To download this demo for your Linux/Mac installation, enter this on your command line:
DreamDownload byond://FIREking.SmoothTileMovement##version=5
Emulator users, in the BYOND pager go to File | Open Location and enter this URL:
byond://FIREking.SmoothTileMovement##version=5
1207 downloads
Version 5
Date added: | Dec 1 2012 |
Last updated: | May 20 2013 |
7 fans
|
A demo showing you how to achieve perfectly timed gliding for smoothest possible movement. Uses calculations based off of icon size and world.tick_lag to determine how long is necessary to wait for gliding to finish. Also shows you how to "transfer" movable atoms in this situation.
Version 5
-Fixed a timing issue with portals
-Fixed an accuracy problem
-Added robots to show how step() / NPC's use the same movement system for smooth movement
Version 4
-Updated move loop / step logic for better keyboard & wall-sliding handling
Version 3
-Changed how Move() uses functional procs
-Added proper keyboard / diagonal move / blocked wall sliding support
Version 2
-Changed transfers to set x, y, and z instead of using "loc = " because in multiplayer situations it could cause "black outs"
-Added WASD to control movement, just for fun.
|
|
Related Demos
A lib that allows you to set directions for turfs that you can't exit or enter.
|
|
A demo that shows you how to make a movement delay.
|
|
alternate pixel-based movement and collision
|
|
With this slopply put together system I made, it appears as though the player controls a 3 dementional ball.
|
|
A demo that uses enter and entered procs to form a water walking system.
|
|
An alternate movement demo which demonstrates car racing like control.
|
|
A simple demo, showing how a drunk movement can be done.
|
|
A short demo, showing how to do some of the basics in movement .
|
|
A sample top-down shooter.
|
|
Shows how to make a non-buggy walking delay for PCs
|
|
A very easy way to have tile-based driving
|
|
A small snippet that may be used to add pixel movement into your games!
|
|
|
More Demos by FIREking
Massive is a real-time save/load chunk system that allows worlds to have tens of millions of tiles and objects saved and ...
|
|
| | |
|
Copyright © 2025 BYOND Software.
All rights reserved.
maybe someone can help me with 1 more thing about movement,
when i set world.fps = 40 and client.fps = 100, the movement look like robot, something that if i dont set the client fps is not hapnned, any idea how solve it?
if you ask why need 100 fps in client its cos i do a pvp rpg game and as i understand that good value to put, corecct me if i wroung