Dec 20 2005, 12:08 am
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Isotopic games? They have the same number of protons and different numbers of neutrons?
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In response to Elation
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Elation, he's not coherent. At all. Even he doesn't know what he's thinking. He just won't make any sense - It isn't worth your time.
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In response to Dark Krow
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Dark Krow wrote:
The only problem i see with going in that direction is that if byond went more toward 3d and isometric games it would put the newer developers "out of buisness" so to speak, the processes would be so insane and no newer developer would ever be able to figure them out without EXTREME help from a VERY expirienced developer. Isometric isn't true 3D, it's 2D with a 3Dish angle. A basic isometric system should be just as easy to program for as a straight 2D one. Graphics might be harder to draw though. :) |
Well one thing which would make it easier, is if BYOND allowed us to change how the squares on the map fit and looked.
Right now, its 32X32 squares, and Id like it if we could change the settins and allow for 16X16 squares, or even diamond shaped squares. I have this huge cd full of ISO graphics, that would work really well in BYOND, but they are diamon shaped, not square shapped. Maybe in the future BYOND will allow for more settings like this. That would be nice. |
In response to Shades
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Isotopic can be done, Just have to find someone who can create the graphics.
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In response to Shades
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<font color="blue">Shades wrote:
I have this huge cd full of ISO graphics, that would work really well in BYOND, but they are diamon shaped, not square shapped.</font> well that should be easily accomplished using the existing pixel-movement libraries/demos. with pixel-movement, you can define how players move on the map, so moving them in the desired angles on an iso-map should not pose big problems. |
In response to digitalmouse
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But my question is how you would place graphics that are diamond shaped on the map :-\ Maybe it is so simple,I just don't realize it.
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In response to Shades
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There is a cheesy way of doing 16x16 squares, but you still use 32x32. You can just use world.view and make a setting over the normal ones, like "15x15". Then it will show up in DS in 16x16, but you can change it to 16x16 in DS by going to Icon Type then clicking small. It would be nice to be able to control whether you want players to change between 32x32 and 16x16.
I know it's not a very good way, but it's still works! |
In response to Caramonmajere
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The Isometric Graphics are dimaon shaped, and when you place them on the map, they dont snap together like they should, there are gaps and stuff.
Now if I could make the tiles look like this: /------\ / \ / \ \ / \ / \------/ Instead of this: ----------- | | | | | | | | ------------ They would fit just fine. I can't resize them properly or figure out how to adjust them to fit in the byond squares to look right. |
In response to Shades
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It is possible; you just need to figure out how to calculate the pixel offsets appropriately. Oh, and set animate_movement=NO_STEPS on all atoms, or things will slide around in undesirable ways. =)
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In response to Shades
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Shadowdarke had a neat approach, but his tiles were 64x32.
This would be two tiles wide, one tile high. I think the area of the isometric tile, however, is still the same as a standard 32x32 tile. You still have to work out a movement scheme, rewrite procs for view and distance, direction checks, and the like, but it's perhaps the simplest approach I've seen yet. ~X [edit] fix0rzed teh topic >.> |
In response to Xooxer
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Xooxer wrote:
You still have to work out a movement scheme, rewrite procs > for view and distance, direction checks, and the like, but The movement would have to be changed, but you can still use all of the built in procs if you have an iso-map and the regular BYOND map with all of the mobs and objs on it. So when someone moves, the regular map movement happens as if you didn't have the iso display and then you just need to move the little iso-guy on your iso-map. It's a very simple approach and doesn't require any custom procs other than for movement. The only other thing is just converting from tile coordiantes to iso coordinates and vice versa, but that isn't complicated either. It's the way OFD's iso stuff works and my little 4k game works in the same way. Plus OFD even made a blog post about this very thing: http://members.byond.com/ OneFishDown?command=view_post&post=4851 |
I really don't see much point of going isometric or w/e. I certainly wouldn't play any games with it. I hate the icons, the movement would be stupid unless you make it work with pixels, and the view like Elation said would suck. I don't see the point of using extra work and having more lag. Either go full 3D (which I know is not gonna happen for a while) or stick to fine 2D graphics. Not to mention if you have good icons you can accomplish a good looking game width a little "depth" or trickery of the eye. =)
-F²G |
Concentrate on making fun games instead. BYOND needs fun games more than it needs isometric games.
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In response to Foomer
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i have been look around and i found somthing suprising. that its not that hard to make this type of game !!!!!
atom is all you need to set the move ment part down and the turf is only turf and makeing the images look like this |
In response to Zog 200
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Yeah but the problem is, I really don't know anyone that's good at making isometric icons.
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In response to Flame Sage
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well we dont have that many good iconers ither so its porbly the same this is just a litte bit "extra iconing"
all people have to do is keep with a general Template be orgnal and twist your mind in to isometrc and poof! isometric game. iam currently working on a isometic i can say its not esay but if u understand the consept of the icons it is not that bad. |
In response to Zog 200
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the icons wouldnt be too difficult to make..if your pretty good at sprite work..
.:pokes fixed title:. =D Yea yea, I'm a bit of a grammer nazi. So what? =P |
In response to JMT
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JMT wrote:
the icons wouldnt be too difficult to make..if your pretty good at sprite work.. *would'nt *you're *... *grammar ;) ->Calus CoRPS<- |