Hey guys, here are some ideas for byond
- A request to make the undo verb more than one, so that you can undo many times instead of undoing once and redoing once.
- A request of the icons being 31x31, this really 32x32 doesnt work that well, a feature should be made to be able to go 32x32 as it already is, or 31 by 31, so you can make a line going down the centre. Many of my icons require a line down the centre, this is impossible as the icons are 32x32, an even number, make it odd and a line is possible.
- Finally, I know this has been said before but, I have a request to get rid of those fricken "You've got upgrades" notes, nobody really does like them right?
ID:259609
![]() Feb 7 2003, 4:00 am
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I did not mean mobs, What i meant was flooring terrain, such as checker-boarded style wood florring or cross flooring, the squares can not be divided up into four equal sections.
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The Conjuror wrote:
the squares can not be divided up into four equal sections. You can make 4 equal sections in a 32x32 tile, you could in a 31x31 tile, but I don't think it would look as nice. |
32x32:
![]() ![]() ![]() ![]() ![]() The lines are a single pixel wide, and when tiled they remain 1 pixel wide. 31x31: ![]() ![]() ![]() ![]() ![]() The lines are one pixel wide, but when tiled they appear 2 pixels wide. To make all the lines appear as two pixels wide you'd have to make the lines going through the center one pixel wider, and to keep them centered you'd have to make the image one pixel taller and wider. |
THis is a stupid Idea, no offense, but it REALLY is. Why don't you go full scale and ask for sizeable turfs/mob/etc. rather than just a 32X32 square, why not hit the option button then change the size manually?
It's better than 31x 31 anyway, just sayin' |
I think if squaresoft, among many other companies can produce great looking RPGs using 16x16, you should have no problem working with 32x32, it's double the pixels and detail... The tilesize is on a base2 scale (or whatever you call it)--8,16,32,etc, not sure why, but it's the assumed standard, so we've all gotta deal ^_^
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The Conjuror wrote:
Hey guys, here are some ideas for byond The only thing I can think of in DM that doesn't have repeating undo is the icon editor. Really though, you should be making icons with an external graphics editor, because the BYOND icon editor is just a bare bones icon editing tool. - A request of the icons being 31x31, this really 32x32 doesnt work that well, a feature should be made to be able to go 32x32 as it already is, or 31 by 31, so you can make a line going down the centre. Many of my icons require a line down the centre, this is impossible as the icons are 32x32, an even number, make it odd and a line is possible. The universal size of an "icon" is 32x32. It's not going to change. - Finally, I know this has been said before but, I have a request to get rid of those fricken "You've got upgrades" notes, nobody really does like them right? Ignore it. It's very easy. |
Different sized tiles is a rather nice idea. If you noticed, a lot of the FF3 tiles are sized differently in the game. I'm ripping some of the graphics and I can tell that some of the tiles are 32x32, while others are 16x16, or even 24x24 (I think I saw one 8x8 tile too). It'd be a nice feature, especially if we could get bigger than 32x32. Chances of this feature actually being added (any time soon, that is)? Slim to none.
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Ghaleon wrote:
Different sized tiles is a rather nice idea. If you noticed, a lot of the FF3 tiles are sized differently in the game. I'm ripping some of the graphics and I can tell that some of the tiles are 32x32, while others are 16x16, or even 24x24 (I think I saw one 8x8 tile too). It'd be a nice feature, especially if we could get bigger than 32x32. Chances of this feature actually being added (any time soon, that is)? Slim to none. They are differently sized because the 32x32 tiles were split into pieces using code, just as they are in BYOND. You need a standard to conform to, so you can assume that tiles are 32x32 for procedure purposes. It's fairly easy to split a tile into 2/4/8/16/whatever pieces, and the only remaining problem is that there is no pixel based scrolling(As in, when the screen moves, it does it in blocks of 32 pixels at a time). |
I don't think you understand what I mean...I'm saying that its quite obvious when you zoom into a screen shot on FF3 that the tiles are different. The metal grates in Narshe are 16x16, but the doors to houses are 32x32 if I remember correctly. The tiles aren't split up into sizes in the code, they literally are different sizes.
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Dreq wrote:
I think if squaresoft, among many other companies can produce great looking RPGs using 16x16, you should have no problem working with 32x32, it's double the pixels and detail... The tilesize is on a base2 scale (or whatever you call it)--8,16,32,etc, not sure why, but it's the assumed standard, so we've all gotta deal ^_^ Graphics sizes are powers of two for two reasons -- one, it's easiest to translate into a binary format, and two, all multiples of two can logically be divided into two (which is used for fractal algorithms). |
Ghaleon wrote:
I don't think you understand what I mean...I'm saying that its quite obvious when you zoom into a screen shot on FF3 that the tiles are different. The metal grates in Narshe are 16x16, but the doors to houses are 32x32 if I remember correctly. The tiles aren't split up into sizes in the code, they literally are different sizes. I really doubt that. It would provide much extra overhead if you had to account for 2 or more sizes of tiles, in virtually every single routine in the game revolving around the environment. It's much easier, and much more standardized to simply split 32x32 tiles into smaller pieces. Yes the gates are 16x16, and even so the actual tile might actually be a 32z32 tile(It's easy enough to draw one which shows the gate as 16x16, since your moving pixels you won't notice a difference). |
It does allow more then once undoing
32 is an established number, no one says you cant design your characters to be smaller then then max
There damn handy, as an example (very simplified) team DDTs way of working together was to have all there coding in mini librarys which only the team had access too. therefore they could see when it was updated thanks to the update thing.
heres a good idea, if you dont want to see the upgrades dont download anything.