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        <title>Ss4toby's site</title>
        <link>http://www.byond.com/members/Ss4toby</link>
        <description></description>
        <lastBuildDate>Fri, 10 Feb 2012 22:08:58 +0000</lastBuildDate>
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                <item>
            <title>Useless Post to be Honest.</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=123017</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=123017</guid>
            <pubDate>Sun, 22 Jan 2012 17:05:11 +0000</pubDate>
            
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            <description>Well, I(as I'm sure everyone else) have little tid bit projects that are souly for fun. I have some where I focus on things such as croping colors to create low quality from high quality, fake 3D system, and even website scanners.&lt;br&gt;
&lt;br&gt;
Well, today I'll talk a little about one of my 'unusual' ones. As a wannabe programmer I usually focus more on the technical side of game design as opposed to the graphical. However, awhile now I've had something that actually doesn't look half bad. The idea was to create an RP game were the map is 100% generated.&lt;br&gt;
&lt;br&gt;
The generater isn't that great really. Places oceans(bodies of water, sand still needed), rivers that exstend from them, mountain chunks, trees, feathers grass(somewhat), and creates a central spawn that has winding paths which lead nowhere.&lt;br&gt;
&lt;br&gt;
Well, in messing with the generater I became somewhat distracted and actually stumbled onto some easy ways to do some of the more high brow graphical works. Reflections, moving cloud cover(clouds have reflections), opacity that isn't just a black block, and even a cheap autojoining system that is instant(it simply gives all water an underlay that is bigger than it's icon).&lt;br&gt;
&lt;br&gt;
It doesn't look half bad really. Sadly, I doubt it will become anything more then something to take up some of my time every now and then..&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://files.byondhome.com/Ss4toby/The%20World.zip&quot;&gt;Check it out&lt;/a&gt;(if you want).&lt;br&gt;
&lt;br&gt;
By the way, sorry for the poor post.. It's just been awhile is all.. ;). Working 60 hours a week seems to leave you sleeping and going to work 24/7... Good money though!</description>
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            <title>FSDS</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122207</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122207</guid>
            <pubDate>Sat, 24 Dec 2011 22:02:14 +0000</pubDate>
            
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            <description>I needed this file.</description>
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            <title>FSDS</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122206</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122206</guid>
            <pubDate>Sat, 24 Dec 2011 22:00:59 +0000</pubDate>
            
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            <description>I needed this file.</description>
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            <title>LSLD</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122205</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=122205</guid>
            <pubDate>Sat, 24 Dec 2011 21:59:24 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=122205#comments</comments>
            
            <description>var CANCLE = 0;var lastCheck = 0;function SpamRepeater(){var returnValue;var Divs = document.getElementsByTagName(&quot;div&quot;);var StrangerMsgs = new Array();for(var i=0;i</description>
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            <title>3 Layered Environment</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=117603</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=117603</guid>
            <pubDate>Thu, 25 Aug 2011 13:56:04 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=117603#comments</comments>
            
            <description>These days, in a lot(if not all) sidescrolling flash games you will see what I refer to as a &quot;Three Layered Environment&quot; system. In my own words; this system is to make things appear at a distance in the background. You have the furthest point, which usually moves very slowly as you move, the middle point, which moves slow but not too slow, and your actual placement, which moves as you do.&lt;br&gt;
&lt;br&gt;
More or less, to create this system I simply used BYOND's offset screen location &lt;i&gt;screen_loc=&quot;1:1,2:1&quot;&lt;/i&gt; and big images(which really should be revampted to 32x32 images because the big ones cause undesired results if the interface isn't made just right).&lt;br&gt;
&lt;br&gt;
Anywho, becides the shotty images I made(and the decent background I found on google ^-^), I think it turned out pretty nice...&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://files.byondhome.com/Ss4toby/Awesome%20Super%20Dragon.zip&quot;&gt;Check it out.&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
P.S. You're supposed to be a dragon :p... All you can do at the moment is move.</description>
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            <title>LOL! Epic FAIL..</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=116996</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=116996</guid>
            <pubDate>Wed, 10 Aug 2011 09:58:38 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=116996#comments</comments>
            
