#21 Sep 2 2011, 4:49 pm
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Nerded.
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#22 Sep 2 2011, 4:51 pm
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Wow, didn't even know that.
Just tried it now and works perfectly. :D | |
#23 Sep 2 2011, 4:52 pm
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Bandock wrote:
Wow, didn't even know that. Read the comments in the demo. They are very nice. | |
#24 Sep 2 2011, 4:54 pm
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Tom, would it be possible for you to add in the ability to put multiple bounding boxes on one mob? IE: If we want to in a side scroller include the function to jump onto an extended arm?
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#25 Sep 2 2011, 4:57 pm
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Tom wrote:
Bandock wrote: Oh my. Hello Tom. | |
#26 Sep 2 2011, 5:01 pm
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BYOND needs a built-in method of detecting simultaneous direction key presses (UP and LEFT at the same time for example) if you're going to build in pixel movement.
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#27 Sep 2 2011, 5:01 pm
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This is great news. I may port over my Cave Dwellers game to this newer system.
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#28 Sep 2 2011, 5:07 pm
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The peoples republic of china wrote:
BYOND needs a built-in method of detecting simultaneous direction key presses (UP and LEFT at the same time for example) if you're going to build in pixel movement. | |
#29 Sep 2 2011, 5:08 pm
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As for the pixel movement itself, it seems mostly okay, except it's a bit jerky/sluggish/choppy, especially when changing directions.
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#30 Sep 2 2011, 5:10 pm
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@The peoples republic - Thats because of the shrug he added.
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#31 Sep 2 2011, 5:10 pm
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Ryuk25 wrote:
The peoples republic of china wrote: | |
#32 Sep 2 2011, 5:11 pm
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Ryuk25 wrote:
The peoples republic of china wrote: This is as built-in as it needs to be, if you ask me. You don't need anything more than key-downs and key-ups. | |
#33 Sep 2 2011, 5:20 pm
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Naokohiro wrote:
Ryuk25 wrote: Yes you do. | |
#34 Sep 2 2011, 5:20 pm
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Naokohiro wrote:
This is as built-in as it needs to be, if you ask me. You don't need anything more than key-downs and key-ups. I disagree. Catching more than one key-up or key-down per tick would be a great improvement. Even just separating mouse functions from this limit would be a drastic improvement. | |
#35 Sep 2 2011, 5:28 pm
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P.S. Well, damn it. This is the first day in weeks that I've sat down and actually wrote something... and now I have to rewrite the whole thing.
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#36 Sep 2 2011, 5:33 pm
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Hiro the Dragon King wrote:
Naokohiro wrote: Oh, I see what you mean. That could be very nice. | |
#37 Sep 2 2011, 5:37 pm
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The movement state doesn't seem to be functioning properly for me. It's flickering like crazy instead of being a steady loop until I let go of the key.
I set the step size to 4. It's as if it's flicking the movement state every step it takes. The FPS is 50. | |
#38 Sep 2 2011, 5:40 pm
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@Fugs - You have to play with the ticks in the icon_state.
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#39 Sep 2 2011, 5:43 pm
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That's what I've been doing... Nothing's helping.
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BTW, you can click on your mob in the demo to enlarge him, which will allow him to push the big block. That's an example of the native big icon handling.