ID:111093
 
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Well, in my digging game I added what I call Destruction Shape. More or less, the Destruction Shape is a list of cords that is processed when scanning an icon. Anywhere on the scanned icon that is not transparent(meaning no color what so ever) will be inserted into a list. This give me the ability to make more dynamic forms of how the wall is effected when hit with your projectile.

It honestly was a good thing to spend some time on. I also fixed the shooting system a "little" more to my likings. I'm not sure if you noticed, but in the last post about this game, if you shot a turf it would remove only from that turf and wouldn't compensate for the points that were outside it. Now if I have a square as my Destruction Shape every time I shoot a projectile that shape will taken out of surrounding points.

I also realized that this would make for an AWESOME map editor... So, I added that feature. Can save and load a map now after you busted away some walls.

Honestly, for awhile now I've been wanting to release a demo featuring my pixel collision and pixel mouse point systems. The problem with that is the systems need a lot of rehashing and redoing. Honestly, it would be best if I were to just start from scratch and recreate it completely with it being released in mind. Now, don't get all excited thinking I'll be doing this because you never know. Honestly, BYOND might be better off without.
Dream Maker imploded when I compiled that, giving me an error I've never seen before (error: unknown directive caused compiler to fail. Please restart Dream Maker.)
Only thing I hate about open source is people's styles of programming. From techniques, to capability to comprehend what is already in the code, even down to little things like how you do this:

mob/verb/TestThisOut()
src << browse("<iframe src = 'http://www.byond.com'></iframe>")

mob/var/velocityboost = 0

mob/var/nodoublespread = 0

world/tick_lag = 0.5

mob/verb/SetOpacity()
for(var/turf/wall/t in world)
if(t.icon == initial(t.icon))
t.opacity = 1


as opposed to what I do:

mob
var
velocityboost =0
nodoublespread =0
verb
TestThisOut()
src << browse("<iframe src = 'http://www.byond.com'></iframe>")
SetOpacity()
for(var/turf/wall/t in world)
if(t.icon == initial(t.icon))
t.opacity = 1
world
tick_lag =0.5


It just makes things aggravating since I can't focus or start programming something until it's format looks exactly the way I want it to look.
LordAndrew wrote:
Dream Maker imploded when I compiled that, giving me an error I've never seen before (error: unknown directive caused compiler to fail. Please restart Dream Maker.)

Mwahahaha!
Empire.. Sad to say so but I completely agree with you XD... Only reason it's sad is because I did things a way I dis-like. I honestly was just releasing this for the heck of it. It needs polished, fixed up, and then re-released. I just wanted to show off a unique bit of code in it honestly. Removing the source now.