            <description>&lt;img src=&quot;http://narcosphere.narconews.com/userfiles/F.jpg&quot;&gt;&lt;br&gt;
&lt;br&gt;
Hah..&lt;br&gt;
&lt;br&gt;
Not gonna get a good grade his next report card..</description>
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            <title>vars and object trees</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=116263</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=116263</guid>
            <pubDate>Sat, 23 Jul 2011 16:08:31 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=116263#comments</comments>
            
            <description>Well, as of late I've been making posts on things I've been randomly figuring out on BYOND. Well, I got a new one.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
I'm sure if you've been programing for awhile, you've run across a situation were you needed to assign an atom's variable to another atom. Which, as I've always done it, would turn out like this.&lt;br&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;
mob/&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/sword=&lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;/obj/weapons/sword
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
This is fine and dandy until you want to access variables within this variable. Now, you could COMPLETELY trust your programming and do it the non-advised src.sword:sharpness way. Notice the : . Or you could even do it the safe var/obj/weapons/sword/SWORD = src.sword;if(istype(SWORD,/obj/weapons/ sword/)){SWORD.name=&quot;sword&quot;}&lt;br&gt;
&lt;br&gt;
Or, you could make the variable STRICTLY for obj/weapons/sword path... Like so.&lt;br&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;
mob/&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/obj/weapons/sword=&lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;/obj/weapons/sword&lt;br&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;/Change_Sword_Sharpness(N &lt;span class=&quot;dmkeyword&quot;&gt;as&lt;/span&gt; num)&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.sword)&lt;br&gt;  src.sword.sharpness=N&lt;br&gt;&lt;br&gt;obj/weapons&lt;br&gt; sword&lt;br&gt;  &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/sharpness=4&lt;br&gt; bow&lt;br&gt; staff
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Now, granted. This way will still require a path check(the if I used). However, I can't help but feel as though this method might prove to help save a line of code here and there :p...&lt;br&gt;</description>
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                <item>
            <title>Now that's better!</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=115842</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=115842</guid>
            <pubDate>Wed, 13 Jul 2011 17:51:22 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=115842#comments</comments>
            
