Right now i'm working on a project called Super Smash Bros Byond its doing well, but is it a good idea? Post yes or no if u like the idea so i don't waste my time :P
these are sum previews
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/char.jpg
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/code.jpg
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/game.jpg
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/mainmenu.jpg
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/menu.jpg
http://i367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/stages.jpg
EDIT: edited char size and added stages
ID:182101
Jan 9 2009, 2:29 pm (Edited on Jan 10 2009, 6:54 am)
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Jan 9 2009, 2:39 pm
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BYOND isn't really designed to handle these kinds of fast-action multiplayer games, so I don't think a game of the SSB-fashion are feasible at this time.
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In response to Kuraudo
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http://s367.photobucket.com/albums/oo112/IrunoHatake/ gamepreview/
those r sum pics from the game, i just started this morning, so far so good, i've created a custom movement verb so makes game easier to code |
In response to IrunoHatake
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The album is private.
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Nah dude, that's a pretty good idea. BYOND can handle that, but a game like that could use some serious optimizations. If anything, you can use one central server to connect clients to each other and use some client-side processing, but I don't think you will need such a thing for SSB.
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In response to CaptFalcon33035
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If he wants to make it good with pixel movement, then he will need to do it :P. I've looked into networking with BYOND, it isn't that difficult (though rand() etc. may cause problems, I need to look into that).
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I think if you can't hope to recreate a game using BYOND with a level of quality that matches the original, then its a bad idea. Stick with recreating games like Tetris, not games that are heavy in action and 3D graphics. What's the point in trying to recreate a game when anything you make will be wholly inferior no matter what just due to the engine's limitations? If you're going to do that, don't call it SSB, because its not. If you want to make a game that mimics the aspects of a game you like, then do it, but find a new name.
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In response to Foomer
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1st it won't be 3d second as i said its going well, when i think of a game idea i all ready have the code in my head to make it happen :P
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In response to Andre-g1
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on main message think i fixed :P click a link to view em
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That game looks really, really ugly right now. That being said, SSB wouldn't be the same if it wasn't a 2D fighter. Someone awhile back was working on a very good looking SSB clone for BYOND, but they must have given it up, considering BYOND isn't the best platform to work with when considering 2D scrollers.
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In response to Trosh Kubyo
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please remem i just started yesterday morning i'm right now working on multi tile stuff which is making the game look 20 times better and i'm working out sizes of tiles so plz at least w8 till i open for beta b4 criticism. i'll post sum new pics soon
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In response to IrunoHatake
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No, I am not going to even bother playing your game to be honest. By the way the screen shots looked and by the way you are talking on the forums. This isn't a instant messenger, so why talk like that? People will take you more seriously if you talk like a person and not a net' monkey.
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In response to Trosh Kubyo
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I am not really sure what you are talking about but what ever. I can't force to play a game you don't want to play.
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In response to Kuraudo
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Kuraudo wrote:
BYOND isn't really designed to handle these kinds of fast-action multiplayer games, so I don't think a game of the SSB-fashion are feasible at this time. Not if you have a decent programmer and only 2-4 people playing. |
In response to Jeff8500
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Jeff8500 wrote:
If he wants to make it good with pixel movement, then he will need to do it :P. I've looked into networking with BYOND, it isn't that difficult (though rand() etc. may cause problems, I need to look into that). He can always create his own rand() procedure, and what's wrong with the default movement? Who's to say that he needs pixel movement? It can be done very well without it. |
In response to CaptFalcon33035
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Not really, I played a SSB game on BYOND once or twice before with BYOND's default movement. It made for very clunky gameplay; platformers etc. just aren't meant to be tile based!
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In response to Jeff8500
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Jeff8500 wrote:
Not really, I played a SSB game on BYOND once or twice before with BYOND's default movement. It made for very clunky gameplay; platformers etc. just aren't meant to be tile based! Maybe platformers aren't meant to be tile-based, but you are just flat-out wrong if you think one, undertested SSB game on BYOND with clunky movement is a tribute to all games of the type. With that said, the trade-in of tile-based movement for pixel movement is a trade-off between speed. Don't get me wrong, I think pixel movement is a good idea, but that entails that you have separate DS instances communicating with each other. You have to keep them in sync and you have to record them. I don't know if the OP has these kind of resources and I wouldn't suggest that he use such a framework unless he did, because it will only de-motivate him then. |
In response to CaptFalcon33035
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Good point, but if he can, he should go for it. Gakumerasara has a demo on how to create your own networking, actually. He uses it for V56 (which really uses CPU!) and another game.
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