[LEGACY/UNSUPPORTED] [390+] Night Plug-in

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Kulche
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#141

Post by Kulche » 30 Oct 2018, 20:00

That makes me feel... uncomfortable.
Screenshot_2018-10-31-05-56-34.png
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#142

Post by Wekabu city » 31 Oct 2018, 17:48

Hey there! I finally finsished coding the mess...
Test 1 (32x32 Sprite) was a success, however test 2 (200 x 237) failed minorly
[known Bugs]
  • only heights of 32 supported: its a result of a non-working AWT-Theotown Coordinate conversion. (positive y in AWT goes up, in Theotown down)
  • PM me if you find other bugs
also due to strange bugs (or non-bugs) in AWT the border is automatically non-transparent (color code 16777215 instead of 0). (it shouldn't affect anything right now, however its not tested).

Requires the Runtime to run it also does't create a fully working .json file img file needs to be named 'image.png';
Requires Java's SDK, its not compiled
Attachments
NightmakerRE.zip
Runtime (required to run in Theotown)
(2.53 KiB) Downloaded 929 times
Transperency.zip
JAVA Script (the script Im speaking of)
(935 Bytes) Downloaded 746 times
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Between3Characters
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#143

Post by Between3Characters » 07 Jan 2019, 00:49

Bad background, shouldve been just left a black background.
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Sbb1413
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#144

Post by Sbb1413 » 07 Jan 2019, 13:08

What do you mean?
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malsa
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#145

Post by malsa » 07 Jan 2019, 18:42

Does this project still continue?
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Josh
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#146

Post by Josh » 07 Jan 2019, 20:33

I don't think there is a need to continue this. Recreating all the buildings take a lot more time than putting an overlay on top of it.
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Kulche
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#147

Post by Kulche » 07 Jan 2019, 22:11

I think it's time to resume my project with overlays :bb
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#148

Post by Wekabu city » 22 Jan 2019, 19:47

I have been quite inactive right now, Im sorry about that. I will try to release a new Version in late Spring. (Due to me being waaaay to lazy and ). Thanks for all of your responses.

PM me If an Update destroyed the latest Version.
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#149

Post by Wekabu city » 22 Jan 2019, 19:51

A guy from Shireport wrote: 07 Jan 2019, 18:42 Does this project still continue?
Probably Not, but Time will Show.
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#150

Post by Wekabu city » 27 Jan 2019, 22:35

I have decided no to update the Plugin further like it used to be (from Technological Standpoint), because it will soon be replaced by Kulche's Variant, however I am working on a sequel, it will destroy your memory, but who cares?
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Kulche
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#151

Post by Kulche » 29 Jan 2019, 17:21

I don't think it would be replaced by my version soon, I'm bit too lazy :lol:
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#152

Post by Wekabu city » 29 Jan 2019, 18:44

Yeah I'm aware of that
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#153

Post by Wekabu city » 04 May 2019, 00:31

I have worked alot in the Script in the past two hours and I belive it's ready to be deployed, it still lacks a few feautures I would have liked to implement, but I can do it later, I will officially release it in 13 hours to 3 days. There have been No known Bugs.

Note: If you try to Reverse Engineer it, you will See that the Main class is de.geolykt.nightmaker.Main, before you think that I copied someone, I am Geolykt

----
Edit: Released you can dowload it here
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Wekabu city
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Re: [Version 1.2.2] [WINTER]Night Plug-in

#154

Post by Wekabu city » 13 Jun 2019, 22:24

Patch 1.2.3 is live:
-Patches that the zones didn't have a title
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