Kaiochao

Online: Hazordhu

Joined: Dec 26, 04

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Programmer for Hazordhu.

My demos

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#2 Rushnut:  

Second comment! <3

Sunday, August 09, 2009 04:25AM

#1 Demon_F0rce:  

I find it funny how you care what people say on your forum, but you don't let them say it in the right place XD.

Wednesday, August 05, 2009 06:23AM

 

 

I just lost the game.

Aaagghh.

Posted by Kaiochao on Saturday, November 14, 2009 11:59AM - 1 comment / Members say: yea +1, nay -0

BYONDable Game I found.

Link

It's a game made in flixel. I'd rather you play it for a few seconds instead of having to explain its features, being a terrible writer.

So if you've played it for at least a few seconds, here are my thoughts:
The lighting system is pretty BYONDish, what with the tiling.
The shooting system and movement is pretty much a mix of what is found in my shooter projects, uberSniper and Platformer War (although the game is one I found just now, rather than an inspiration).

If you don't know what I mean by "BYONDable," I mean "able to be made with BYOND."

I'm pretty sure the HUD screen could take the lighting effects rather than objects on the map. Combined with the client pixel offsets, it would probably be easier to show them.

The pixel movement and gravity system is better than what's found in Platformer War, and I've been tinkering with smoother movement lately in a separate project. And of course, I've pretty much only worked with pixel-based systems on BYOND for a really long time, now. (Not that it's really a big deal, it's just a simple equation to convert coordinates from jt_vectors to the pixel offsets)

The game runs at ~44 fps. I guess lowering tick_lag can account for that. BYOND runs at 10fps by default.
With a small chance of key sticking, my computer can run BYOND at a tick_lag of 0.1. Cool thing is, the screen doesn't freeze, it's just the commands that stick. Not sure why it does that.


Anyway. I probably won't attempt to make this in BYOND. Too lazy, school interference. Just throwing the idea out there. If anyone else tinkers with jt_vectors a lot too, a decent single-player, pixel-based BYOND game could be made.

Posted by Kaiochao on Wednesday, September 09, 2009 05:32PM - 10 comments / Members say: yea +1, nay -1

#define is pretty cool.

#define when if(
#define then )
#define is ==
#define is_not !=
#define im_not src!=
#define tell_world world<<
#define newplayer /mob/Login()
#define blah_blah ..()

#define a_monkey locate(/monkey)
#define is_a parent_type =

#define im src ==
#define me src

#define after sleep(

newplayer
    blah_blah
    
    when 1 is_not 2 then tell_world "1 isn't 2, silly!"
    when 2 is 2 then tell_world "2 is 2!"

    after 10 then
    when im_not a_monkey then tell_world "I'm not a monkey!"
    after 10 then
    when im me then tell_world "I'm me!"

monkey
    is_a /mob


I'd like to see someone make a completely readable open-source game with modified syntax like this.
(It runs, by the way.)

Posted by Kaiochao on Monday, August 31, 2009 11:21AM - 7 comments / Members say: yea +2, nay -1
(Edited on Monday, August 31, 2009 11:32AM)

Made a library.

But books started to bore me so I burned it down.

And then I made this! (hub)
Requested by Rushnut, who fails too much to use Kunark's. Mine uses jt_vectors's coordinate and vector system, so I'm cool. (Of course, it's probably slower than Kunark's, but eh.)

Posted by Kaiochao on Thursday, August 27, 2009 01:55PM - 8 comments / Members say: yea +1, nay -1
(Edited on Friday, August 28, 2009 11:32AM)

Boredom Strikes Again! Now with a hub!

edit:
Hub page
Game: byond://Kaiochao.PlatformerWar

It's another shooter, with a gravity system that took an hour or so!
And a collision system that took pretty much a few hours to perfect. Simple box collision with different sizes. (pixel-based system using jt_vectors, as usual)

Screenie(s)!


(New) They seem to have found a way into my bunker.



When NPCs want to move but can't, they jump. And this is the result.
Includes crouching, running, shooting, and dying. Yay!
Also note the different elevations on the grass. Took a good several minutes to do that cleanly.

God, I hate math. If I were Hobnob, who knows what this could turn into? (Of course, I've been using jt_vectors months, or even a year, before the article came out. ;\)

Posted by Kaiochao on Tuesday, August 25, 2009 04:44PM - 3 comments / Members say: yea +1, nay -2
(Edited on Tuesday, August 25, 2009 10:12PM)

 

 

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