ID:259670
Sep 25 2003, 7:18 am
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The thing I would most want is so that when you create an Icon that the base code for the icon would be added automaticly. That would help me out alot. But what do you think post your ideas and mabey they will add some of these to version 4.0
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In response to Ghaleon
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So mabey my idea wasn't a very good one but tell if you have any ideas for the next Byond.
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In response to Vegeto_ssj100
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Let's just wait for Tom (and possibly Dan?) to finish what he is/they are working on.
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I think the list of things that's planned for 4.0 is already pretty solid. But since no one's entirely sure what they are, you'll just have to wait and see. :P
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I'd like an auto-save function, that could be toggled. My computer freezes, and I lose my icon work, it stinks.
/me must save/compile more <-Airjoe-> |
In response to Airjoe
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that happened to me after working on a map for 4 hours, very detailed also. sucked when i lost it ...AUTO SAVE!
-stance- |
Vegeto_ssj100 wrote:
The thing I would most want is so that when you create an Icon that the base code for the icon would be added automaticly. That would help me out alot. But what do you think post your ideas and mabey they will add some of these to version 4.0 A tile reduction option would be nice. Alot of the times, I've wanted to work on a 16x16 tile-based game, but it just doesn't work out. Pixel movement is fine, but collision detection on a 16x16 tile is pretty hard to acheive. The hard part on collision detection, is that my 16x16 icons stand square in the middle of the current 32x32 icon/tile field. When placed side-by-side on the map, it creates a gap between the two tiles, and there is no way (At least without massive, very messy, extensive work) to make the player collide with the actual graphic that's in the middle, and not the 32x32 tile itself. My suggestion; Tile reduction option ~>Volte |
In response to Volte
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Make the screen as large as it can possibly be, and tell your users to switch to Small Icons mode. =)
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Full screen and DirectX support, that is all I really need to get going with some neat projects.
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In response to Ter13
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Full screen and DirectX support, that is all I really need to get going with some neat projects. DirectX isn't going to happen since there's no DirectX on Linux. And I don't see why you'd specifically need either of those features to build anything that can't be done without fullscreen support. |
In response to Theodis
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Another option would be to be able to pic the size off the icons in your game. That would help so that you wouldn't have to make multitiled players if you wanted them to be bigger.
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Shadowdarke's BYOND wishlist:
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In response to Jon88
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Jon88 wrote:
Let's just wait for Tom (and possibly Dan?) to finish what he is/they are working on. Dan's the back end guy. Tom does the front ends. Together they make a great team. (That could sound extremely dirty, if read the wrong way.) |
In response to Ter13
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Full screen would be pretty cool.
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In response to Spuzzum
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My Wishlist
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In response to Lauren
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Well they can't get rid of HUB entries...So that basically takes out the Zeta wish :( (would be nice it happened) And that Blue book wish is pretty kewl i think i'll wish for dat to. But we'll just wait and see what happens...I'm really anxious to see it !!!
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In response to Theodis
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Theodis wrote:
Full screen and DirectX support, that is all I really need to get going with some neat projects. Full screen would be really cool. |
In response to Vegeto_ssj100
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Vegeto_ssj100 wrote:
Another option would be to be able to pic the size off the icons in your game. That would help so that you wouldn't have to make multitiled players if you wanted them to be bigger. That would be good too. |
1. An icon is not something that has to be "coded."
2. Icon variables are set to way too many objects to automatically set them.
3. How is DM going to know what object you want to set the icon to? What if there's more than one?
4. It's a lot easier just to do icon = 'sprite.dmi'