Pixel Movement

by Forum_account
Pixel Movement
A pixel movement library for isometric and top-down maps.
ID:407221
 
I created a simple playable demo using the Pixel Movement library. The library supports BYOND's isometric and three-quarter map modes, making it east to create environments where you can move in three dimensions. This is an under-utilized feature that I'm hoping to draw attention to. It's also for a game I'm working on - I'd like to see if anyone has performance issues with drawing all of the turfs, overlays, outlines, shadows, etc. at 40 fps.

The demo is an executable only, but there's hardly any code in it for using the Pixel Movement library. This is basically how it works out of the box.

Hub Entry: http://www.byond.com/forum/Forum_account/PixelMovementDemo
Yut Put wrote:
What happened to Tiny Heroes?

I added another dimension >.>

Not really, this is a separate project. I got bored of working on Tiny Heroes so I'm working on this now.
In response to Forum_account
Forum_account wrote:
Not really, this is a separate project. I got bored of working on Tiny Heroes so I'm working on this now.

Ironic that someone who constantly lectures others on finishing projects puts his own project aside. :P

Anyhow, how much content is there in Tiny Heroes? If there's coop and anything more than 1 hour's worth of play, I think you should release it as is and put up updates as the content is expanded.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
Forum_account wrote:
Not really, this is a separate project. I got bored of working on Tiny Heroes so I'm working on this now.

Ironic that someone who constantly lectures others on finishing projects puts his own project aside. :P

I have realized that too, but I lecture on ways that are avoidable. Nobody can help a lack of time and motivation =)

Anyhow, how much content is there in Tiny Heroes? If there's coop and anything more than 1 hour's worth of play, I think you should release it as is and put up updates as the content is expanded.

My plan was that you'd be able to play through as each class consecutively, accumulating all special abilities as you go. For this to work, there needs to be an "end" so you can start over. I hadn't made the end boss yet, so there's maybe 20-30 minutes of content. But, if I finished some things up it'd easily have an hour or two.
hello, im making a sidescroller game and im using ur pixel movement library, everyrthing runs smooths..etc i only have 1 problme which is that when i add a macro of an attack it doesnt work, but when i remove the lib it works, so do u know why this happens and what line of codes should i customize if there is any!

thanks.
If you want to bind actions to keys you don't need to make macros, you can use the key_down() proc:

mob
key_down(k)
..()

if(k == "a")
world << "[src] attacks!"