A demo of 3D Wireframe rendering.
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Fast, simple, abstract 47-state autojoining library
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A great demo which shows not only normal beams, but also beams that pierce through the enemy!
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A short and simple way of creating beam-like verbs for your game(s)! :D
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Split and merge planes of integer dimensions.
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A game for the 8k contest.
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An attempt at crafting that allows for easy and flexible add-on of any crafting-kind
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Wanna see hundreds of units fight each other to the death?
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When BYOND 4.0 came out everyone was thrilled. Finally, we could completly customize our BYOND games to our likings.. ...
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A quick simple example of how to create an HTML popu
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8k Cartridge Classic II entry!
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Closed Project, Hardware Failure.
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Drag and Drop Inventory Demo
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Wanna make an action survival game?
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A very simple, somewhat clunky demonstration of a first-person dungeon view.
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Simple example showing how to do fullscreen games
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A* pathfinding for multitile atoms
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The source code to my entry in Crispy and Iain Peregrine's Game in a Day contest, won second place.
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An easy, if cheesy, method of creating 3D-like elevated terrain.
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A very small library with no useful features, such as getting a list of fans from the hub; and retrieving your hub ID.
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An easy way to generate and process icons.
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Allows you to create fantastic little idle games.
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Provides a better way to interact with interface controls than the built-in winset/winget procs.
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Illuminate your net dreams!
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An aesthetic and lightweight approach to adding particle-based weather to your games!
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The fastest lighting system for BYOND
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Drag & Drop instead of code.
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Extract only the relevant bits of data from your project for your mappers
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A map saving and loading system designed for programs that work with a single map at a time.
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A Python script to create BYOND maps from graphic files.
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Massive is a real-time save/load chunk system that allows worlds to have tens of millions of tiles and objects saved and ...
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Use this library to create mini-maps for use in your games.
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Accessible. Simple. General.
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A bare-bones room-based MUD system that handles saving/loading and run-time configuration.
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Demo of using run-time normal maps for lighting.
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You could use the technique demonstrated for a tiny paint program, or (in theory) a 3D game as limited as tank busters.
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A pixel movement library for isometric and top-down maps.
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Simplistic physics for platformer games
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The source to my little Pong game.
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By far the most superior roofing system on BYOND.
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The source code to a tiny little RPG
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A sample top-down shooter.
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Shooting Demo (open Source)
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Wont take you 3 minutes to understand this roof code and put it in your own game!
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Source for my in-progress game
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Some basic support for transitional music and 3D sound controls.
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A BYOND Classic that's a real "fixer-upper." Can you improve it?
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Generate advanced hard-edge static lighting
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Source code for Scream of the Stickster (BYONDscape 4K Challenge 2002)
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Load, save, and reuse temporary maps for unlimited worlds
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Automatically generates edge icons for turfs and places them on the map.
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Another way to create random maps.
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A rendering demo using the "Voxel Space" rendering algorithm
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Demo of how realistic water can be modeled.
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A simple project to get you started.
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Full source code for the adventure game "Your Money or Your Life".
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Jan 30, 9:39 am