-I apologize before-hand for any typos, or the wrong use of any words, I am running off of four hours of sleep for the last two days.-
We have pixel movement, and it's great!
Only issue I have with pixel movement, or the tiled movement even, is the collision box.
I'd love to see the collision based on the actual pixels of the icon, where as currently it goes off of the world.icon_size.
Byond already supports alot of pixel-sensitive work, like the click() or Cross() procs.
Granted, I've been lazy lately and havn't been thinking correctly, I've had several people ask me for a solution to this, Arch being the main.
But, on that note, I do see a use for the collision box being the way it is, SO I recomend atom.collision_size. In which setting this to 0 will enable the pixel-based collision(recomended default), and setting to -1 would completely remove the collision box.
Anything above 0 will be the collision box size, this could be used along side world.icon_size, where you can set the world.icon_size to 32x32 you could also set the atom.collision_size to 32x32.
This would allow for developers to hold alot more control in movement and illusionary effects.
Ima go lay down now.
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