Recently, however, we(BS12) have been experiencing problems where our entire server would switch to abrupt, roguelike movement. We quickly figured out that it had to do with the pixel movement system and that it's sufficient that only one object's step_x is modified, to screw up the entire game.
I looked for a solution. Some way to tell the game that no matter what, we want tile-based movement. Instead I only found:
Gliding is a "glitz" effect applied by BYOND to > cover up the visual sins of tile-based
movement, by making objects and the map appear
to move smoothly from one tile to another
instead of immediately jumping. Because pixel
movement is now an option, gliding is
deprecated; it is supported for legacy projects.
What?! Do you mean to say that if I want to make a tile-based game, that's a "legacy project"? Maybe I'm completely misunderstanding here, and there's a perfectly easy way to make a tile-based game with the pixel movement system. But if so, it is not being made clear enough.
I don't see why the whole tile-based system should be deprecated. It's simple. It's efficient. It makes for games that are robust to any kind of lag. Most importantly, it is inherent part of game-design and game-mechanics, not just a visual effect.
Many games on BYOND are tile-based. These games should not be viewed as deprecated or "legacy". They should be viewed as one type of game you can make with BYOND, and pixel-movement games as another. That's all.