ID:118019
 
Resolved
Collision checks failed for certain object sizes.
BYOND Version:490.1011
Operating System:Windows 7 Home Premium 64-bit
Web Browser:Chrome 13.0.782.218
Applies to:Dream Maker
Status: Resolved (490.1102)

This issue has been resolved.
This is all pertaining to the new Beta with native pixel movement and collision.

I managed to find a few bugs, I'll just outline everything I have as best as I can. I have a small demo for you to test for yourself one of the issues.

1. There's a lot of issues with network delay when hosted online. My network delay was constantly changing throughout the entire session, causing some bad lag. Without the network delay, it ran perfectly, even with 20+ people online at the same time.

2. There are many issues with collision, and I'll try to break it down as best as possible from my tests. I've been able to recreate offline everything I experienced online. EXAMPLE

The demo has two types of characters with different bounding boxes. One, a rectangle, with 16x24. The other, a square, with 40x40. The step_size is 4. I'll list out the different situations in which the collision "fails" and explain how they fail.

Situation 1- As the second player, 40x40, you can go through the entire 16x24 player via going through the top of it by moving south. Once inside, you can actually move from any direction, so the collision doesn't just fail but it fails epically, to put it simply.

Situation 2- As the first player, 16x24, colliding with another 16x24 rectangle cause some interesting issues. Like the 40x40 colliding with 16x24, you can go all the way through by entering through the top. However, with the 16x24 colliding with the same type, you can also enter through the bottom and go through all the way. Once again, once you've entered the other character, the collision simply ceases to even try and you can move about at will.

(In both situations 1 and 2, you cannot enter through the sides unless you are seemingly 4-8 pixels up or down alongside the tile, then you can move left or right into it. Otherwise, the collision works)

Situation 3- a 16x24 colliding with the 40x40 is an interesting case. At first, it seems to collide just fine. However, if you go under the 40x40, to the far right, you can move vertically through the 40x40 if you're 4-8 pixels in again. This time, vertical instead of horizontal. Unlike the last two situations where the collision completely fails once you've entered, it doesn't do that this time. Instead, you can only move vertically freely this time.

Here is a link to the demo so you can test for yourself what I've explained above.
I made that demo, +3 expz for me!
I'm having similar issues, where my 4x4 object stepping horizontally at a speed of 5 and vertically at a speed of 1 moves west through my 3x16 paddle.

One important thing to note, which may solve some of your issues (it solved some of mine), is that if your icon is, for example, a 1 pixel wide line between 16,1 and 16,16, your bound_x var should be 15, not 16. Personally, I found this counter intuitive, but you may not have issues with it.

EDIT: Just realized this was solved in the next version, oops.