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        <title>Suicide Shifter's site</title>
        <link>http://www.byond.com/members/SuicideShifter</link>
        <description></description>
        <lastBuildDate>Sat, 11 Feb 2012 01:53:38 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>spies will be up</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=115633</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=115633</guid>
            <pubDate>Sat, 09 Jul 2011 14:28:18 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=115633#comments</comments>
            
            <description>-- If you can't get in let me know--&lt;br&gt;
&lt;br&gt;
I was recently introduced to the XNA framework and I have been won over. My desire for a bigger challenge and something new has led me to continue Spies using C# and the XNA framework.&lt;br&gt;
&lt;br&gt;
On that note, I will probably release the source code for spies, and possibly many other BYOND games I have attempted. Maybe spies will be continued here on BYOND, but I doubt that. Anyways, spies will be up until my server is shut down; here are the basics.&lt;br&gt;
&lt;br&gt;
----------------------&lt;br&gt;
Left click to interact with things using your left hand.&lt;br&gt;
Right click to interact with things using your right hand.&lt;br&gt;
&lt;br&gt;
Goal: Pick up/buy gadgets from your vendor and assassinate enemies. Take their ID, bring it to your main office and say 'kill'.&lt;br&gt;
&lt;br&gt;
The Keys:&lt;br&gt;
A attempts to use antidotes, for quick relief.&lt;br&gt;
S will slip into the shadows.&lt;br&gt;
G will try to grab an enemy. You must face their back.&lt;br&gt;
H toggles a help file.&lt;br&gt;
&lt;br&gt;
If you want to learn more about game-play, go &lt;a href=&quot;http://www.penkovskiy.com/gameplay.php&quot;&gt;here&lt;/a&gt;, or for a more simple version read on.&lt;br&gt;
&lt;br&gt;
To play, follow this link &lt;a href=&quot;byond://64.120.204.94:1325&quot;&gt;byond://64.120.204.94:1325&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
--------------&lt;br&gt;
I know there isn't much in the game, but if you know about the systems that exist it can be very fun for a short time, here are some secrets.&lt;br&gt;
&lt;br&gt;
- Always have a poison antidote in your pocket, poison snipers are very effective. Use the 'A' macro and it will cure you of all poison. Has 5 uses.&lt;br&gt;
&lt;br&gt;
- There are ventilation systems to sneak in/out/through a base.&lt;br&gt;
&lt;br&gt;
- There are rooftops to snipe from.&lt;br&gt;
&lt;br&gt;
- Stand behind somebody and face their back, press 'G' and you will grab them. You have approx. 2-3 seconds to snap their neck by clicking the new 'grab' button that appears on one of your hand slots, otherwise they can escape by trying to move.&lt;br&gt;
&lt;br&gt;
- You can pull/hide dead bodies by facing them and using the pull command. Bump into the body to release.&lt;br&gt;
&lt;br&gt;
- Use 'S' and shadows to effectively slip into the shadows. Combine this with tranq. darts for long-range stunning.&lt;br&gt;
&lt;br&gt;
- Short range stunning exist in screwdrivers and crowbars. Use to get away or in combination with snapping neck.&lt;br&gt;
&lt;br&gt;
- Knifes disorient the target, greatly inhibiting their ability to walk.&lt;br&gt;
&lt;br&gt;
- To get credit for a kill, and money, you must take the enemy's ID card. Bring it to your front desk of your agency, and 'say &quot;kill&quot; ' using the say command. You can also put this ID card in your ID slot, and gain access to their base and take on their name.&lt;br&gt;
&lt;br&gt;
- Smokebombs are &lt;u&gt;very&lt;/u&gt; effective when used correctly. Click a turf to throw the smokebomb when in hand, or click yourself to make the smoke follow you around. You will see through the smoke but enemies will not.&lt;br&gt;
&lt;br&gt;
Here is an example of seeing through the smoke:&lt;br&gt;
&lt;img src=&quot;http://i56.tinypic.com/2m68t52.png&quot;&gt;&lt;br&gt;
&lt;br&gt;</description>
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            <title>BYOND and OpenGL</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=294570</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=294570</guid>
            <pubDate>Wed, 29 Jun 2011 06:52:54 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=294570#comments</comments>
            
