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Well, if you are any kind of BYONDer you should had already realized that BYOND is defiently made up of many times of games. One type we will descuss today is the Platformers.

Platformers are games where you can jump up and down and generally are only able to look in two directions(left and right).

Alright, we won't really be "descussing" platformers but more-so I will give my oppinion in what they lack ^-^!

Alright, lets get started. There are most defiently some impressive BYOND platformers out there. Dispite the fact it seems as though almost all of them have their icons ripped off of a style sheet rather then created by the owner/someone affiliated with him. They still arn't too shabby. HOWEVER! They arn't perfect either.

When I play a BYOND Platformer I always have trouble moving a smoothly as I would like. What you devolopers need to realize is block steps are too huge for a game that requires accurate steps. Reduce it to pixels. Pixel movement in a Platformer game should honestly be the only type of movement you find. It's not hard... If you want I can even make you a library(trust me.. You don't want that :D).

Anywho, and lastly all Platformer devolopers should look into the library created by Loduwijk called KeyState. This is a nifty little library(that I honestly couldn't create if my life depended on it :D. Dispite the fact that it isn't all that complexed I just am not formiliar with Javascript) that allows the user to hold down multipul keys at a time and each will be taken into account(if scripted to do so) until released. Obviously importent.

Anywho.. Just so everyone knows Im not trying to insult ANYONE... I am just pointing out some obvious things. Block step style = too big and multikey pressing = good idea...

Well, thank you for reading this and have a nice day ^-^...
Is English your first language?
Ol' Yeller wrote:
Is English your first language?

Yep... Explain how it would seem elsewise?
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

We all know about your platformer "demo" >=/... I am assuming you are talking about Line Draw? Which reminds me.. You never answered my question!!?!?! Did you find a way to trace a variable to make the pixel drag or did you simply just create 32x32(or whatever sizes you used) objects and just have them be removed/added to mouse over location?
I did something quite similar to the latter; the former idea just would not work correctly.
Calus CoRPS wrote:
I did something quite similar to the latter; the former idea just would not work correctly.

Well, Somehow you made me think of a less laggy way then 32x32 objects however I still don't understand what you are talking about nor do I understand what root you took in order to achieve the system :/... Latter?!?!?!
Basically, I created a 2x2 dot. When the mouse is pressed down, it places the dot on the pixel 1,1 and then 3,1 and so on. It will only skip placing the dot in the area if there is already a line there.

So yeah, each dot isn't a 32x32 square. It's 2 pixels by 2 pixels.
Calus CoRPS wrote:
Basically, I created a 2x2 dot. When the mouse is pressed down, it places the dot on the pixel 1,1 and then 3,1 and so on. It will only skip placing the dot in the area if there is already a line there.

So yeah, each dot isn't a 32x32 square. It's 2 pixels by 2 pixels.

That's basicly how I figured it was made... I'll give you some create though Calus... You are defiently a WAY better programmer then I have given you credit for in the past ^-^.. Then again.. I am very judgmental :D
Ol' Yeller wrote:
Is English your first language?

Owned
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.

So is it a pathfinding system?
KeyState is very old and very outdated.

Use BYOND's 4.0 interface for your macros.
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.

So is it a pathfinding system?

No, it's a collision detection algorithm >_>
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.

So is it a pathfinding system?

No, it's a collision detection algorithm >_>

I don't understand... Why would you need an algorithm to detect collisions >.<? Pixels? If so, you shouldn't need an algorithm for that >.<.... Or... Atleast an official one.
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.

So is it a pathfinding system?

No, it's a collision detection algorithm >_>

I don't understand... Why would you need an algorithm to detect collisions >.<? Pixels? If so, you shouldn't need an algorithm for that >.<.... Or... Atleast an official one.

Without a collision detection algorithm, you can't tell when objects are colliding...
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Ss4toby wrote:
Jeff8500 wrote:
Calus CoRPS wrote:
I haven't found a handful of good platformers on BYOND. The only one I can think of off hand is Kajika's Megaman demo.

Of course, I am currently working on one, though it isn't finished and is riddled with bugs. But atleast I am keeping people updated on my blog!

Seconded. I have a platformer of my own in the works, but I have an annoying collision bug I need to work out that kind of sapped my motivation from me >_>

Collision bug? Explain a little more perhaps I could help :D?

Probably not :P. For some reason, the algorithm I'm using overdetects collision near the top of an object, giving me a:
..__
_|..|_
|.....|
------

shaped collision box. It's probably because of how i collision/movement elsewhere, though.

So is it a pathfinding system?

No, it's a collision detection algorithm >_>

I don't understand... Why would you need an algorithm to detect collisions >.<? Pixels? If so, you shouldn't need an algorithm for that >.<.... Or... Atleast an official one.

Without a collision detection algorithm, you can't tell when objects are colliding...

Oh, well I've made something simular to what I think you are talking about.. I never considered it an Algorithm though however, I do believe the defenition for algorithm is something simular to, "A set of basic rules." So yay me! I can make algorithms >.<.


ANYWHO!! So I don't seem completely self centered I guess now I will wish you luck ^-^... Good luck..

P.S. To see what I am talking about try checking out my Pixel Bullets 2 zip...
SuperAntx wrote:
KeyState is very old and very outdated.

Use BYOND's 4.0 interface for your macros.

You forgot to mention "very good"... Does 4.0 even support multipul keys being held down >.<? I will most defiently have to find out.

*edit* It is possible ^-^!!! I can't believe I hadn't thought of this before! Just make one for when the key is pressed and have it keep checking then make one for when the key is released ^-^...
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