I'm finally able to make a working gravity engine with pixel movement. I finally make it so that its nice, clean, and smooth for people to look at and play. I finally see BYOND's full potential, and I'm hit with something I cannot solve without taking away the things that 4.0 came with in the first place!!
Client...pixel...offset. Server side it works perfectly fine; client side, not so much. I don't see the problem, but everyone else does. With a pixel-driven gravity system, the client pixel offset is changed so much that they see it but the host does not. It flickers about 3 tiles on all sides, so all they see is 3 tiles of actual scenery, but the rest is destroyed by a flickering wall of black space. Is this a problem in my own programming, or is this a problem within BYOND itself?
Should that be the case, is pixel based movement and a client pixel offset reserved only for single player games because BYOND can't handle it?
Aug 23 2009, 4:21 pm