            <description>So I'm trying to do a little experiment with rendering visuals to a byond game using OpenGl. Has anyone attempted this before?&lt;br&gt;
&lt;br&gt;
What does BYOND use to render visuals to maps? Does it use a pixel format? Would I need to set a hook into the window's messaging loop, maybe specifying a callback to WM_PAINT and rendering to the window after the visuals are rendered to the map?&lt;br&gt;
&lt;br&gt;
Would this be realistic?</description>
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            <title>Taking care of business</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=107221</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=107221</guid>
            <pubDate>Tue, 18 Jan 2011 06:58:22 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=107221#comments</comments>
            
            <description>I have been more motivated to continue spies lately, and I've been getting a lot done. After struggling all day (with keeping on-task) I have finally finished my dynamic bubble text for spies.&lt;br&gt;
&lt;br&gt;
I am a little foggy as to add this into the game, below you can see a screenshot:&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i55.tinypic.com/2cmvhjk.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
I have played many a games on BYOND and find it especially annoying when a situation like this occurs. There will be 3+ people on your screen, all looking the same. When someone talks, you see their name and what they said in a text box screen but you still have no idea who is who on the map, and where the person who just spoke even is.&lt;br&gt;
&lt;br&gt;
Anyways I'm still debating if I should in fact keep this, my main concerns are - is the text too big? Does it take away from the aesthetics of the game?&lt;br&gt;
&lt;br&gt;
It does however clear up a lot of possible confusion, and if you notice it doesn't say a name in the text box. Different gadgets will be able to hide the name from the bubble and also the text box screen. If you also notice I've added a border to the map (lower right).&lt;br&gt;
&lt;br&gt;
Tell me what you think about the bubble/border?&lt;br&gt;
&lt;br&gt;
Moving on, this screen shot is part of the first tutorial the spy goes through. When this tutorial is complete I plan on opening up a test version for download. What the tutorial will include:&lt;br&gt;
&lt;br&gt;
inventory cycling/basic interaction&lt;br&gt;
grab/knockout enemies from behind (also stun)&lt;br&gt;
looting&lt;br&gt;
pulling/hiding bodies&lt;br&gt;
sneaking/using shadows&lt;br&gt;
shooting/electrically switching off lights&lt;br&gt;
different kinds of security&lt;br&gt;
rooftops&lt;br&gt;
sniping&lt;br&gt;
making explosives&lt;br&gt;
smoke bombs&lt;br&gt;
&lt;br&gt;
So far the tutorial includes grabbing/knocking out enemies from behind and a short 'movie' sequence. I don't want to give too much away, so I will end this post now. Again ~ tell me what you think about the bubble text.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i52.tinypic.com/2ez4715.png&quot;&gt;</description>
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            <title>BYOND Referencing and you</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106976</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106976</guid>
            <pubDate>Fri, 14 Jan 2011 17:57:06 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=106976#comments</comments>
            
            <description>Edit: Now supports multiple page uploads per session.&lt;br&gt;
&lt;br&gt;
I was playing around late last night and I learned how to create reference pages within dream maker's F1 functionality from Forum account, so I decided to build off it.&lt;br&gt;
&lt;br&gt;
I thought this was extremely useful, especially with big games where you (or at least I) tend to forget how the functionality of a proc/variable works or what instances it is called in. Even more so when you take long breaks from projects (6+ months) and come back only to be very confused.&lt;br&gt;
&lt;br&gt;
So I decided to make a dynamic form that simply took in your information, and did the work for you. All you have to do is know where to put the new html file that is made for you, and the tree paths for optimal organization.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i52.tinypic.com/21et5yd.png&quot;&gt;&lt;br&gt;
&lt;img src=&quot;http://i54.tinypic.com/2hx0yrq.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
Sure its nothing fancy, but I thought i'd share it with you. Anyways, &lt;a href=&quot;http://www.byond.com/developer/SuicideShifter/ss_ref&quot;&gt;here is the demo&lt;/a&gt; where you simply fill out a form and hit submit.&lt;br&gt;
&lt;br&gt;
Take the html file it gives you and save it over c:/program files/byond/help/ref/info.html&lt;br&gt;
Currently supports BYOND 479.1086 Help contents. Once you replace this file, simply reboot your DM and you will have access to your own reference pages.&lt;br&gt;
&lt;br&gt;
A quick note on path field: begin with a backslash / and follow the same paths within the F1 Contents file&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i51.tinypic.com/akx1u0.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
Eh theres a lot I can do to make this extremely user friendly, but I feel I'm getting too side tracked. Must continue spies....&lt;br&gt;</description>
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            <title>Pixel arting?</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106799</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106799</guid>
            <pubDate>Mon, 10 Jan 2011 11:20:08 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=106799#comments</comments>
            
