ID:135977
 
1)The ability to go isometric
2)A easier to understand bluebook/F1
3)Some way to make games that have missile in them not lag like a white man on king richard's sterio sytem* after a few goes.
4)The ability to customize the window that your game is in(Verb bars, chat screen)
5)Higher color count minimum. (just think, when you can store all of the graphics your game needs in one .dmi! makes me get tingles all over just thinking about it)
6)When you get a page the entire window flashes, not just the Pager tab (sorta like MSN Messanger or AIM)
7)A few GREAT Games that will sorta set the standards of other games, so we dont have as many "Tossed together" just for the heck of having a game games.
8)When you delete a Area, Turf, ect from your .dm it auto deletes itself from the .dmp

Hm, that about covers it i guess.
NOTE: You should have posted this as a reply and not a new topic :P
In response to Kunark (#1)
AHH.. oh well, it was late.
1:isometric: can be done with an intelligent system.

2:help is pretty simple already (no offense)

3:You can make your own

4:wait for next version

5:absolutely useless, the .dmi files are compiled into the rsc at runtime anyway, all this does is make a bigger file

6:annoying and ugly to look at

7:Why not try it yourself, hell I am.

8:Not a great idea... what if it was an accident, you don't want to have to go replacing it ALL, now do you?
In response to Ter13 (#3)
Okay, I want to explain about the icon thing.

image files are stored in bytes, number values between 0 and 255, giving an integer range of 256. these are further coded into hexadecimal, 0-9, A-F with two digit numbers, 0 being 0 and F being 15, then the two symbols are multiplied together, so if the value is 255, it will become (15*15), or FF
that is a not-quite true, but simple explanation of how information is stored on windows. All files share this format.

now, image files with 256 colors have 256 values, of three or four bytes tacked together.

these bytes are combined in a way that they make like one of 4 billion some odd numbers.
these four numbers are: alpha, red, green, and blue...

the format for all you coders is:
int color = alpha<<24 | red << 16 | green << 8 | blue

note: in some image files it only uses three bytes, red, green, and blue: I'll continue with this kind.

256 color pngs use this format:

FF FF FF this is one occurrence of a color value, there are 256 of these in the header of the file.

now comes the fun part, making the image, let's say it's a 3x3 image using 2 colors, this is the file:

FF FF FF 6C 6C 6C 00 01 00 01 00 01 00 01 00

This is the image header:
FF FF FF 6C 6C 6C this makes two colors, one white, one gray.

this is the image:
00 01 00
01 00 01
00 01 00

I broke it up so that it is easier to see. in actuality, the image looks a bit like this:
<font color = #FFFFFF>.</font><font color = #6C6C6C>.</font><font color = #FFFFFF>.</font>
<font color = #6C6C6C>.</font><font color = #FFFFFF>.</font><font color = #6C6C6C>.</font>
<font color = #FFFFFF>.</font><font color = #6C6C6C>.</font><font color = #FFFFFF>.</font>

now, when you make it a 24-bit image, which is what you are suggesting, it becomes infinitely more complex...

this is what the same image looks like:
FF FF FF FF FF 6C 6C 6C FF FF FF FF
FF 6C 6C 6C FF FF FF FF FF 6C 6C 6C
FF FF FF FF FF 6C 6C 6C FF FF FF FF

no header this time, just right into the image. that's it, you have successfully tripled the time it takes to create the same image, of course you can use more colors... but I see this as less effective...

The .dmi file format is different, because it supports states, directions, and animations, but I know one thing for certain, if you have a file of one-image icons, and you add a 4 directional animation, the file jumps in size, because I THINK the file acts as though all the icons are four directional... even if they aren't...

A lot of this has been simplified to show example, and some of it (the .dmi stuff) is guesswork, but I think most of this is basically true.

I jsut think it is not wise to make BYOND 24-bit, most games, believe it or not, are done in 256 colors. with the right mix of colors they can look just as good.
In response to Ter13 (#3)
Some things that you said you can just do yourself: Wouldn't you rather have them already programmed in than have to, say for on-screen text as an example, include a utterly huge library or make your own?

The point is I am trying to make, is that it shouldn't take people like OneFishDown to be able to make advanced systems easily. Not all of us are math or computer wizzes.
Iqloo wrote:
1)The ability to go isometric

I'm skeptical about this one. I, like many other people, am making isometric games, but if BYOND implemented a hard-coded system for isometric worlds, it would defeat a whole lot of the thrill in the effort.

[edit] One of the advantages of isometric is the fact that it acts as a simulation of 3D, allowing terrain to have elevation. When it all boils down to it, it would be just as hard to implement altitude in a hard-coded system (i.e. integrated into BYOND) as it would be to implement it in a soft-coded system (i.e. made in DM code).


2)A easier to understand bluebook/F1

The Blue Book is the easiest-to-understand computer-related book I've ever read. And I mean that.

As for F1, that's just a reference; reading a reference doesn't teach you how to use BYOND.

If you have anything that needs to be clarified, just make a topic about it in Newbie Central and we can clear it up in different words.


3)Some way to make games that have missile in them not lag like a white man on king richard's sterio sytem* after a few goes.

