First Person Shooter
How would you expect to ever make a professional looking RTS game if the selection box has to be tile-based?
Things just aren't that easy when trying to make an RTS. You have to spend more than half of the development time just getting the interface to work, before you can even start testing the other functions with the controls.
To people outside BYOND, a tile-based selection box would be a glaring eyesore.
In fact, as the popularity of such a game rose, it would actually have a detrimental effect on the popularity of the BYOND software. Potential developers would look at BYOND's inability to properly draw a simple selection box as a sign of weakness, and would be likely to avoid the language because of it.
If the game lags while drawing the selection box it's not a big deal.
You're still assuming the box needs to be pixel-based. It might look nicer but it's not necessary.
Here's a professional looking RTS: [Screenshot of Starcraft 2]
Yes, it is absolutely necessary. Please tell me how you intend to select just the red units, or do you think BYOND should only have RTS games where all units are 32x32?
As for the rest of your posts, you're just repeatedly saying we should be fine with making bad looking games which I think is a terrible mindset to have. I want to make great looking games which play well.
With a 16x16 grid, selecting the red mobs isn't an issue.
This is one small detail of a game.
It sounds like you're just looking for an excuse to not make an RTS (kind of like how it's easier to give up on Decadence by saying that BYOND just can't handle it).
Even if you could make it so that selection itself doesn't lag, that's no excuse for allowing the displayed box to lag behind while your mouse moves faster.
Anyway, this topic has been totally derailed from the original and it's obviously going nowhere
You should already be able to scale icons on the client with the icon.Scale() proc. The "problem" here is that the server has to tell the client where to draw the box.