Sneak peek!

Since you don't often get a chance to see what goes on behind the scenes, we're bringing you a sneak peek at a major upgrade coming to BYOND. The engine is getting some exciting new capabilities for icons and maps. Just what kind of capabilities? Well, this kind for one:



The biggest source of support for the work that goes into making these upgrades is our BYOND Members. If you haven't become a Member yet, don't forget that you get more from it than a lot of website perks and extra bonuses in some games. You also help make BYOND a better platform. Once again we'd like to thank our existing Members for their continued support.

Posted by Lummox JR (BYOND Developer) on Friday, September 11, 2009 12:28PM - 111 comments / Members say: yea +56, nay -10

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#111 Lummox JR:  

32x40 should work just fine visually, so I'm not sure what you mean. If you're using a topdown view, you'll be looking at non-square tiles. In isometric, you'll have diamond bases that are 32x16 with an additional 24 pixels of vertical space.

Tuesday, November 03, 2009 09:38AM

#110 Neblim:  

This is my response to this glorious preview:

http://kratos-neblim.deviantart.com/art/ BYOND-s-Isometric-update-142385130

Tuesday, November 03, 2009 08:38AM

#109 Neblim:  

Well "Preview" let's call it that. I've noticed some issues with it (though I'm sure someone already has said it). If it's anything other than 24x24, 32x32, 40x40, any other x,y being the same size, it will not work properly. For example, 32x40 does not work visually.

Monday, November 02, 2009 05:22PM

#108 Lummox JR:  

The beta isn't actually public yet, Neblim; it's merely accessible. It will officially be a public beta when Tom announces it on the forums, at which point you'll also have access to release notes.

Monday, November 02, 2009 05:15PM

#107 Neblim:  

I just tried it and I don't know how to thank you for this public beta...I am really enjoying this! :)

Monday, November 02, 2009 04:55PM

#106 Axerob:  

Lummox JR wrote:
> client.screen has worked consistently in all of my tests. If you're referring to the changed size of the HUD in isometric mode, that is addressed in the reference.
>
> When I'm working (like now) you can always contact me on AIM if you want to go over any issues.

I didn't even know you had AIM. What's your screen name?

Monday, November 02, 2009 04:26PM

#105 Lummox JR:  

client.screen has worked consistently in all of my tests. If you're referring to the changed size of the HUD in isometric mode, that is addressed in the reference.

When I'm working (like now) you can always contact me on AIM if you want to go over any issues.

Monday, November 02, 2009 04:23PM

#104 Axerob:  

Lummox JR wrote:
> Neblim wrote:
> > Just one last question, will it be released sometime approximately before the end of this year?
>
> The first public beta is almost upon us. You may see it tonight, but if not then it's not too much farther off.

Stephen001 is going to be relaying you a bug tomorrow that I didn't want to report on the bug tracker. It has to do with client.screen not working..

Monday, November 02, 2009 04:17PM

#103 Neblim:  

Awesome! :)

Monday, November 02, 2009 04:13PM

#102 Lummox JR:  

Neblim wrote:
> Just one last question, will it be released sometime approximately before the end of this year?

The first public beta is almost upon us. You may see it tonight, but if not then it's not too much farther off.

Monday, November 02, 2009 04:07PM

#101 DivineTraveller:  

"It's right around the corner."

Monday, November 02, 2009 03:34PM

#100 Jeff8500:  

Neblim wrote:
> Ok thank you, especially for the fast response!
>
> Just one last question, will it be released sometime approximately before the end of this year? I am just curious before I get too anxious and start to make an isometric-like system with DM programming. Of course, that's ok too, but I prefer to just use the new system for production purposes. :)

I'm pretty sure I heard it's supposed to be out within the next few weeks, but if you're extremely anxious, you can find the beta builds at byond.com/download/build/beta. You just have to note that you can't submit bug reports, etc. for it, and that the release notes haven't been released. This can be a problem, because there are some funky new changes with the map editor (ex. you need to ctrl+click to place multiple objects on the same tile).

Monday, November 02, 2009 03:33PM

#99 Neblim:  

Ok thank you, especially for the fast response!

Just one last question, will it be released sometime approximately before the end of this year? I am just curious before I get too anxious and start to make an isometric-like system with DM programming. Of course, that's ok too, but I prefer to just use the new system for production purposes. :)

Monday, November 02, 2009 03:25PM

#98 Lummox JR:  

The upper limit for tile size is 256, so you should never run into it. There is no lower limit except that you can't go below 1; however for sanity's sake it's highly recommended that you avoid a 1x1 tile. 32x40 will be possible.

If you're going to use the new isometric mode, you should use an icon width that's a multiple of 4. 64 pixels wide is usually a good choice.

Monday, November 02, 2009 12:06PM

#97 Neblim:  

I would really like to know the dimension restrictions (lowest to highest) for map tiles in the soon to be new release. I am making isometric tiles for my game and I would really like to know this before I am told my restrictions are horribly off and unusable with this update. 32x40 will be possible?

Monday, November 02, 2009 11:48AM

#96 Geldonyetich:  

If they were able to do that, forget hitting F7, just have it do it automatically when you compile.

Unfortunately, it can't be done because the semantics of what constitutes an error are beyond the ability of the computer to determine. Was that really a typo you made, or is it a variable or procedure you were going to add later?

Saturday, October 24, 2009 07:28PM

#95 SuperAntx:  

Ishani937 wrote:
> I have a suggestion for the Byond Update, Ok just picture this while you read. "Your typing a paper and oops made a error, So you press the F7 button to fix it for you, There error solved." The Byond Staff should add a auto error detector, When game makers like myself are making, Editing and/or Fixing code problems. Instead of trying to fix the error yourself, It does it for you, by pressing a certain button(s)

DM should be able to interpret brain signals and code my game for me.

Saturday, October 24, 2009 03:24PM

#94 Ishani937:  

I have a suggestion for the Byond Update, Ok just picture this while you read. "Your typing a paper and oops made a error, So you press the F7 button to fix it for you, There error solved." The Byond Staff should add a auto error detector, When game makers like myself are making, Editing and/or Fixing code problems. Instead of trying to fix the error yourself, It does it for you, by pressing a certain button(s)

Saturday, October 24, 2009 03:19PM

#93 Metamorphman:  

"icon_size var (world)
See also:
map_format var (world)
Default value:
32
This is the tile size that will be used as a default for icons in the world. It can be set to a single number that represents both the width and height, or you can use a format like "[width]x[height]" (such as "16x48") to specify width and height separately.

This value affects several calculations, including icon operations and gliding between turfs.
"

Found the 455 docs, answered my question for myself :D

Saturday, October 10, 2009 11:22AM

#92 SuperAntx:  

Metamorphman wrote:
> Will it be possible to define an icon size such as "24x32"?

Yes.

> Also, will you be able to define world.icon_size both as text, and as integer value, like world.view or client.view?

No idea.

Saturday, October 10, 2009 11:12AM

 

 

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