Random pixel offset for thrown/dropped items
- Mickyan
- Github User
- Joined: Tue Oct 14, 2014 11:59 pm
- Byond Username: Mickyan
- Github Username: Mickyan
Random pixel offset for thrown/dropped items
It would be really useful to have for minimizing situations where you have a pile of items on the same tile all neatly overlapping each other. Better visual feedback for identifying how much stuff is actually on a tile at a glance.
- Farquaar
- Joined: Sat Apr 07, 2018 7:20 am
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- Location: Delta Quadrant
Re: Random pixel offset for thrown/dropped items
I have mixed feelings about this. On one hand, it's nice to see how large a heap of items is at a glance. On the other hand, I like using throw/drop when I want a nice neat stack of pancakes and whatnot.
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- MisterPerson
- Board Moderator
- Joined: Tue Apr 15, 2014 4:26 pm
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Re: Random pixel offset for thrown/dropped items
Dropping could always drop exactly where the mouse is if it's within one square of you, similar to putting things on a table. Anyone stupid enough to actually click the drop button is SOL but I don't care. Throwing should obviously work this way too.
The only way to solve unusable huge stacks is to not spawn so much fucking shit in the same tile together. Here's looking at you, HoS locker. Randomizing offsets or tiling stuff on a turf might help out, but even those solutions will fail beyond like 8 things.
The only way to solve unusable huge stacks is to not spawn so much fucking shit in the same tile together. Here's looking at you, HoS locker. Randomizing offsets or tiling stuff on a turf might help out, but even those solutions will fail beyond like 8 things.
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- Mickyan
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- Joined: Tue Oct 14, 2014 11:59 pm
- Byond Username: Mickyan
- Github Username: Mickyan
Re: Random pixel offset for thrown/dropped items
This is true although I didn't even have lockers in mind, but rather situations like things get knocked around by explosions or dropping a bunch of items of the same type on the floor looking like a single oneMisterPerson wrote:The only way to solve unusable huge stacks is to not spawn so much fucking shit in the same tile together. Here's looking at you, HoS locker. Randomizing offsets or tiling stuff on a turf might help out, but even those solutions will fail beyond like 8 things.
You can't really beat perspective limitations but you can take steps to minimize their impact
- MisterPerson
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Re: Random pixel offset for thrown/dropped items
Yeah explosions do produce a lot of debris. That's why I made stackable things stack when they move onto each other, actually. Maybe it would be good to make everything stackable? Obviously there'd be balance considerations and not everything should stack anyway (beakers, guns, etc), but it would stop botany and paper bins from causing games to crash.
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- PKPenguin321
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Re: Random pixel offset for thrown/dropped items
Paper and playing cards totally should stackMisterPerson wrote:Yeah explosions do produce a lot of debris. That's why I made stackable things stack when they move onto each other, actually. Maybe it would be good to make everything stackable? Obviously there'd be balance considerations and not everything should stack anyway (beakers, guns, etc), but it would stop botany and paper bins from causing games to crash.
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- Yakumo_Chen
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