments</comments>
            
            <description>&lt;a href=&quot;http://spelunkyworld.com/&quot;&gt;http://spelunkyworld.com/&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
Try it. It's fun.&lt;br&gt;
&lt;br&gt;
Basically it's a low res pixel based platformer that uses randomly spawning levels and area level feelings (IE messafes indicating a special room feature) ala a roguelike. I found the controls a tad awkward, but overall a very fun game, especially considering it was made with Game Maker.</description>
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                <item>
            <title>Slightly Shorter</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121881</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121881</guid>
            <pubDate>Tue, 13 Dec 2011 19:35:02 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=121881#comments</comments>
            
            <description>Playing around with a new approach, I shortened the stride and the overall dimensions. I hope he doesn't look like a midget!&lt;br&gt;
&lt;br&gt;
&lt;img width=&quot;64&quot; height=&quot;64&quot; src=&quot;http://www.byond.com/members/Jmurph/files/2011-12/Jmurph-0003/man3.gif&quot;&gt;</description>
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                <item>
            <title>Editing The Base- 6 Frames</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121854</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121854</guid>
            <pubDate>Mon, 12 Dec 2011 22:34:26 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=121854#comments</comments>
            
            <description>After some criticism of the walking animation, I did some tweaking with a 6 frame cycle. I think it looks a bit smoother in the overall cycle, but obviously is an early WIP and has a way to go.&lt;br&gt;
&lt;img width=&quot;64&quot; height=&quot;64&quot; src=&quot;http://www.byond.com/members/Jmurph/files/2011-12/Jmurph-0002/man.gif&quot;&gt;&lt;br&gt;
&lt;br&gt;
I have tried to keep to an isometric perspective grid so the the walk looks right for the view.</description>
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                <item>
            <title>The New Man</title>
            <link>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121754</link>
            <guid>http://www.byond.com/members/Jmurph?command=view_post&amp;post=121754</guid>
            <pubDate>Fri, 09 Dec 2011 21:00:18 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Jmurph?command=view_comments&amp;post=121754#comments</comments>
            
            <description>Hulio G has been working on the sprite animations for me, and I think the results speak for themselves. Behold! I give you man walking!&lt;br&gt;
&lt;br&gt;
&lt;img width=&quot;64&quot; height=&quot;64&quot; src=&quot;http://www.byond.com/members/Jmurph/files/2011-12/Jmurph-0001/man_new2.gif&quot;&gt;</description>
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