Hi Forum_Account,

I have some ideas for a game but it will take a decent amount of commitment from me on my end, since I want to take the project on solely by myself. Before I make the commitment to learning how to program, pixel art, etc etc, I wanted to ask you if my idea was feasible for a Byond game. My concern, specifically, would be that a 64x64 game which requires a solid community of 50+ players is impossible for Byond . I know even with 32x32 games, it is hard for servers to handle that amount of players. I would guess that it would be even more difficult for a 64x64 game. Anyway, you seem like a knowledgeable person and I wanted to get your opinion on whether or not it would be an issue? The actual scale of the game would be comparable to the RPGs we have here on Byond now. I haven't played it much, but Teridal looks like a good example.

Thanks for any help.
Do you have something regarding saving and loading in DM. I want to know how it truly works. Also which way you recommend it is done.
@Cubanbling: I've never liked saving and loading in DM and I try to avoid using it, but I'm not sure how I'd like it to work. I've had the beginnings of a client-side saving library sitting on my computer for a while now. It's hard for a library to handle because the bulk of saving and loading isn't how you do it, it's how you use it (ex: what vars get saved).

@Heist: Icon size shouldn't affect much. If anything, it'll make it run better. With a larger icon size you can get away with a smaller view size, which means there's less information for the server to send to each client.
Cool, that's good news.

Thanks
Do you think that it would be possible to create a sidescroller engine like FEZ? If you don't know what FEZ is I would search it and look at some videos. As soon as I saw it I thought maybe you could do something like it on BYOND.
I would like to know how to completely disable pixel movement in my code. I'm asking because I started working on a game and I want to make sure it does not use pixel movement. I have done quite a lot already.
@Rockeyx2: You wouldn't be able to pull off the graphics in BYOND, but you could probably use multiple z levels to create a similar effect. Without being able to make it look as nice as Fez does, I'm not sure it'd be worth the trouble.

@Cubanbling: Just make sure you don't reference the step_size, step_x, or step_y vars. Or, if you're using my libraries (Pixel Movement or Sidescroller) just uninclude the library.
Hey Forum Account I just realized that I did not completely finish all the states of mobs u asked for a library. Id like to apologize and create all states of mob icons if u do not mind.


Yours sincerely
A2J2TIWARI
A2J2TIWARI, it's not a problem. I've been so busy lately that I've lost track of all this stuff. Just let me know when the icons are all ready.
http://www.sendspace.com/file/l9d635

Here are bit modified things. I am extremely sorry I couldn't think how the mob icon should be created. It'd be kind of you if you let me know how you want it.
Can you explain how I would modify the size of the box in your Hud Groups Chat Demo to run as would the normal sized once?
OrangeWeapons wrote:
Can you explain how I would modify the size of the box in your Hud Groups Chat Demo to run as would the normal sized once?

The number of lines of text is passed in as an argument when you create the ChatLog object in the Login proc.

To change the width of a line you'd have to change line 49 (where it calls cut_word), that's what limits how long a line of text can be.

To change the size of the chat log's background you'd change lines 29 and 30.

All of these changes are in chat-demo\demo.dm.
I was busy around the holidays and wasn't very active with any BYOND stuff. It's been a while since I worked on Tiny Heroes. One of these days I'll just get sick of working on it and post it =)
Hi, as you know I've been using your HUD library for my game and stumble across a gap in what it can do.(possibly I may and just not know about it) I managed to code it myself and took a couple of seconds once I knew what I was doing, you may want to add a proc for individual hiding parts of hudgroups. If there is already a way to do this please tell me, if not there you go.
It doesn't really bother me of ways to do it I have one(literally a 2 line proc), just thought he might wan to add something for it.
In response to GreatFisher
GreatFisher wrote:
Hi, as you know I've been using your HUD library for my game and stumble across a gap in what it can do.(possibly I may and just not know about it) I managed to code it myself and took a couple of seconds once I knew what I was doing, you may want to add a proc for individual hiding parts of hudgroups. If there is already a way to do this please tell me, if not there you go.

If you want to hide something, make it its own HudGroup.

The idea behind the library is that you don't want to manage individual screen objects, you want to work with groups. That way you can make the group more complex without changing how you manage it. This is probably something that could be added, but the need for it may be a sign that there's a better way to handle things.
Maybe it's just more game spedific then.
In response to GreatFisher
What exactly are you trying to do?

You can probably hide an object by removing it from the HudGroup:

mob
var
HudInventory/hud_inventory
HudObject/inventory_weapon

Login()
..()
hud_inventory = new(src)

// we can store a reference to the HudObject
inventory_weapon = hud_inventory.add(0, 0, "weapon")

proc
hide_inventory_weapon()
// this will remove the single object from your screen
hud_inventory.remove(inventory_weapon)
I'm just hiding individual parts within the group for purely visual purposes so don't worry about it.
In response to GreatFisher
GreatFisher wrote:
I'm just hiding individual parts within the group for purely visual purposes so don't worry about it.

If it's something that people will often need to do, I don't have a problem with adding more support for this in the library (though adding/removing the HudObject from the HudGroup is essentially the same as a HudObject's hide/show procs would work). I'm just not sure if your situation is something that'd require this feature or if it should be handled differently.
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