Hello, BYONDers! It's still bloody cold where I live and I'm not happy about it... But! There's a massive silver lining: 514 has officially entered Beta! Lummox JR has delivered on his promise to bring 514 to Beta by the end of January, and we've got so many new toys to play with! Particles, bloom, mouse macros, color gradients, and a boatload of additional fun! So, let's talk about what you've all been doing with those additions!
BYOND Developer Lummox JR has been hard at work this past month, pursuing his new idea of color gradient space handling, which he elaborates on over on Patreon. Also on the list were changes to world.movement_mode, as well as some additional particle adjustments. All this to lead to BYOND getting a bit more depth, as we've ushered into the realm of 6 months (or, y'know, a lot longer than that...) of 514 Beta! Lummox JR embodies "You line 'em up, I'll knock 'em down" as he addresses almost every single Beta Bug report since release. I'm sure I speak for all of us when I say his quick response is very much appreciated! Lummox forged onward, iterating on a bug with render targets from plane masters being included as vis_contents, and continued to chat about particle timing philosophy; namely, whether particle vars should be expressed in client ticks instead of standard BYOND ticks. Further, Lummox mentioned plans to improve render performance on Patreon!
Acebloke has been putting in serious work on Wargames2! With the launch of Beta F (which Acebloke says stands for "failure," but I think it stands for "fantastic,") players will now be serenaded with glorious sound effects, and have access to a whole host of UI changes to make unit creation and management a breeze! A new Tundra terrain has been added, as well as Ice Age research. An incredible list of miscellaneous changes and bugfixes, which are far too numerous to list here, have also been implemented, so get over there and build your empire!
Flick's been very busy creating a Sprite Randomizer, which generates an impressive list of sprites for use with your next project! You're not allowed to use the "but I don't have any artwork" excuse anymore, dear reader! Download and run Flick's creation to make some varied and interesting sprites, pick out your favorites and save them for later! If you've ever wanted to make a 100% randomly generated game (you absolute madman!) then this is for you!
Space Station 13 is a game that deserves to be covered on Within BYOND, and today, we break the cycle of silence! A pillar of the BYOND community, Space Station 13's numerous forks are difficult to keep up with as a whole, so today we're going to focus on /tg/station, which has ushered in an a very comprehensive combat system overhaul! The hallmark change is that intents are completely removed, replaced with a combat mode. This removal indicates the departure of one of the most difficult to teach mechanics of the /tg/station framework. Hotkeys have been changed, being much more fluid in practice, and you can now right click to tip cows or hold people at gunpoint. This overhaul should usher in a new framework upon which to build much more upon the combat system, and I bid godspeed to the devs as they move forward!
Right out of the gate, 514's Beta has ushered in an impressive list of toys, not the least of which is particles. Featured to your right is F0lak's very impressive bonfire, made almost entirely out of particles. Cozy! Featured on your left is a crazy distortion effect made by Crazah, made using a combination of filters, animate, and dark particles (so, like, with nothing but code, my dudes). F0lak was kind enough to provide the code he used, which I've uploaded to Pastebin for all of you to play with!
The Bloom filter sort of quietly made its debut in 514, its awesomeness hidden behind particles. Featured here is Crazah's use of it to showcase trace/ALTER's beautiful environment, with copious use of blue! If you're feeling a bit cold, then you should check out Crazah's use of bloom to show off a blazing fireball. Bloom really lets you make your environment and your effects pop, setting them apart from all that surrounds what you apply it to... Which is precisely the point!
Gold94's been busy with particles too, creating both a chimney smoke effect and a new defensive ability! Another pretty awesome effect is this particle rain effect by Crazah! One of the things I've learned about particles and bloom is that the possibilities for code-only effects is seemingly endless, and there's almost no game that wouldn't be improved by the addition of some well done particles! Go play with them, I insist!
And finally, I present a glorious use of 514's core features condensed into one, beautifully presented video. Ginseng went all out in his production lately, so please do give him some love in the replies as you check out the full video! Also, post your personal uses of 514's features, and hype up other developers to do the same, because the sky really is the limit with all that's available in the beta.