Solid Reasoning
I received an interesting bug report from Winter Tail on my Beta 3 Darke Dungeon server. it read:
"Haunts are incorporeal, right? Why do they trip traps then?"
The primary reason is for game balance. In Darke Dungeon, phasing is only a movement status. It allows you to move at a reduced rate through solid objects and prevents suffocation while you are inside solids.
I honestly gave this a lot of thought when I implemented the "phased" status effect that represents the ability of haunts and other creatures to pass through solids. Originally, I had planned to make only phased projectiles able to strike phased critters. This made phasing entirely too powerful.
The "in character" reason is that phased creatures still have a body. They are not technically "incorporeal", which means they have no material body at all. To solids that are not within their phasing effect, the critter will feel something like the consistency of Jello. You can feel them and interact with them, but if you push hard enough you pass right through. There is a definite resistance between phased objects and non-phased objects, which makes traps react to them. Weapons damage phased beings by disrupting them more rapidly than the phasing magic can compensate.
Haunts also have the floating effect, which gives them immunity to a number of basic traps like pits.
Posted by Shadowdarke on Tuesday, March 31, 2009 12:33PM
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Big Overlays
Version 4 of BigAtom implements the bigatom_Overlay() proc, which is a step in the right direction even if it doesn't have all the nifty features I would like it to.
There are two important things to keep in mind if you are using this early version of bigatom_Overlay():
First of all, it only works in BIGATOM_NOOVERLAYS mode. ("NOOVERLAYS" in this case refers to how the BigAtom is displayed. It forces each tile of the BigAtom to have an individual atom.) Since this is the default bigatom_mode there shouldn't be many problems with this.
The other issue is that your overlay should match the base icon in size and icon_states, or it will display the basic 32x32 mini icon on parts that do not satisfy the condition. For instance, if you have a 64x96 person and try to overlay a 64x64 shirt on them, the top left and top right icons will have mini shirt icons on them. If your shirt doesn't have a "punch" state and you flick "punch", every tile will have a mini-shirt until the flick is finished.
Posted by Shadowdarke on Tuesday, March 10, 2009 07:31AM
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New light on an old library
I've finally updated
sd_DynamicAreaLighting to take advantage of alpha transparency, but it's actually much more interesting than a simple icon change. You can now use your own custom darkness icon for the overlays.
The coolest part is that you can decide exactly how many shades of darkness there are in sd_DAL version 10. The old sd_DAL had 4 basic shades of darkness. Now you can increase or even decrease that number to match your custom icons.
Compile the library in BYOND 4.0 or greater to play a demo with the new features. You can change the darkness icon between several demo icons using the "dark icon" verb.
For those of you who absolutely refuse to update to BYOND 4.0, don't worry. You can still use custom icons and shade counts without being forced to use BYOND 4.0 and transparent icons. The demo even compiles in older BYOND versions and shows developers how to selectively compile code based on compiler version.
Hope you all enjoy it!
Posted by Shadowdarke on Tuesday, May 27, 2008 04:56PM
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HELP! Need testers for an IE javascript error
One of the long standing errors in Darke Dungeon that has probably cost me a great many players is a javascript error on the Appearance Page of Character Generation. The reason I have so much trouble with it, is that it works perfectly on every single computer I have access to. Many of the people experiencing trouble even have the same OS and browser configuration I do, so I haven't a clue what the trouble is. If I can't reproduce it, it's hard to fix it.
That's why I come here pleading for testers. Anyone willing to help, especially people who have experienced script errors at character creation in Darke Dungeon, please try these pages using Internet Explorer. Since BYOND currently only supports IE, I haven't even begun to make Mozilla or other browser versions.
http://samples.msdn.microsoft.com/workshop/samples/author/ dhtml/overview/filt_14.htm is the Microsoft demo of the filter I'm using. Everyone should have no problem getting it to work.
http://shadowdarke.byondhome.com/dd/test/old_method.htm uses the old method and should produce the same errors that you experience in Darke Dungeon, if you get them.
http://shadowdarke.byondhome.com/dd/test/index.html is the revision and I'm hoping it corrects the script errors.
http://shadowdarke.byondhome.com/dd/test/i2.html is another possible fix.
Please try each version and post your results!
All visible sections of the interface should work without errors.
- Click or drag the 3 sliders on the color bars to adjust the colors of the icon on the left.
- Click "Skin", "Eyes", and "Hair" to select which part to adjust.
- Click the 1x, 2x, or 4x buttons to change the preview's zoom factor.
- Click the hairstyles under "Hair Options" to change style.
Thanks for the help. :)
Posted by Shadowdarke on Thursday, November 15, 2007 02:52PM
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Time for the next batch of open libraries
Several of my libraries have been BYONDscape exclusives for years now. I've decided to set them free. :)
These libraries are now full access for anyone:
- sd_DynamicAreaLighting
- Fast and easy dynamic lighting. (Needs some serious work for BYOND 4.0. The changes to view() have been a real problem.)
- sd_tree
- Navigate lists of datums through a collapsable tree view.
- PixelProjectiles
- Pixel based directional projectiles
Posted by Shadowdarke on Wednesday, October 24, 2007 05:10AM
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