Just playing around... Maybe might turn this into the very first soccer game on BYOND? ;)

Demo
In response to Kidpaddle45
I can't stop watching this. Would def play.
In response to Kidpaddle45
That looks really nice. I know there used to be some tile-based soccer games, though, and it reminds me of the ball physics I added to Hazordhu years ago. Players created a game with the ball, called Derball, that basically involved getting it to the other side.
In response to Ghost of ET
Ghost of ET wrote:
@cole
Until you realize once you learn the ability to fly people will just fly everywhere with little to no restrictions aside from landing resting a bit then continue flying going over every tree nook and cranny to get to their destination

In Dragon Ball, it was impossible to fly to some places unless you had permission. For example, Korin's tower.

In DBTC (by SuperSaiyanGokuX), there were instances where you were able to fly but the winds were too strong so you'd get hit and bounced back or something.

It's pretty easy to limit what you can and cannot do in a game in regards to flying and access to things. As a developer, it's up to you to decide/think of how these things should be limited, if they should be at all.
In response to Kidpaddle45
Kidpaddle45 wrote:
Just playing around... Maybe might turn this into the very first soccer game on BYOND? ;)

Demo


Nooooo... Awsome! I'm waiting.


@VixiV
Yes i use this resources... now, but i working on my own with this same style :)


Working on creature placement controls. The way input controls work, they store information relevant to the current input action.

What you are seeing in this gif, is the base move state flowing into the creature_place state, which triggers the confirm_state, which upon success flows into the mana_tap state.

There are currently 6 mana cost types: Air, Fire, Earth, Water, Colorless, and Sacrifice.

There won't be nearly that many mana dots on a normal card summon. On average, a card will require 1-4 mana. The reason I tested with so many dots is because MORE DOTS! Also, I wanted to make sure my circle constraint code worked properly. For anybody curious how to calculate how many circles you can fit on the circumference of a larger circle without them overlapping:

var/circumference = large_diameter * PI
var/max_fit = floor(circumference / small_diameter)


For rectangles on a circle:

var/circumference = large_diameter * PI
var/small_hypotenuse = sqrt(small_opposite**2 + small_adjacent**2)
var/max_fit = floor(circumference / small_hypotenuse)


Those little balls will show up based on how much mana of each type is required. They are going to light up as you tap the required amount of mana. Once you've tapped the required amount of mana, you go into confirm_state again, which will allow you to confirm or cancel the summon. The control flow then pops backward into mana_tap, then back into creature_place, then back into move_state finalizing the action, playing all necessary animations, and updating the game board.

Creature_place is by far the most complicated control scheme I've worked on yet, requiring two separate confirmations, and the creation of five new object pools.
In response to Ganite
Looks nice but your HUD takes up quite a bit of screen space. Might want to look into that.
In response to Zane444
That isn't the full screen resolution its a little bit bigger. But yea the HUD is kind of big butt thats all I got to work with at the moment lol. Thanks btw :)


Testing out the in game mapper with the staff
In response to Ganite
Have you tried throwing some transforms at it so you don't have to resize the graphics themselves?

I think atom.transform uses linear interpolation which will make them look blurry, but it may have changed, idk.
In response to Ishuri
I like it a lot, but why are the mobs so flat compared to the objects around them?
In response to Cloud Magic
It's only for interiors, just something we'll have to deal with in the mean time.
In response to Bravo1
It won't mess up the resolution?
So many different perspectives in one image. Hopefully you're able to tone it down to one later on.
In response to Kidpaddle45
Kidpaddle45 wrote:
Just playing around... Maybe might turn this into the very first soccer game on BYOND? ;)

Demo

This is actually an amazing idea. Someone on BYOND should make a pack that includes small sports games like these with 3v3 lobbies. I would play that! Maybe even throw in spells or skills like in LoL or most rpgs.
Welp! Thats it. I will be turning this into a BYOND soccer game. Not sure about the actual gameplay yet... Could be a lobby where you find an opponent and you play 1v1 and you can pick different characters each with their own special skills.

Would be even cooler if these characters were from different BYOND games! Like Naruto Zeta, An ROTP pirate, A nestalgia 8bit char ... :O

Just some more gifs for fun!
BYOND Soccer

BYOND Soccer

In response to Kidpaddle45
Well done. I suggest using Blitz Ball from Final Fantasy X for inspiration. It's what I intend to do if I ever do any mini-games remotely similar to that. Though, I do enjoy the mini game in FF X-2 as well.
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