What does the asterisk point to? =P


4)The ability to customize the window that your game is in(Verb bars, chat screen)

This is supposedly coming in version 4.0.


5)Higher color count minimum. (just think, when you can store all of the graphics your game needs in one .dmi! makes me get tingles all over just thinking about it)

While true-colour DMIs would be nice to have -- despite massively-greater file transfer loads -- your statement in the parentheses is a very bad thing to try. It is very poor programming style to use the same icon for everything. That's like only using the base /obj type and then editing its variables and adding procs and verbs for every single object you could use in the game.


6)When you get a page the entire window flashes, not just the Pager tab (sorta like MSN Messanger or AIM)

The pager is being separated out of Dream Seeker, and supposedly sports this feature.


7)A few GREAT Games that will sorta set the standards of other games, so we dont have as many "Tossed together" just for the heck of having a game games.

The real problem with this is the investment of time and resources. Coordinating a large group of developers is extremely hard if you don't have verbal communication with the people you're working with, and working with a small group of developers takes too long.

It's a lose-lose situation. Insofar as I can tell, the current freelance scheme that BYOND has going has worked well so far -- look at the gems like Lode Wars or Incursion.

Looking at it this way might help, too: making a few great games won't change the simple "RPG"s that less skilled developers are making.


8)When you delete a Area, Turf, ect from your .dm it auto deletes itself from the .dmp

The problem there is... if I replace a type named /turf/dirt with a new type named /turf/soil, how would Dream Maker know that I want to replace /turf/dirt with /turf/soil and don't want to delete /turf/dirt altogether from the map?

It's a good idea, but I can't think of a way it would work.
In response to Kunark (#5)
well, if you aren't willing to learn it, than what is the point of programming in the first place?

OneFishDown is not a model programmer, I'm sorry to say, I have looked at his style of programming, and I see inefficiencies in it galore, as with MOST programmers. I must say that it does NOT take a rocket scientist to program in BYOND, it may well help, but BYOND is the simplest language I have EVER worked in. If you don't believe me, why don't you download C++, I'm certain there's a copy out there somewhere.

Anyway, what I'm really saying is BYOND is good as it is, I am, however hoping for the ability to customize the window, etc. To sum it up: This is why we have libraries, if BYOND was hard-coded to do ANYTHING that it didn't usually need to do, then what next? Do you expect them to do everything for you, honestly, why not give the mob base type a HP variable by default then, hm? or derive a base type called mob/saiyan.

Not every game will use on-screen text, so why should you expect dantom to do it for you?

As a matter of fact, it can be done in less than sixty lines of code, and done a way a little better than I see most people doing. Trust me, I have made some interesting things, and they will be surfacing before christmas...

In short: If you want it done, do it yourself.
In response to Ter13 (#7)
So what your saying is "not every game uses icons, so why include them at all". Or not every game uses locate(), so dont include it? Just remember, anything that comes in(like the locate() proc) will run a lot faster the an a user made one. Text on screen could be done a lot better if it was a built in proc, rather than a User made. Also, the map maker could allow you to put text on it much like art does, so you can label things simply.
In response to Spuzzum (#6)
Spuzzum wrote:
Iqloo wrote:
1)The ability to go isometric

I'm skeptical about this one. I, like many other people, am making isometric games, but if BYOND implemented a hard-coded system for isometric worlds, it would defeat a whole lot of the thrill in the effort.

[edit] One of the advantages of isometric is the fact that it acts as a simulation of 3D, allowing terrain to have elevation. When it all boils down to it, it would be just as hard to implement altitude in a hard-coded system (i.e. integrated into BYOND) as it would be to implement it in a soft-coded system (i.e. made in DM code).

I wouldn't like to see a built-in isometric mode in BYOND, then all the games would use that and look the same still. Though they'd look a bit nicer, it wouldn't add much variety. However, I'd like to see improvements that would help make your own isometric system in BYOND.

This could help with isometric games, and it would help with other games as well; I'd still like to see them add pixel offsets for a player's view.
In response to OneFishDown (#9)
I wouldn't like to see a built-in isometric mode in BYOND, then all the games would use that and look the same still. Though they'd look a bit nicer, it wouldn't add much variety. However, I'd like to see improvements that would help make your own isometric system in BYOND.

This could help with isometric games, and it would help with other games as well; I'd still like to see them add pixel offsets for a player's view.

Yeah, those are a definite must for everything ranging from space games to pixel-based RPGs (imagine if it could better animate scrolling between two adjacent maps! *drool*). My earlier suggestion about animate_offsets would really help isometric views too. =)

Note that if you happen to move very slowly in a game, setting client.pixel_step_size to a tiny number like 2 can look pretty good.
In response to Ter13 (#7)
The idea here is that dantom can control the amount of lag coming in a lot better than users can, for he has the straight source. I am not saying that everything should be programmed in to promote laziness, I am saying that stuff like on-screen text as an example is a nasty thing to do, but could be much more easily done, and efficiently done, by dantom.

Yes BYOND is very easy, but it has too many fences still, and some of those fences you must get to, still has thorn bushes a-many in them.