            <description>So I'm tired of not being able to pixel my games, I am attempting to learn. Check out a guard tower for Spies below.&lt;br&gt;
&lt;br&gt;
&lt;img src=&quot;http://i54.tinypic.com/14645t.png&quot;&gt; -&amp;gt; &lt;img src=&quot;http://i54.tinypic.com/9fws4h.png&quot;&gt; -&amp;gt; &lt;img src=&quot;http://i56.tinypic.com/642be9.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
I'm more focused on the colors, either the outline on the tower (black) needs to be lightened up or the outline on the spy needs to be darkened.&lt;br&gt;
&lt;br&gt;
What do you think?</description>
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            <title>Spies Website</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106610</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=106610</guid>
            <pubDate>Tue, 04 Jan 2011 00:37:39 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=106610#comments</comments>
            
            <description>The website for spies has been redone for reasons of distributing outside byond. Tell me what you think?&lt;br&gt;
&lt;br&gt;
&lt;a href=&quot;http://www.penkovskiy.com/&quot;&gt;http://www.penkovskiy.com/&lt;/a&gt;&lt;br&gt;</description>
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            <title>kind of random</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=103335</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=103335</guid>
            <pubDate>Sun, 17 Oct 2010 08:05:25 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=103335#comments</comments>
            
            <description>hilarious&lt;br&gt;
&lt;img src=&quot;http://www.vkmag.com/media/cooter.jpg&quot;&gt;</description>
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            <title>Open test</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=103006</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=103006</guid>
            <pubDate>Sat, 09 Oct 2010 19:34:30 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=103006#comments</comments>
            
            <description>I apologize for the delay, spies will be up shortly while I set everything up. In the meantime, read the &lt;a href=&quot;http://penkovskiy.com/spiesf/index.php?topic=18.msg18&quot;&gt;getting started&lt;/a&gt; page in the forums prior to play.&lt;br&gt;
&lt;br&gt;
Spies is up at &lt;a href=&quot;byond://184.82.33.204:1460&quot;&gt;byond://184.82.33.204:1460&lt;/a&gt;&lt;br&gt;
It may be laggy towards the beginning, but give it a few seconds to load. Post any problems you have in the forums &lt;a href=&quot;http://penkovskiy.com/spiesf/index.php?topic=17.0&quot;&gt;http://penkovskiy.com/spiesf/index.php?topic=17.0&lt;/a&gt;</description>
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            <title>I think...</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=102917</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=102917</guid>
            <pubDate>Thu, 07 Oct 2010 01:00:36 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=102917#comments</comments>
            
            <description>I will host an open server on Saturday. I'm purchasing a shell account to host on, and the game will be up Noon to 5 MST.&lt;br&gt;
&lt;br&gt;
If any changes in the schedule occur, I will let you know, otherwise plan for the times posted above.&lt;br&gt;
&lt;br&gt;
I will be working hard from now until Saturday to present you with a few missions, in-game tutorial(s), and technology to play around with.&lt;br&gt;
&lt;br&gt;
Any trouble you have in the game or suggestions you have, or if your just curious, locate the &lt;a href=&quot;http://www.penkovskiy.com/spiesf/&quot;&gt;forums&lt;/a&gt;. Results of the first public test will be posted in the forums as well.&lt;br&gt;
&lt;br&gt;
That is all~</description>
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            <title>Progress</title>
            <link>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=102758</link>
            <guid>http://www.byond.com/members/SuicideShifter?command=view_post&amp;post=102758</guid>
            <pubDate>Sat, 02 Oct 2010 23:04:46 +0000</pubDate>
            
