I finally got the newest beta of pif_LongInt up on the hub. The release information is here but the most notable update is that the SignedDouble class is available. This is a class that can accurately work with integers between -2,147,483,648 and 2,147,483,647. This is significantly larger than the range that DM otherwise has which is accurate only for integers between -16,777,215 and 16,777,215 (DM can also handle integers larger than this, but above this point they may not be accurate).

As a quick demo on using them,
var/pif_LongInt
SignedDouble
A = new(-16432683)
B = new(-3)

C

// Sets A so that it will produce a new object on operations, instead of
// modifying itself.
A.SetMode(A.NEW_OBJECT, 1)
C = A.Multiply(B)

world << "[A.Print()] * [B.Print()] = [C.Print()]"

C.Multiply(B)
world << "[A.Print()] * [B.Print()] * [B.Print()] = [C.Print()]"

Which produces the expected output:
-16432683 * -3 = 49298049
-16432683 * -3 * -3 = -147894147
In response to Akto
Akto wrote:
Character Concepts:



Toying around with color pallets and animations. Different hairstyles and different eyes. Trying new things out. Learning some more code words... you know. The basics!

More pls <3?


A gif taken from today's devlog that'd be up later today. This is Land of fire's massive passive tree. This tree is how everyone will develop their characters. If you're familiar with this approach to character progression then you'd know that Path of exile and FFX's sphere grid designs are a huge inspiration. Like Path of exile, All classes share the same passive tree, the only thing that differs is where each class starts on the tree.

I love skill trees. Here's a picture of the full grid. We don't expect to fill the entire thing anytime soon but With the grid down we could bolster down class strengths and weaknesses around passive placements. Fun stuff!
In response to Pixelcomet
Someone plays Path of Exile ;P
In response to Pixelcomet
This isn't a good idea, doesnt feel like the game you're making at all.
This isn't a good idea, doesnt feel like the game you're making at all.

I disagree. Passive trees would fit a naruto-esque game so damn well.

Don't be confused by BYOND games' typical progression methods. Passive tree progression is a fantastic way to have an open-ended RPG with a lot of replayability and character customization with minimal effort and without creating gated content.
In response to Ter13
PSHH. I confused Pixelcomet with Pixel Realms - Severed World.
My only issue with this type of passive tree design (or most skill tree design actually) is that it really really sucks to discover that you made a mistake 10 skill points ago, and then deciding that you have to reroll your character to fix this mistake.

Path of Exile now has some good mechanics in play to address this, like with some full skill reset items and other partial skill reset items (that can only be used to refund nodes that are connected to only one other node).
An eternity ago, they used to not have partial skill refunds and it frustrated me to the point of ragequitting several times. :(

I'm with Ter on this one; A Path-of-Exile-esque passive tree would fit a Naruto-inspired game perfectly.
In response to Zasif
In response to the original comment.

I think there's a good take away point hiding here which is that we're very good at creating categories for things. It's something humans evolved incredibly well to do but like most human instincts it doesn't always lead to correct deductions.

Path of Exile has effectively type casted the mechanic for the time being. Much like leveling up was initially for 'nerdy role playing games' that only 'geeks' used to play but now if you release a triple A game you're almost expected to have it no matter what kind of game you're making. Hard to imagine when it first began because all you ever saw it on was fantasy games.

So you might not 'feel' like something fits in a certain type of game but I would say you should let it sit for a while. Give yourself time to adjust to the idea and it might not seem so strange after a while. Of course maybe after thinking about it for ages it's still dumb but best to try.
I'm not sure i should give you this video couse 80% i speaking (in Polish language) but you can just look at simple maps,(1 map, but i use client view area) and menu.

https://youtu.be/gSN9ioBqBRw
In response to Pixelcomet
I've never dealt with tress of that nature before, but that looks really cool. I find skill trees fascinating on general principles, and it's really awesome that you can work from any point based on where you started to whatever skills you want most.
In response to Pixelcomet
I like the skill tree, nice work.
Nothing much to show at the moment, but I did want to mention the progress on the BYOND-only demo for Lux.

It's coming together nicely and it should be ready before the end of the week.

I mainly just need to find a good way to connect the Tower area back to the Jungle area. I have a good idea of how to do that, so I'm not too concerned. the rest is bug fixing and sprucing up.

I am pretty happy with it so far though, as I tried starting from scratch and the only thing I could think of was how long it was going to take me to get from A to B. Having length like that makes me confident it won't feel like a short game... then again I've been replaying the same portions over and over so I may just be frustrated with it already.

Will update with more in the future.
Yut Put wrote:


an update for those who haven't seen this yet

this is what it looks like when you make a byond game and then launch it.... through steam

Kreygasm

No BYOND Logo, no downloading resources? Smexy
In response to Eternal_Memories
There's no harm in including the BYOND logo after your own company logo.
I know but it's interesting to see how different it looks without the downloading resources part.
In response to Ishuri
Ishuri wrote:
There's no harm in including the BYOND logo after your own company logo.

I'd go so far as to say that including the BYOND logo should be mandatory. No other engine would license you without first enforcing an endorsement of some sort. How many times do you launch a game and immediately see a bunch of logos? Surely you've seen Havok, Source, Unreal all advertised. I think it'd help BYOND greatly from a business standpoint to have its name imprinted across the likes of NEStalgia, Severed Worlds and now Epoch.
There's no harm in including the BYOND logo after your own company logo.

Actually there is. This engine has an unbelievably bad reputation across the web. Letting the game stand on its own right is probably the best decision he can make until after the game's gotten traction.

I'd go so far as to say that including the BYOND logo should be mandatory.

In Epoch's case, I'm pretty sure that Yut and Lummox are going to have to work out a royalty agreement. So regardless of whether he displays the engine logo, he'll be contributing to the software suite out of his net profits.
Why does there have to be a royalty agreement? Is that the trade-off for Lummox allowing Steam integration?

Does NEStalgia pay into BYOND?

Will the BYOND Client ever have Steam integration streamlined?
In response to Lavenblade
Lavenblade wrote:
Why does there have to be a royalty agreement?

To make money..?
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