Jun 10 2012, 4:31 am
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Superb. switching it to sidemap fixed it. It seems that it was a layering issue. Thanks for the speedy response, I never would have guessed that. Just as a random note, thanks for all these great resources. A few of them are allowing me to make this fun action/battle arena game and give it some nice touches.
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In response to Chris_110872
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Chris_110872 wrote:
Superb. switching it to sidemap fixed it. It seems that it was a layering issue. Thanks for the speedy response, I never would have guessed that. I was asking because I thought that using SIDE_MAP could be causing the problem, not be the solution to it. But, uh, I'm glad it worked! =) Just as a random note, thanks for all these great resources. A few of them are allowing me to make this fun action/battle arena game and give it some nice touches. Thanks! Be sure to let me know how the game turns out or if you have any other problems. |
surely. once i make the lobby system im gonna put the first version out for testing. you should definitely check it out
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Forum Account can you make turn based battle system i really wanted to know how it works as i seen in alots of games
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In response to Lord Kakarot
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Lord Kakarot wrote:
Forum Account can you make turn based battle system i really wanted to know how it works as i seen in alots of games It's not that different from a real-time combat system, you're just controlling when each player can act. Unfortunately, because of the slower pace you might want to arrange the interface differently. Interface differences are the biggest thing that varies across turn-based combat systems, and that's just something you'll have to make yourself. |
In response to Avainer1
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Avainer1 wrote:
Where is Tiny Heroes? I demand Tiny Heroes! I agree, it's nice of you help out people by making libraries, but I want to see more games rather then more libraries to make games. |
In response to Megablaze
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Megablaze wrote:
Avainer1 wrote: I'll see what I can do. I'm pretty busy right now working on this, which I could certainly use to make a game. I'd like to either finish Tiny Heroes or Exordium & Terminus. I like the idea I had for the story for E&T but I had better gameplay ideas for Tiny Heroes. I didn't like the way the maps were turning out in Tiny Heroes but I have some ideas for how I can fix that. |
I completely love you work. Your action RPG framework is amazing without a doubt. If you were to create a game from this, there would be no question that it'd be one of the most known in Byond :3 Just came to praise you~
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In response to Icicard
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Icicard wrote:
I completely love you work. Your action RPG framework is amazing without a doubt. If you were to create a game from this, there would be no question that it'd be one of the most known in Byond :3 Just came to praise you~ Thanks! The thing is, anyone can make a game with that framework and it'd be one of the better games on BYOND. Even people who aren't very good at programming could add their own icons to the game, make some maps, and get help on the forums with the code (or just expand on the examples provided with the framework). |
Sorry to bother you about this, but I have been having an issue with your Mouse Position library. See, I know how you get the current pixel precise mouse position, but what if you also need an initial location upon MouseDown, in pixel precision? I know you probably haven't messed with that library in a while, but is there any simple way of getting that, or would it require a massive overhaul?
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In response to Multiverse7
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The library covers the screen with an almost completely transparent object so it can detect movement over that object and determine the mouse position. Unfortunately, that means that any mouse click event will be captured by that object, not the object underneath it.
The best way around this is to get the BYOND staff to add this feature. It should have been added years ago. |
Thanks for the info.