            <comments>http://www.byond.com/members/SuicideShifter?command=view_comments&amp;post=102758#comments</comments>
            
            <description>I honestly can't say when I'll get the internet, but when I do spies will be ready. I am working out a design document and reorganizing all the internal structures. I have a nice test version waiting in the dust for when I get internet. I may have to bring my computer to the library for a day and host this thing, and I'll post ahead of time the schedule.&lt;br&gt;
&lt;br&gt;
Anyways, some things changed:&lt;br&gt;
&lt;br&gt;
Things were looking a bit too blockish, so I went ahead and tried to mix things up. Using my dynamic lighting program and math, I was able to create a transparent gradiented circle around the screen to make up my lack of internet. I am not satisfied, if anybody has a perfect circled transparent gradient post a link in the comments.&lt;br&gt;
&lt;img src=&quot;http://i56.tinypic.com/241lcgn.png&quot;&gt;&lt;br&gt;
&lt;br&gt;
As for the gradiented dynamic lighting, I have a few problems to address, but I basically have a system that hogs virtually zero cpu.&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li style=&quot;list-style: none&quot;&gt;Version 0.7 --- 9.30.10&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Design document created and in process. When this completes, work on spies will progress at a much more rapid rate.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Fixed up the login system. You (your physical computer and network) can only create 1 character and only 1 character at a time can be logged in. This system may go two ways based on results. I realize this makes it tough for different physical humans sharing a computer to each have a character within spies, but this usually isnt the case. I will either reinforce this or I will lessen the restriction.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Anybody is capable of having a character within the game of spies. Anybody logging in can create and save their spy, including no keys for distribution purposes. Which brings me to my next point-&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Banning. Dont think because you can have a character with a guest key makes you invulnerable to banning. When a spy is banned from the land, the system will find every key who logged in through your ip address and your physical computer. Your IP and physical computer will be locked out and you will have to find a new computer with a different IP address with a new key to pass the system. Is it that worth it? All it takes is one click to ban you, while leaving you having to find another computer with another network and a new key to log back in.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Created a quick-login where the system stores your previous login name and password. Clicking your name in the valid names list will type in your name and password. You can then login by clicking proceed, delete by clicking retire.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;New highly saturated grass (compared to old grass) to spruce up the city. I love the low saturated look, but when the agent gets into the city everything is a little TOO gloomy and dark. Great for agencies but cities I will be focusing on making a little brighter.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;A market system has been added. Purchasing items will increase their value and reduce their sale price. As time goes on these will slowly ramp up to their original values. Therefore the same item bought many times over short periods will up the values greatly, taking longer time to reduce back to original.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;Internal workings organized. Processes are being called in different locations, the effect has drastically reduced system cpu while achieving the same effects.&lt;br&gt;
&lt;br&gt;&lt;/li&gt;
&lt;li&gt;A year system has been created. Every in game year is about 5.42 days long which began around July 31st, 2009, the last known date I believe I started the game. Current year is 92. This in combination with the aging system will be used to reward long term players with certain unlockable missions and technologies. Will also be used to record event dates within the land.&lt;br&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
&lt;br&gt;
So far thats the only progress made. My main focus is the lengthy design document. When I know exactly what I need to put into the game and exactly how it works, my progress will rapidly increase. Some things to come for the next version;&lt;br&gt;
Upcoming version 0.8&lt;br&gt;
â¢ Security devices.&lt;br&gt;
â¢ Vendors&lt;br&gt;
â¢ Research facility functionality, as well as blueprints&lt;br&gt;
â¢ Bug fixes&lt;br&gt;
&lt;br&gt;
That's all for now, I might be hosting the game next saturday, I've got to check my schedule but that's the most likely time you will be able to play the test version.</description>
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