In response to Pixelcomet
Ahh, a png. I thought that might be it, but I wasn't sure since you have so many tools and options at your disposal. That makes sense, though. Pretty sure that is what GBA did, and what I heard other engines do.

First time I've seen it on BYOND, however. That's a pretty effective, and awesome way to go with it.

Edit: The tile transitions are definitely what got me. I thought I noticed something like that in the video, but I thought it was some kind of custom editor or layering system you were using.

A png makes a lot more sense, though it really is a step beyond BYOND.
Yeah it was just something we experimented with first because we weren't exactly sure what we were doing the first time around. But we got better with it as we went along and I think it paid off too.
No idea, am bored :c



edit 5:35


edit 6:10
In response to Pixelcomet
I see, said the blind man. That's actually really cool and clever. How exactly do you handle pixel-perfect bounding? From what the video looked like, it seemed like you have a program to export the bounds layer you made into a SAV file? It's really interesting but I'm just curious how you make it so plug-and-play.
In response to Pixelcomet
Tileset was published publicly. Must be open-sourced. #logic
c: Hope y'all like it.
Wooha new title screen
In response to Marekssj3
Can it even get more generic than that? I mean, this is pretty much the same setup every other rip in BYOND has, with some added flashiness. Also, that name tho..
In response to GreatPirateEra
GreatPirateEra wrote:
Can it even get more generic than that? I mean, this is pretty much the same setup every other rip in BYOND has, with some added flashiness. Also, that name tho..

But his has music ;)
In response to George Bailey
George Bailey wrote:
c: Hope y'all like it.

I like.
In response to GreatPirateEra
its actually not
http://files.byondhome.com/TheMagicMan/protohype2.png

Still not sure what this could be, but it looks like something.
In response to The Magic Man
The Magic Man wrote:
http://files.byondhome.com/TheMagicMan/protohype2.png

Still not sure what this could be, but it looks like something.

nice hearthstone fan-game ya got there brah
It's a logo that says "logo".

Logoception.

His game design skills are so next level, our brains can't even comprehend what we're looking at.
In response to The Magic Man
The Magic Man wrote:
http://files.byondhome.com/TheMagicMan/protohype2.png

Still not sure what this could be, but it looks like something.

:)
In response to EmpirezTeam
EmpirezTeam wrote:
nice hearthstone fan-game ya got there brah

It's obviously a Yugimon fangame.



Your art would be perfect for my game... plssss....

That Sword animation should be a little bit faster Same with the Bomb exploding time :o But so far it looks cool to me Looks like a Alpha LoZ game huehue
In response to The Magic Man
The Magic Man wrote:
http://files.byondhome.com/TheMagicMan/protohype2.png

Still not sure what this could be, but it looks like something.

Manacept 2: Tournaments

#confirmed
I'm pretty happy with how efficient and playable this has turned out to be considering I thought the parallax was impossibru to do efficiently but nay, I have conquered thy obstacles.

Hitting around 1-2% CPU on a server and 0-1% locally.

https://fat.gfycat.com/CrazyVastDipper.webm
In response to Kozuma3
Kozuma3 wrote:
I'm pretty happy with how efficient and playable this has turned out to be considering I thought the parallax was impossibru to do efficiently but nay, I have conquered thy obstacles.

Hitting around 1-2% CPU on a server and 0-1% locally.

https://fat.gfycat.com/CrazyVastDipper.webm

How are you hitting more cpu on the server? Are other people testing it? Even so, parallax should be client side if ur using animate, it shouldn't give more server cpu
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