In response to Soccerguy13
I got bored of rpg maker 200 and after searching through about 100 game maker i found the best so far byond.
In response to NilFisk
I was surfing the net (and the time i was a Dragonball fan) and found a place called www.planetnamek.com, which had a link to BYOND.

I guess DBZ isnt all bad lol
In response to HonzoHattori
I found Byond by surfing the net too cannot remember where though
Nadrew Told me about it a long Time ago :D
In response to Theodis
And I found out about it when Theodis told me, over IRC, to check it out.

-AbyssDragon
Guy and I have the same story. Maybe he'll post it so I don't have to!

Z
In response to Zilal
Guy and I have the same story. Maybe he'll post it so I don't have to!

I don't need to post it... it's available for free on BYONDscape!


http://www.byondscape.com/scape.dmb/content/000005/ index.html
In response to Gughunter
Hey, my story is pretty similar to that one too!

I went through a few dozen game creation systems, spend two years searching for something decent (never found it while searching), gave up on making anything decent and decided to build something with Interactive Fiction (using ADRIFT though), and while I was getting into that I found a page of links, one of which was BYOND.

I would have hit the back button after a few brief glances at the front page if it hadn't had that one little line, "MUDs, graphical, text-based, and good-old telnet RPGs", which made me go "Ooooooh" and start checking it out. Of course, I was at first thinking this to be something like all other editors in existence, cheap and hacky, but at least maybe this one would let me build what I wanted. Although, my first impressions were a bit upsetting since every game I saw had this thing called a "verb panel", and a map, and usually a status box of some kind. I certainly didn't want to build a text-based MUD that used a "verb panel". I wanted a proper type-in-your-command MUD!

I'm happy now though, since I've finally gotten around to making my own parser and I can basically build a near-if-not-exact duplicate of a telnet MUD look.
In response to Foomer
I first found BYOND in 2000, but passed it up because I thought it would be too hard, then one day I was wanting to make something and remembered BYOND, so on an early March morning I started here under a different key that I can't remember, and a few months later I created this key and haven't left since.
In my case, I got here via MegaZeux withdrawal.

I was playing ZZT over a decade ago, and loved it--a simple character-graphics game that could be used to write your own games--basically quest-style adventures. In 1998 when I learned ZZT would no longer be going anywhere, I discovered MegaZeux, which took the same concept and pushed it hard: It had a more robust programming language, more ability to manipulate character graphics and screen colors, and cool music support. (MZX was also my introduction to MODs.) I was even sort of half-developing a game in it (I had a couple of cool boss screens, including a snazzy dragon).

In July 2000 I bought a new computer, with Windows 98; up to that time I'd been using Win95. Most of my DOS games promptly stopped working, I think as a combination between the built-in sound support and general DOS suckiness in Win98. (MZX could never find enough memory, no matter what I did to tweak the settings.) MZX has been in a kind of limbo since around then, though: It's never been fully brought into the Windows fold. In August 2001 I searched relentlessly for an update to MZX, and soon found that my quest was futile.

In desperation I began to look around for alternative platforms, maybe something nice and graphical. Up came a link to BYOND: Exactly what I was looking for, or so I thought. I was a little surprised when I came here, though: It was hard to tell which games were the best, and there seemed to be few for download that looked any good. Eventually I realized the BYOND is an entirely different type of platform than MegaZeux; the multiplayer aspects aside, it's basically a graphical MUD engine that evolved into something capable of running all kinds of games. This is completely different from the single-run quest paradigm of ZZT and MZX, so it took me a while to adapt. (Finding a game like DWO and playing through that a bit probably didn't help disspell that notion, though it was fun; Tanks was much more of an eye-opener.)

Reading the forums, I started seeing how powerful the engine really was. So I started to develop a little multi-tile mob proof-of-concept thing. Not long after that, the string of 307 betas came along and I tried my hand at some other proofs of concept: This led in relatively short order to Incursion, which has been months in the making now. I'm hoping when it's done to try a few smaller projects--though unfortunately it's not in my nature to think small.

I'm still amazed with what I've learned here, though, and what I'm still learning. During the procession of betas I really fell in love with this platform. I've seldom seen a programming language so intuitive, yet at the same time to capable. There are some amazing advanced concepts only barely explored that BYOND can support right now, like inter-world communication. I can only imagine what will come about when we have an influx of experienced programmers, and many of our internewbiate types begin to explore advanced territory. The number of amazing games in the pipeline or released has about tripled (by my estimation) since that rush of 307 betas (and an inordinate number of those games are from Leftley, whose games never cease to enthrall me) and things are still looking up.

