Personally, I would KILL for an optional non-tile based interface so I could make a cool 2D shooter or fast-paced platformer. In addition to that, I might also like a nifty particle system for some cool DirectX-driven particle effects.
~Kujila
ID:134530
May 27 2006, 6:14 am
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In response to Shadowdarke
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Is there any chance of OpenGL allowing for free rotation and maybe even stretching?
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In response to DarkCampainger
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DarkCampainger wrote:
Is there any chance of OpenGL allowing for free rotation and maybe even stretching? OpenGL certainly does. ;) These features are on my own BYOND wish list, but we have other things to focus on before we can get to them. BYOND 4.0 will stretch the current view window to fit the size of the map display the developer allocates for it. |
In response to Shadowdarke
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Something like this i would like
world customize the dream seeker window like moving around the game screen position and and statpanel i think its called a GUI Alpha blending its already in i think.. 25bit support its already in i think... Thats really all i want |
In response to Shadowdarke
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Shadowdarke wrote:
BYOND 4.0 will stretch the current view window to fit the size of the map display the developer allocates for it. So if we had world/view="200x200" it would basicly make it full screen? Also; when 4.0 comes, will we be able to have like a drag and drop customization of the Dream Seeker window? |
In response to Flame Sage
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Flame Sage wrote:
Shadowdarke wrote: No, as far as I know world/view is still limitted to "21x21" and is measured in tiles. You could make the map display 800x600 and have the 21x21 tiles stretch over those 800x600 pixels. Change client.view to "3x3" and it will stretch those 9 tiles over the 800x600 pixel window. It would be best to maintain the same aspect ratio between view and the window size, so that tiles appear square. (i.e. for a 800x600px window, use a view of 16x12, 8x6, 4x3. 21x16 would be close, but a little off.) I believe Tom is also giving developers the option to let the client adjust their map display size to suit themselves. |
In response to Shadowdarke
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Shadowdarke wrote:
For any sort of 2D games, BYOND can display them as if there is no tile system. The only problem here being the placement of the client.eye. Once the eye isn't bound to a position on the turf grid, then all sorts of possibilities open up. Look for some really long Kung Fu-esque rooms in Jeet Kune Do ;) |
In response to Shadowdarke
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Shadowdarke wrote:
I believe Tom is also giving developers the option to let the client adjust their map display size to suit themselves. Then I'd like the option for the developer to dis/enable them of resizing the map display. Because some things will totally screw up. The HUD could look way uglier, for example. O-matic |
In response to IainPeregrine
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IainPeregrine wrote:
The only problem here being the placement of the client.eye. Once the eye isn't bound to a position on the turf grid, then all sorts of possibilities open up. Exactly. That is the foremost reason I haven't started a lot of projects I wanted to. If you are going pixel-based, the choppy eye jumping ruins it. |
In response to Yorae
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Framerate = 9999999999999999999
~Kujila |
A feature that made Dream Maker threaten to delete your files if you didn't work on your programs, so I would actually work on my game.
Just kidding by the way. |
In response to Shadowdarke
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Shadowdarke wrote:
The only realy problem is the tick rate, and that the server has to do all the work. If we had client side procs to let the client do all the heavy display calculations and the ability to cut the tick rate down to about 60 frames per second, platformers and all sorts of fast paced action games would be a snap. So what are the chances of getting the individual Seeker clients to do the drawing work/functions instead of the server? |
In response to TheMonkeyDidIt
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I'm really looking forward to the OpenGL. Hopefully, BYOND will be able to run faster (I heard it runs at 10 fps atm?) once the switch has been made... but how are icons going to be handled?
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In response to Shadowdarke
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BYOND++? Are you serious?! I can't wait! Will it have client-side processing?!
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In response to D4RK3 54B3R
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It will still technically run at 10FPS, mainly because that is the way DS and DD process. With OpenGL, there will be less of a serverside load, ensuring that it does run at 10FPS at all times. As it stands, a server can get very bogged down dealing with minor graphical things that should really be taken care of client side(graphic blending, color change, overlays and underlays, and you get the idea).
My dream feature? A graphical interface for the Linux and Mac versions of the BYOND suite. To be honest, I don't use Linux a ton, but more companies need to recognize the expanding market that is Linux. And the best way to help it expand and help companies recognize is to put more software on it. I am really getting tired of seeing game developers develop for windows only. As if Linux and Mac just didn't exist (/me looks at EA). |
In response to CaptFalcon33035
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CaptFalcon33035 wrote:
BYOND++? Are you serious?! Of course he's serious, but... I can't wait! I wouldn't recommend that. |
For any sort of 2D games, BYOND can display them as if there is no tile system. The only realy problem is the tick rate, and that the server has to do all the work. If we had client side procs to let the client do all the heavy display calculations and the ability to cut the tick rate down to about 60 frames per second, platformers and all sorts of fast paced action games would be a snap.