Forum_account

Joined: Dec 2 2009

Shoutbox

Bumblemore
Jan 7, 2:49 am
Looool all of your libraries have 10000 errors now bro time to remake them
Dbar910
Sep 27 2023, 4:08 am
Forum_account wrote:
The True Monster wrote:
When i try to compile the interface demo it give me this loading hud-groups.dme
interface-demo\input.dm:2:error: unable to open <forum_account\keyboard\keyboard.dme>.


hud-groups.dmb - 0 errors, 0 warnings

whats wrong? i wanted to see how ti worked :P

You need to download the keyboard library: http://www.byond.com/developer/Forum_account/Keyboard


I know this is YEARS too late, but i downloaded it, reinstalled it, and it keeps saying the same thing. i managed to deactivate that part of the code in the dme once and the corresponding error but it breaks every demo for me to the point i can't move or do anything
Flame Guardian
Jan 26 2015, 3:26 pm
I'm currently experiencing a runtime error from your sidescroller library. Would you mind looking into it? http://www.byond.com/forum/?post=1217720
Gestorn
Jul 9 2014, 4:30 am
Thank you for your excellent framework and libraries. I've been developing a game using them. I've changed and implemented a few things, but there are still a lot of things to be done.

I'm currently looking for people interested in helping and become a part of the team.

Link:
http://www.byond.com/games/Gestorn/NarutoNinshuuArt
Turboskill
May 11 2014, 1:30 pm
Wooah.. its F_A.. Duuuuude.

Ha. Really though, i am someone who is aware of a lot of your contributions while here on byond, browsing through your many posts and resources and such, which almost always either helped me in some way (should possibly go back to read through some things again soon >.<), or gave me something interesting to think about... so thanks a lot for that :).

This was somewhat slow on the uptake i suppose, compared to when you posted, but yeah good to know you're still alive/ sometimes around :D. Hope to see more of you*.






*More Libraries, developer discussions/help, guides and so on please >D ... Just kidding.... kinda..
:| come back? ;_;


-cough- Alright, I'm outta here. >.> Have good times :D

[See all] [Login to shout]

Posts Posts and comments
Subject
Replies
Date
Location
 
On some level everything is a matter of opinion, just like it's my opinion that white-on-white isn't a good color …
62
If it makes you feel any better, I'm pretty sure I never really worked on the features marked as "coming in version …
95
 
Lists don't have to be slow. Any internal implementation could make sure the client has the information it needs to …
3
 
The libraries are completely free to use however you'd like. I'd appreciate some type of link to whatever libraries you …
416
Thanks for helping out here, Gandalf! One thing that might make it easier is to pass src.name to the on_cooldown and …
11
Killua - yugioh wrote: > Thank you forum_account. I found this quite useful to use. I would like to request adding …
13
 
When you analyze BYOND one feature at a time you can ignore lots of problems. Code organization, design, and …
131
I'm not as active as I used to be so I don't know if I'll have the time to work on this. There are two parts to this: …
3
 
People always complain about the layering issues but they're not that bad. Between turfs and a single mob the layering …
12
I think I have camera.pixel_x/y vars added but didn't post the update yet (or maybe I posted it for the PM lib and not …
1
FKI wrote: > Great library, though, I am having a slight problem with it. Everything works great except the NORTH + …
3
Have one map that's 500x500 and another that's 10x10. When they buy a house, just copy the 10x10 one.
6
If you want to bind actions to keys you don't need to make macros, you can use the key_down() proc: mob key_down(k) …
5
I'm not sure. I've made some changes since v10 but not too much has changed, so I'm not in a hurry to post it. I was …
1
 
DarkCampainger wrote: > If we get access to the DirectX Sprite.Transform matrices (it's in another feature request), it …
25
Kboy33 wrote: > When I compile i get this error: BYOND\lib\forum_account\ keyboard\keyboard.dm:186:warning: if: if …
32
There shouldn't be collision issues with larger mobs. There could be problems if world.icon_size is 32 and you've got a …
4
You can use the 3D movement mode with any perspective, not just isometric. You can use it with the top-down perspective …
7
 
DvK87 wrote: > however I do think that BYOND does a good job on the map editor, the intuitive atom hiarchy and the …
23
Perlin noise uses a matrix of random vectors and interpolates between those vectors to generate the noise values. The …
22
Bravo1 wrote: > The community is large, but the number of members that actually participate in the community is …
51
Proxon wrote: > Have you ever thought that maybe there's a way to code those issues away? When you send messages from …
70
You just need to pass the IsVisible() proc 0 or 1, it gets converted to "true" and "false" inside the library.
5
Instead of doing something like this: map_info/battle_map z = 2 one_locs = list("2,2") two_locs = list("2,4", "4,4", …
29
Right, it would work the same way as it does now it'd just be a more graphical way of showing the value. The problem is …
7
The Pixel Movement library doesn't use step_size, it uses the move_speed var. With BYOND's movement, when you press a …
5
I'm marking this as not feasible because it wouldn't be part of the framework itself, but I'm keeping this on the list …
5
I'm marking this as not feasible because it wouldn't be part of the framework itself, but I'm keeping this on the list …
5
Every control uses the same base class and the same method to call winset and winget. I updated this base class to …
2
I can add this but its just a call to prompt() to ask if they want to deposit or withdraw money and a call to …
2
 
BYOND doesn't run on Linux or Mac and the Flash client doesn't support most interface controls. In terms of …
46
I'd use the Map Instancing library to copy a z level at runtime to create the house and associate the sign and console …
11
5
Here's a link to the BYOND feature request: http://www.byond.com/forum/ ?post=92356
2
 
People focus too much on what BYOND literally stands for. It's a game development program. It's for making games …
36
Since the controls are determined by the Constants object they can't be customized per-client. The Pixel Movement …
5
I know what you're asking for but that's just not what the framework provides. If you want to arrange abilities like …
5
 
Writing A New One wrote: > I think this discussion is odd in general. If a developer has access to good art, they …
142
If you can provide some code that'll reliably produce this problem I can test it out. There was one bug fix I have for …
7
Hakemaru wrote: > is it possible to make a pop up box over the buttons in class selection to say what they are? if so …
26
 
What's stopping someone from using the hub entry for a listed game to package a different, non-listed game as an exe? …
43
1
You pass the size parameters to the mob's prompt() proc: // this makes a 6x4 window mob.prompt("Hello!") // this makes …
3
I've been meaning to add a way to have casting times for abilities. I'll see what I can come up with but I'm not sure …
7
 
I'm guessing there's a size limit on world.status that prevents you from packing this much extra information into it …
5
The stepped_on() proc takes a parameter that is the mob who is doing the stepping, you should use that instead. I'm …
5
 
I wouldn't use the generic var optimization widely, but there a few places in the Pixel Movement library that do …
18
I don't think the P key is being used for anything so I can add a similar method for removing party members.
5
I'd like to set the framework up so people can easily add this type of interface to their game. In the next update I'll …
3
 
Magnum2k wrote: > Shwb1 wrote: > > meh well i do think it would help people code, its up to tom if he thinks its useful …
26
Page: 1 2 3 ...