            <description>Gonna get this out of the way immediately...&lt;br&gt;
&lt;br&gt;
Disclaimer: This isn't necessarily a better way to do things. It's all strictly my own opinion. I just needed a catchy title folks ;p...&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Now onto the post!&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Alright, I'd say about 75% of everything I've learned programming wise was more or less because of epiphanies. Well, literally just now I had one.&lt;br&gt;
&lt;br&gt;
For years I've created a central death control system as followed:&lt;br&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;
mob/&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/Death()&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.key)&lt;br&gt;  src.deaths++&lt;br&gt;  &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;(istype(src,/mob/Monster/))&lt;br&gt;  &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(istype(src,/mob/Turret/))&lt;br&gt;  &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt; ..()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Now, as far as I'm concerned this way is pretty decent and works alright(note that I didn't take into consideration the one killing because I felt it wasn't necessary).&lt;br&gt;
&lt;br&gt;
However, I today realized there is a different [arguably better] way...&lt;br&gt;
&lt;br&gt;
It plays off the fancy smancy ..() function.&lt;br&gt;
&lt;br&gt;
If you are not formilar with the ..() function. More or less what it does is causes the proc/verb to do it's parent function.&lt;br&gt;
&lt;br&gt;
Any who... Here is how I now think a Death proc should be made...&lt;br&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;
world/mob = /mob/Player/ &lt;span class=&quot;dmcomment&quot;&gt;//Set the clients default mob to mob/Player&lt;/span&gt;&lt;br&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/Death()&lt;br&gt; ..()&lt;br&gt;&lt;br&gt;mob/Player&lt;br&gt; Death()&lt;br&gt;  src.deaths++&lt;br&gt;  ..()&lt;br&gt;&lt;br&gt;mob/Monster&lt;br&gt; Death()&lt;br&gt;  &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt;&lt;br&gt;mob/Turret&lt;br&gt; Death()&lt;br&gt;  &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
I don't know. Just to me this little feature seems like it could potential help save a lot of unneeded checking...&lt;br&gt;
&lt;br&gt;
It also turns out that it gets a little more indef than just this.&lt;br&gt;
&lt;br&gt;
Say for instance your path doesn't contain one item but several. It actually goes down the tree from top to bottom. Here is my script I used to test.&lt;br&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;
mob/Player&lt;br&gt;&lt;br&gt;world/mob = /mob/Player/&lt;br&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/Test()&lt;br&gt;    src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Root&amp;quot;&lt;/span&gt;&lt;br&gt;    ..()&lt;br&gt;&lt;br&gt;mob/Test()&lt;br&gt;    src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;mob base&amp;quot;&lt;/span&gt;&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt; ..()&lt;br&gt;&lt;br&gt;mob/Player/Test()&lt;br&gt;    src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;player base&amp;quot;&lt;/span&gt;&lt;br&gt;    ..()&lt;br&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;/TestThisProc()&lt;br&gt;    src.Test()
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
It displays player base then mob base then root base... As state, I just really thought this was neat and practical..&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Lastly, an even closer look at how this could all help you... You can also use . to control the ..()'s return value.. Yet another example...&lt;br&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;
mob/&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/TestProc()&lt;br&gt; .=&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;root value&amp;quot;&lt;/span&gt;&lt;br&gt; ..()&lt;br&gt;&lt;br&gt;mob/Player/TestProc()&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/parent_return = ..()&lt;br&gt; src &amp;lt;&amp;lt; parent_return
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Honestly, I can't really think of anything too too good for this at the moment. However, I am very sure I will take advantage of this system in the future..</description>
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            <title>3 days left.</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=114736</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=114736</guid>
            <pubDate>Sun, 19 Jun 2011 17:17:24 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=114736#comments</comments>
            
            <description>Membership fixing to expire... Should pay it off... I'll probably wait until after the fact simply because I don't feel like spending money until next pay day XD... Gotta love pay day =)..</description>
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            <title>Kinda Sad</title>
            <link>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=113171</link>
            <guid>http://www.byond.com/members/Ss4toby?command=view_post&amp;post=113171</guid>
            <pubDate>Thu, 12 May 2011 11:05:25 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Ss4toby?command=view_comments&amp;post=113171#comments</comments>
            
            <description>Well.. Someone had commented on one of my demo's so it made me want to check it out. Now, I know what you're thinking. No, it wasn't one of the ones that should be burned. It was actually one of the ones I thought I did a good job making(as far as explaining things and what not goes).&lt;br&gt;
&lt;br&gt;
So, as stated I checked it out, and it's sad. I knew very little of some of the most basic stuff.. Just look at this...&lt;br&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;
&lt;span class=&quot;dmcomment&quot;&gt;/*&lt;br&gt;Alright, first you have your little var/a inside the proc. This be a text of the &amp;quot;link&amp;quot; recieved.&lt;br&gt;It basicly just removes the questionmark at the start then returns everything else.*/&lt;/span&gt;&lt;br&gt;client/Topic(href,a[])&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Say&amp;quot;&lt;/span&gt; &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; a)&lt;br&gt;        usr.Say(a[&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Say&amp;quot;&lt;/span&gt;])&lt;span class=&quot;dmcomment&quot;&gt;//It simply runs your&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
What I'm upset about is the fact that I didn't understand the query function what so ever. I called it text XD... Idk, I guess in the end I should be happy. Shows a decent amount of self development as a programmer... It's still sad. I need to redo all of my demos to be honest. And toss out about half of em XD...</description>
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