It seems like that feature would result in network lag, by the way it would be implemented. I would prefer something efficient and client-based at the same time. I don't think all of these pixel-based workarounds that keep getting added are the right way to go. What we need is a complete shift towards pixel-based movement, that can affect every graphical proc there is. I would like to see the introduction of map_pixel arguments throughout all such graphical procs. So, instead of having to deal with tiles during such operations, you could simply specify map_pixel_x and map_pixel_y arguments; literally, the location in pixels, relative to the entire map. It would completely avoid or ignore tiles altogether. If you want a pixel-perfect location relative to single tile, then by all means calculate it, but nothing like that should ever be an argument! I think a global set of map_pixel arguments would open lots of new doors for BYOND. What are your thoughts on this, and would it be something feasible enough to try to get implemented in BYOND? |
It seems like that feature would result in network lag, by the way it would be implemented. I would prefer something efficient and client-based at the same time. I don't think all of these pixel-based workarounds that keep getting added are the right way to go. The problem is that the client can't execute code. If you want something to happen when the client moves the mouse, the client is going to have to tell the server about it so the server can perform that action. Having the client tell the server "the mouse moved" once per tick is no worse than having a player mashing the keyboard and pressing keys once per tick. instead of having to deal with tiles during such operations, you could simply specify map_pixel_x and map_pixel_y arguments; literally, the location in pixels, relative to the entire map My Pixel Movement library gives you those pixel coordinates you're talking about. Each atom has px and py vars that are used to check positions instead of dealing with x and step_x all the time. What are your thoughts on this, and would it be something feasible enough to try to get implemented in BYOND? Maps will always be tile-based and having tile-based maps gives you a lot of benefits. I don't think the BYOND staff will ever move away from that idea and I don't think there's a need to. BYOND's support for pixel movement might not be ideal, but it's good enough that we can use it well enough. |
Sorry to keep shouting here. I would send a page, but unfortunately that's members only. I really think it would promote BYOND more if there was more communication between the members and nonmembers about it, but that's their decision.
Anyway, I have another idea. What if they allowed for the layering of other maps on top of the default one, as well as allowing for different world.icon_sizes in each one? The other sizes would have to be called something different though, like world.mapname.icon_size. The idea here is that you would create another map layer on top of the existing one, and use a very small icon size, so that it's almost like pixels. If that could work well enough, then you wouldn't even need to specify pixels for such things as mouse locations. So, do you think there's any possibility for the layering of different maps in the future? I know that we already have a "Second HUD" feature, though I haven't really messed with it yet. |
Hey Forum! This library is... unbelievable. It's already breaking things down and helping me understand how to code things more modular myself. However I've been trying for a while now to implement your damage_number procedure in a game using your sidescroller frame. The numbers appear and are accurate to the damage being dealt, only when my player deals damage that kills the enemy, and I del the enemy (del src), the number gets frozen on the frame mid - rising. Should I be eliminating my enemies differently in order to get the numbers to dissapear properly?
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In response to Superfetch
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Superfetch wrote:
Do you need all of your libraries for the action rpg framework to work? Currently you need: Autojoining, HUD Groups, Keyboard, Overlays, Pixel Movement, Text, and Icon Processor (only for the overlay generation part). They should all be downloaded automatically, but if you're getting weird errors about things being undefined make sure you have each of those libraries. |
In response to Multiverse7
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Multiverse7 wrote:
Anyway, I have another idea. What if they allowed for the layering of other maps on top of the default one, as well as allowing for different world.icon_sizes in each one? The other sizes would have to be called something different though, like world.mapname.icon_size. The idea here is that you would create another map layer on top of the existing one, and use a very small icon size, so that it's almost like pixels. If you're using a small icon size that means there will be a lot of turfs or objs to cover the same area, which means there's that much more data the server has to send to each client. I'm just not sure what this would all be used for. |
In response to Yurokei
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Yurokei wrote:
Hey Forum! This library is... unbelievable. It's already breaking things down and helping me understand how to code things more modular myself. However I've been trying for a while now to implement your damage_number procedure in a game using your sidescroller frame. The numbers appear and are accurate to the damage being dealt, only when my player deals damage that kills the enemy, and I del the enemy (del src), the number gets frozen on the frame mid - rising. Should I be eliminating my enemies differently in order to get the numbers to dissapear properly? In the Action RPG Framework the damage_number() proc belongs to all atoms. If you call enemy.damage_number(5), then delete enemy a little while later, it stops all procs that are running that belong to that enemy. You can delay the enemy's deletion so the damage number has time to disappear. Or you can make the damage number by calling turf.damage_number, where turf is the tile the enemy is standing on. |