The point is, is BYOND doesn't have enough things that can be easily handled yet. On-screen text, pixel movement, and multi-tiles, etc. are things that BYOND should be able to handle a lot easier.
If you break it down isometric is a biased result of math and computer knowledge. If you can find a simple demo on mathematics (which just happens to be my worst subject) you should be able to get to the OFD level. Although an isometric feature like that would be nice, there are still faults about this.
It would take away the effort of creating such a system, the only effort would simply come from the users customization ideas. Also, the blue book is very self-explanatory. Take time to read the code snippets in detail and also look at the denotes at the bottom of the page.
The f1 help command is simply for reference on a certain topic. ie: path operators.
A few great games, this is hard to come by lately, and as to seeing that there really is no solution from keeping the "un-great" games from entering the hub, this is a problem that sadly will stay. Although there were a few good points that I would have to agree with on you.
Overall I'm just awaiting the arival of BYOND version 4.0 (335?). I'm not expecting much yet I'm not doubting it.

-IW
In response to Kunark (#11)
Kunark wrote:
The idea here is that dantom can control the amount of lag coming in a lot better than users can, for he has the straight source.

Dantom is an it, or a they, not a he. =P


I am not saying that everything should be programmed in to promote laziness, I am saying that stuff like on-screen text as an example is a nasty thing to do, but could be much more easily done, and efficiently done, by dantom.

I agree.


The point is, is BYOND doesn't have enough things that can be easily handled yet. On-screen text, pixel movement, and multi-tiles, etc. are things that BYOND should be able to handle a lot easier.

Well, could handle easier is a better way to put it. Face it -- you don't have to be able to draw on the screen or use pixel movement to make a game. Otherwise, BYOND wouldn't have any community yet. =P
In response to Scoobert (#8)
What I'm saying is that BYOND already handles these easily, and it may be a thing for the future, but I see no reason for dantom to program in the glitz before they get the basic systems of BYOND working better. I think more client-side type of a system would work better than what we currently have.

Also, I would like to see it so that maps are an array, as they currently are, but they are interpreted by each individual user, making images appear on the screen player-by-player. Here's how my diagram works: (I've done this in java before, it's not that hard...)

(SERVER)

the server stores all the combined locations, and object inferences on it's machine. All actions are updated to here.

(CLIENT)

for every user that logs in, a client child window is created. The client systems basically do all the excess calculations, etc., and then send the result of all the users' actions to the server.

so here is how it works:

The user presses the right button. This means he wants to move east. The calculation is called, and due to the most-recently updated map, the client figures out if there is a dense object there. The Client then moves the user, and sends the result to the server.

The server has recieved the message that the user has moved, and then updates it's map accordingly. The server determines who saw this move, and then sends the updated map to all users in sight of this.


That's pretty simple, basically the server's only purpose is to create and manage the client windows. The clients actually do all of the acting, but cannot act on their own, they require the server to do much of anything...

It may, or may not be a bad idea, but this is how I see it as working.
In response to IvoryWizard (#12)
335 was already released, but they retracted it pretty fast, my friend majar was talking about it, he said that DanTom said that it wouldn't cause any problems, but it wasn't much of a release...

I would assume it's going straight to 4.0

You want proof?
In response to Ter13 (#14)
It may, or may not be a bad idea, but this is how I see it as working.

Well this would pretty much be peer-peer networking only with a middleman involved. Which leads to two big problems security and the game will run at the rate of the slowest computer/connection.

Since calculations are handled client side the players could easily cheat with memory resident programs to send the server false information. If you have the server verify the information then you might as well just handle the calculations on the server. The only type of thing that should happin client side are special effects which are mostly icon stuff like color swaping, rotation, ect. The player could "cheat" by having them do something different but it wouldn't effect the game much except for thier personal display.

The second problem comes from the fact that you need to keep everyone synced up or else everyone will have their own different map. So every computer has to wait for the slowest computer to catch up or the other machines will get ahead of themselves. Which means if anyone joins with a 14.4k modem the game drops to a crawl for everyone not to mention you also have to send the state of the world when someone joins.

You also start running into major issues with this type of stuff when you try to get more than 8 or so players(even on a lan) so I don't think this would be the best way to handle things :P.
In response to Ter13 (#15)
Version 335 fixed a couple of issues, but introduced new ones. Dantom decided to retract it and focus on developing BYOND 4.0.

I'm assuming the version number for BYOND 4.0 will be something like 400 if they keep the current version numbering system, or 4.0 (then 4.0.1, 4.0.2... 4.1... etc.) if they don't. But that's just speculation, and who really cares about the version number anyway? =)
In response to Crispy (#17)
Crispy wrote:
who really cares about the version number anyway? =)

That exactly the attitude that got us into that whole Y2K situation... There will be chaos in the streets if BYOND v4.0 doesn't use an integer version value! CHAOS OF BIBLICAL PROPORTIONS!
In response to DarkView (#18)
I never said it couldn't use an integer version value. All you have to do is insert a decimal point after the first digit when it's displayed; it can still be stored as an integer if you want it to! =P

And what got us into Y2K was a lack of forward planning. Version numbers and floating point values had nothing to do with it. =)
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