With the recent beta release of BYOND 463, Airjoe and I were able to test my Megaman pixel movement over the new system to see how it works with the new client offset fixes and such.
I must say I was rather surprised at the results, in fact I'm still in shock. See for yourself in this video that I took of it. The game is running at 1/2 tick_lag with my Megaman pixel movement over Airjoe's server.
As you can see, it pretty much runs as well as the demo when you play it in single player. This is truly a BYOND Milestone. I can't wait to see what kinds of doors open and games spawn from all of this. I sure hope that pixel movement will now eventually become a bigger part of BYOND.
Megaman Files-
Do I really need to say it? Megaman Files is back in action! After the discovery of the fact that it wouldn't run over a server with pixel movement, I pretty much gave up completely on the project. Now that I know it will work, I'm ready to continue working on it! I can't wait to get started again.
Game Style Switching Project-
I've been thinking more and more about my game play style switching game. This would be a game in which you would enter different dimensions of game worlds during the storyline. The game play would change according to the gameplay world you're in. I've been going over plot ideas and such, but mainly I really need a pixel artist that'd be willing to make a base character for me. That's really the only sprite I need. If anyone's interested, you can comment, page me, or email/IM me at [email protected]
Zelda: Shadow of the Triforce-
As a little side thing, I've started development on this again part-time. I'm sticking with 8-bit sprites however (The ones you find in my pixel movement Zelda demo). I'm also improving upon the overall system seeing as the first system was more of the test. Due to the first system being a test, there's lots of unnecessary stuff in there and also some stuff that could really be improved and that I did improve upon in my Megaman demo.
That's all I have for today! Until next time. I hope to see some good pixel movement systems over servers eventually now.
Feb 20 2010, 10:58 am
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This update has made me super happy.
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That's pretty cool, maybe I'll make a BYOND game after I finish my current project.
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Incredible, I can't believe it.
I'm now encouraged to go make a pixel movement system. |
Hopefully either me or somebody else will release a good pixel movement engine soon for those that don't really understand the concept or just don't want to try to grasp it. It would certainly make me tolerant of rips if all of them had pixel movement, because they would suck exponentially less.
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Ranch Jolly wrote:
http://www.mediafire.com/?myk0jgzuy0g Just a rough draft, nothing polished or anything like that. Very Nice Job,Ranch Jolly. It was realy helpfull. |
I was toying around with the idea of simple box collision. Just some sort of plug and play lib you could use and set the width and height of a mobile atom. If I come up with anything useful I'll definitely distribute it.
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I'm sure this new update will spawn lots of great pixel movement libs. I can't wait to see what kind of change this has on the community.
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Fugsnarf wrote:
I'm sure this new update will spawn lots of great pixel movement libs. I can't wait to see what kind of change this has on the community. Probably none. People were excited with the release of 4.0 and said the same thing. There were those who were excited with the isometric release, and said the same exact thing. The outcome? Nothing significant changed with the games being released. On the other hand, I'll clean up LineWalk/Legendaric and release the source. From what I can see, no other demo has bounding boxes, so hopefully it would be useful. |
This is far bigger thing than any of those other updates though. I would trade being able to put pixel movement over a server for all of those. This will actually open the door for the possibility of there being multiplayer BYOND games that could appeal to an outside audience that doesn't want to deal with the crappy default BYOND movement.
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Fugsnarf wrote:
This is far bigger thing than any of those other updates though. I would trade being able to put pixel movement over a server for all of those. This will actually open the door for the possibility of there being multiplayer BYOND games that could appeal to an outside audience that doesn't want to deal with the crappy default BYOND movement. I'm not going to deny, I would pick pixel movement over the isometric update. But, the Big Icons update helped developers immensely. 4.0 allowed us to escape from the cruddy default interface BYOND gave us. People outside of BYOND want to play fun games, the tile based movement was not the main reason as to why people do not play our games. Overall, I feel as if people think this update will automatically produce high quality games. This update gives us the "tools" to create a game which uses pixel movement, as 4.0 allowed us to create our own interface. But pixel movement does not enhance the quality of the game. PS, I still want to see how pixel movement works when there are a ton of projectiles flying around the screen. Perhaps, I'll produce a CD 2D like demo. |
I've recreated pixel movement, and semi-perfected it. Although it's a little off on the pixel bump proc, the camera and movement is very nice though.
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Calus CoRPS wrote:
PS, I still want to see how pixel movement works when there are a ton of projectiles flying around the screen. Perhaps, I'll produce a CD 2D like demo. Lots of pixel objects all moving around, collision detecting and all = bad. Not because of networking, but because BYOND can't process very much action simultaneously. |
Kaiochao wrote:
Lots of pixel objects all moving around, collision detecting and all = bad. Not because of networking, but because BYOND can't process very much action simultaneously. Depends on how you make them. |
That recording is him playing online. Yet, it looks like he's playing offline.
BYOND is way faster when dealing with pixel movement. There isn't a choppy, "update the pixel coordinates whenever it feels like it" look to it anymore. |
At .31 - .32, you remained in the air after the person beneath you had walked out from under you. Interesting bug. Get 10 players to stand on each other and walk out, then leave the top guy alone to observe. ;)
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