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Re: worldhaus

Posted: 15 Jun 2017, 18:03
by rena
Image

Re: worldhaus

Posted: 15 Jun 2017, 18:07
by Ivy
3 monitors O_O

Re: worldhaus

Posted: 15 Jun 2017, 18:49
by Rixithechao
am jelly

also, after doodling a potential collision tileset on graph paper (really wish I could find a decent image editor for ChromeOS), I realized it may be better to have the collision grid use quarter tiles (if performance allows). Some preset full-tile brushes for convenience but in theory quarter-tile collision would mean a smaller tileset & fewer tile types to check against.

Though idk what language this game is even being made in or whether you have any feasible options for pixel-perfect collision or anything.

Re: worldhaus

Posted: 15 Jun 2017, 20:18
by rena
Rockythechao wrote: 6 years ago am jelly

also, after doodling a potential collision tileset on graph paper (really wish I could find a decent image editor for ChromeOS), I realized it may be better to have the collision grid use quarter tiles (if performance allows). Some preset full-tile brushes for convenience but in theory quarter-tile collision would mean a smaller tileset & fewer tile types to check against.

Though idk what language this game is even being made in or whether you have any feasible options for pixel-perfect collision or anything.
it's just JS and node. i'd rather do polygon collision if possible, and right now it's just aabb collision with whole tiles

Re: worldhaus

Posted: 15 Jun 2017, 21:55
by Ashan
How many millions of dollars did benq pay you to post that?
#banqhaus

Re: worldhaus

Posted: 15 Jun 2017, 22:47
by Rixithechao
I have desktop access again so here's some basic 16x16 tiles for collision and some darkness overlay tiles for things descending into dark holes/chasms.

Image

Image

Re: worldhaus

Posted: 16 Jun 2017, 08:45
by rena
1.3 (2017-06-16)
Bugfix:
- Fixed the chunk loading issues when teleporting and on larger screen sizes hopefully, and made the map system a bit faster

Re: worldhaus

Posted: 16 Jun 2017, 23:12
by pholtos
Got a couple questions.
Do you have an ETA on the submap/extra worldability thing (so that I can make sprites galore. :3c) ?
Are you gonna possibly add a page or a tab to the right thing that shows a large area of nearby so you can get a sort of birds eye view of a lot of stuff that is nearby?

Re: worldhaus

Posted: 17 Jun 2017, 02:47
by pholtos
Whoops, hit my chunk limit again, I'm 7 short of what I need for my new sprite. :P

Re: worldhaus

Posted: 17 Jun 2017, 05:01
by Ignoritus
Mata Hari wrote:
what's the deal with the front of my garden being erased and you having claimed the chunk it was in. dunno if you erased or it just claimed the chunk after someone else did, but would appreciate it if you could either unclaim it or fix what was removed.

Re: worldhaus

Posted: 17 Jun 2017, 09:21
by Mata Hari
...Oops

Re: worldhaus

Posted: 17 Jun 2017, 13:40
by rena
pholtos wrote: 6 years ago Got a couple questions.
Do you have an ETA on the submap/extra worldability thing (so that I can make sprites galore. :3c) ?
Are you gonna possibly add a page or a tab to the right thing that shows a large area of nearby so you can get a sort of birds eye view of a lot of stuff that is nearby?
I'll see what I can do this weekend, if I have time. I'm about to add rocky's shadows, a new overlay layer, a collision layer (with just block collision for now), and maybe some other small stuff on my list.

Having a minimap is sort of a performance issue but I'd like to. Dunno when I'm gonna get around to that though.

Also I bumped the global chunk limit again.

Re: worldhaus

Posted: 17 Jun 2017, 15:40
by Rixithechao
Please disregard the half-finished house in western codeburg, I stopped mid-construction due to annoying browser issues + irl stuff.

Re: worldhaus

Posted: 17 Jun 2017, 15:43
by rena
Rockythechao wrote: 6 years ago Please disregard the half-finished house in western codeburg, I stopped mid-construction due to annoying browser issues + irl stuff.
it's looking rly neat

btw the server is currently down so I can do a db update

Re: worldhaus

Posted: 17 Jun 2017, 19:46
by Mata Hari
Where did you get the code and assets and stuff from anyway

Re: worldhaus

Posted: 17 Jun 2017, 20:29
by rena
Mata Hari wrote: 6 years ago Where did you get the code and assets and stuff from anyway
the code is from scratch and the assets are from the rpg maker xp resource pack http://www.rpgmakerweb.com/download/add ... e-packages

Re: worldhaus

Posted: 18 Jun 2017, 02:01
by pholtos
rena wrote: 6 years ago Having a minimap is sort of a performance issue but I'd like to. Dunno when I'm gonna get around to that though.

Also I bumped the global chunk limit again.
All right and thanks. :D

I finished up my new sprite project, definitely more complicated than the last one, it's around uhh 210, -150. To the right of the genie.

Edit: After seeing the shoutbox I will refrain from making any more projects til you solve whatever thing you need to solve.

Re: worldhaus

Posted: 18 Jun 2017, 08:20
by rena
pholtos wrote: 6 years ago
rena wrote: 6 years ago Having a minimap is sort of a performance issue but I'd like to. Dunno when I'm gonna get around to that though.

Also I bumped the global chunk limit again.
All right and thanks. :D

I finished up my new sprite project, definitely more complicated than the last one, it's around uhh 210, -150. To the right of the genie.

Edit: After seeing the shoutbox I will refrain from making any more projects til you solve whatever thing you need to solve.
lol no thats ok i already moved it to a bigger instance

Re: worldhaus

Posted: 18 Jun 2017, 10:27
by rena
are we ok if the next update resets the collision (when I add the collision layer and other stuff)?

i'm still having trouble getting the map converted

Re: worldhaus

Posted: 18 Jun 2017, 13:32
by Hoeloe
rena wrote: 6 years ago are we ok if the next update resets the collision (when I add the collision layer and other stuff)?

i'm still having trouble getting the map converted
So all collision would be removed? Fine by me, I messed up by making my sprites solid anyway.

Re: worldhaus

Posted: 18 Jun 2017, 14:49
by rena
8flight wrote: 6 years ago Request:

Can we have an unclaim all chunks button?
I had some chunks I randomly claimed in the middle of nowhere and I can't find it so I can't unclaim it currently.
There's an admin command for that. I can do it for you if you want. I'm not sure I want a button like that though.

Re: worldhaus

Posted: 18 Jun 2017, 14:55
by rena
Hoeloe wrote: 6 years ago
rena wrote: 6 years ago are we ok if the next update resets the collision (when I add the collision layer and other stuff)?

i'm still having trouble getting the map converted
So all collision would be removed? Fine by me, I messed up by making my sprites solid anyway.
there we go then. did an update. i'll clean up some of the mess when I get a chance


1.4 (2017-06-18)
Features:
- New tool selection buttons for select mode, layers, collision, and object mode + number keys for activating them
- A new overlay layer, which is on top of the foreground layer, and can be used to add shadows or just as an extra layer
- A new layer for collisions, instead of the current system where any block can be solid

plus some other bugfixes and performance enhancements i probably forgot

i still haven't implemented any other collision types than just blocks but this puts the system in place so that I can do it.

Re: worldhaus

Posted: 18 Jun 2017, 17:58
by rena
Image

Re: worldhaus

Posted: 18 Jun 2017, 18:15
by alleightbits
rena wrote: 6 years ago Image
Would anyone mind if I just pave over that? It looks unsightly.

Re: worldhaus

Posted: 19 Jun 2017, 23:31
by Hoeloe
Image

...I may have got carried away.