Locked: Seven years later... in BYOND Discussion
Combining this with ##guest logins allows you to skip the pager too. I agree the system isn't ideal, but I think it's better than people realize, especially for single-player game distribution. If there are still quirks in the system, go ahead and report and we'll take a look.
From our POV, the problem with "Make EXE" is that it really does nothing to help BYOND (outside of being a perk for developers), since it isn't self-promoting.
Using file://game.dmb##guest will fail to boot the game if the user already has the pager running. Using the same command, if BYOND is already installed and "Login to games as Guest if pager is not running" is not enabled the pager will still open and stall the game from booting until they log in. When packaging a game along with the BYOND folder the pager (even when supposedly bypassed) still seems to poke at the Windows firewall even if the game is played completely offline.
Forgive me for sounding a bit crass, but if you weren't so focused on promoting BYOND using our games BYOND wouldn't seem so much like adware. If you want to draw in more developers you should really shift your priorities towards making developers happy campers.
I'd like to understand why you may feel this way as well, since I consider adware to be one of the worst forms of software.
It's a whole bunch of little things which on their own seem innocent enough, but when combined together give off a real adware-like "buy our stuff" vibe. I'll try to list off what immediately comes to mind.
I actually made an online version of Dream Maker, but I just never got the drive to complete it.
It was a project management system that revolved around the ability to compile DM code.
You could have team projects and all that jazz.
I even thought about writing a Java applet for icon and map editors.
If I knew it wasn't a waste of my time and could potentially help my situation I'd probably devote some effort into it after the messenger project goes into testing phases. It's actually a fairly straight-forward undertaking.
This is rather a misstatement. Just because the Flash client only uses about 1000 lines of code doesn't mean that's a non-achievement. Much of the Flash development has involved testing, making changes to that thin client where it wasn't quite operating as it should, and examining libraries that would help us with some of our needs like sound. But that's just the client. A great deal of work has also gone into the server end of things, since it is the workhorse for Flash, and quite a lot of work has been spent on communications and deciding what info the client needs and how best to deliver it.
And during this time we've also been working on other items, like that big pixel movement update, which was rather a radical upgrade. At the moment I'm focused solely on a big site upgrade that should help bring the development community back into focus and help users communicate better.
The game successes those toolkits are having is due to outside exposure & marketing.Why is no one besides SilkWizard even attempting this? Why aren't you?