Lummox JR
In response to Dracimor
"...after a month I was coding games and hating newbies =)"

Now now, it's only the idiots that deserve that kind of attitude. Some newbies, the ones who pose their questions right and appear to actually be interested in learning, are actually worthy of some respect.
In response to Lummox JR
(and an inordinate number of those games are from Leftley, whose games never cease to enthrall me)

Yeah, he just happens to be one of those people who can do great graphics, wield code efficiently AND have good ideas to use them on. The rest of us usually only have one or two of those talents...(Either that, or we become stuck adding more and more features to the same games until they are never complete.)
I started programming on my dad's old Commodore64 using BASIV v2, and I made my own games that I played with my friends.

Later on my mom got a Aptiva, which is what i use now, and I wanted to start making games with it (btw, although you may think my 133mhtz cpu and 40mb ram(a 8mb and a 32mb), and similar old sounding stuff is too old, it is much better than having a lil 64kb system with no hard drive). And so, I set out searching for a way to make games using my newfound source of power. I did not find much and gave up after awhile.

It is funny how I ended up finding BYOND. After i gave up looking for a way to program on my newer computer I started looking up some games that I liked. I found dwo's page and wanted to try it out, and when I realized that it was made with exactly what I had looked for earlier i thought it was great. I killed two birds with one stone (for the record I have never actually killed any birds before). I started playing dwo and studied up on how to use the dreem maker, which, although my prior programming knowledge was a big help, I was not used to object oriented programming. After a lot of practicing I am now here, still learning but much farther than when i started. And with this newfound language I am finally making my net dream. I have been planning Dragon Slayer for years and it is finally materialising, and I am "Building My Own Net Dream" (and yes i realize it is BYOND not BMOND).
lol to tell you the truth i forgot. My friend was asking me that the other day and i can't remember. lol

I've passed it to several of my friends though

Guess i have a bad momory.

Alienman

In response to Stealth 2k
Your step bro also got me on, and convinced me to stop playing Race War Kingdoms to get on May of last year, and now I'm a great coder and like to make games. i like getting on BYOND seeing how FA is doing if its online, and maybe play a few games a little, but I do wish there were some more RPGs that arn't DBZ, and you could play without it being hosted.
In response to Foomer
Yeah, he just happens to be one of those people who can do great graphics, wield code efficiently AND have good ideas to use them on. The rest of us usually only have one or two of those talents...(Either that, or we become stuck adding more and more features to the same games until they are never complete.)

Bah, Leftley isn't any better than me -- he ignores old games once he comes up with a new concept. CGSG, for example, seems non-existent.

(This would, however, be a grand opportunity to prove me wrong. I wouldn't stop him. ;-) )
In response to Foomer
Somewhere I saw a 'internet games vocabulary/dictionary' thing, it contained things like, "LoL means laughing out loud" etc. And one I saw it said:

"Newbies and N00bs: Many people tend to confuse the two. They are NOT the same thing. A Newbie is simply someone who is new to the game, usally a low level, and weak. A N00b however is someone who is immature, annoying people who don't act properly."

So I think he's thinking of 'n00b' lol :)

-Rcet
In response to Spuzzum
Bah, Leftley isn't any better than me -- he ignores old games once he comes up with a new concept. CGSG, for example, seems non-existent.

Counter-point #1: CGSG seemed that way even back when I was working on it.

Counter-point #2: Spuzzbomb.
In response to Leftley
Counter-point #1: CGSG seemed that way even back when I was working on it.

Did not! I loved that game -- it was simple, yet elegant. All you really have to do is make logarithmic returns from assassination attempts to make finding out a would-be usurper much easier, and make infantry a separate unit from territorial ownership. Above all else, rather than making it a game of survival it would be much better off, in my opinion, as a game of conquering. That is, logically, a player should be able to earn more than enough food in any given location for their cities.

I also think it would be wise to make cities automatically expand themselves -- that is, once the settlements in an area are completely full, people will spread to nearby territories on their own unless you specifically restrict them from doing so. CGSG had too much micromanagement -- if the game could be converted into something where you just give standing orders and your people will execute them to the best of their ability, then I could see great things from it.


Counter-point #2: Spuzzbomb.

It's down, but it's not forgotten. It'll be coming back in a new and more strategically-inclined incarnation after I release (not finish) my major projects, like BfS and/or Haven.
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