>x - 0.8
>1.3x scaled image
>subpixel placement
>surprised when image is distorted
spazz you useless jackass, use whole numbers
Following the plebeian rules of common code sense was never my forte.
Was making a crack to YB (when he returns) who gave me
x, y, 1.2, 1.2 and said have fun trying to scale it.
Hence the three sprite addition which was my terrible patch-up. Also was
irritated because I'm use to working with 3D objects.
anyway, you're just trying to make it outlined? that much is simple. also, did you want them to persist permanently until the player approaches them, or did you want only the latest version of the instance to spawn?
Thanks for the extra code Sani, this has honestly turned into a rather large discussion for such a simple topic.
The full idea of Death Marker was to be used by moderators of any Elton comp to come. ([edit] though this can be used for individuals as well) This spawned from the last Elton and the sadistic snail map where the three farthest participants died in the same general location. From an outside perspective it was basically a stone-thrown guess, this aims to provide solid proof.
For self, it would be as it's already uploaded,
- Client side plugin,
- Marks
self death location, regardless of how,
- Places a white skull (DeadS sprite) at players origin on death event,
- Destroys the event (sprite) when
self comes into collision contact and not anyone else in the server,
This fulfills the request already, though there is a key issue of a white background, hence the shadow/outline effect.
That was fixed with a simple addition of,
object_event_add(DeathObject, ev_draw, 0, '
draw_sprite_ext(sprite_index, image_index, x-1, y-1, 1, 1, 0, c_black, 1);
draw_sprite_ext(sprite_index, image_index, x, y, 1, 1, 0, c_white, 1);
');
@PrOF Please do update the Death Marker upload to include this bit above.
Meanwhile removing this would provide what's needed for moderators of Elton,
if (player == global.myself)
Yet your code provides the possibility of server sided markers. (When I or another host jump maps)
- Server sided
- All players can see death markers of their own and another (include names and possibly team colour)
- Only the player of the marker can destroy (on touch) the event
However I wouldn't float the skull itself, the name would be ok as there might be multiple deaths in one location.
Also, it probably be a smart idea to restrict it by map name to rj_/dj_
Anything below this would simply be a variant of the original that people can modify for themselves,
Anyone not wanting to destroy their death locations would remove,
object_event_add(DeathObject, ev_collision, Character, '
if (other.player == owner)
instance_destroy();
');
Anyone wanting the death location of all players would remove,
if (player == global.myself)