ID:182205
 
http://www.playgreenhouse.com/game/TDBOY-000001-01/

This game is great (no Linux version yet, but it works perfectly under Wine) and it's got some of the little things that gamers love and BYOND doesn't offer:

* Lag-free drag and drop
* Lots of cute little animations which reward you for success
* Smooth pixel-by-pixel scrolling
* "Profile" support without being linked to a third-party site
* Full-screen immersive environment

What can we do to make BYOND better serve developers of games like that? What can we do to make BYOND be the obvious platform for developing cute, fun games like that?
aside from a few graphical liquid effect limitations (although ShadowDarke's Blob (http://www.byond.com/games/Shadowdarke/Blob) shows that 'blob-like' can be done well), this is little more than a physics-repsonsive game like 'The Incredible Machine' or 'Armadillo Run'. BYOND should be able to do something similar, if a developer is comfortable with working on the physics/math parts.
Cute animations should not be an engine issue. Developers can currently add them. There might be a chicken and egg problem in terms of promotion though.

The game in question appears to be single-player. Would pixel scrolling and drag & drop be such a problem if tick_lag was reduced? Either way, being able to give attention to offline games could help.

I don't know what can be done about not having full-screens and I'm not clear what the profile is about. =)
That is one of the best games I've ever played.

Jeez though, play it for an hour and try going back to browsing the internet and everything looks like its bouncing around!
In response to ACWraith (#2)
ACWraith wrote:
I don't know what can be done about not having full-screens and I'm not clear what the profile is about. =)

Who says BYOND can't do full-screen? I've done full screen with BYOND. The only limitation is that the map doesn't stretch well. But you can detect the client's resolution easily if you know how to do it, and then just set the game to is-maximized=true and position all the interface elements based on their resolution at startup. You won't even see the toolbar at the bottom of the screen.
* Lots of cute little animations which reward you for success

Has less to do with BYOND and more to do with people being willing to draw all the cute little animations.


* Smooth pixel-by-pixel scrolling

Its fairly doable in single-player if you reduce the world.tick_lag significantly and make sure all of your delays are < 1 tick (usually sleep(1*world.tick_lag) works). You can even use client.pixel_x/y to make things smooth now.


* Full-screen immersive environmentat?

Perfectly doable IMO, see my other post. Maybe I'll put together a demo/tutorial on this someday.
(Pardon the light-hearted trolling, but...)
<hr />
http://images.inmagine.com/img/brandxpictures/x249/ bxp65739.jpg

This game is great (no Linux version yet, but it works perfectly out-doors). If only BYOND had some of these features, which it obviously should, then we could make this game:

* Realistic Reality
* An Acre of grass turf
* Full-screen immersive environment
* A puppy

<hr />

As I see it, BYOND doesn't need to (and shouldn't) do all things, it just needs to be good and easy to use at doing what it does. No gaming system can realistically convey how fun it is to just toss a ball back and forth in the back yard, and they don't need to... except perhaps the Wii.

In fact, I think I just had a great idea. Imagin playing catch with your brother / dad / Wii-remote-trained-dog from half a world away. Anyone have Miyamoto's number?
In response to IainPeregrine (#6)
I see what you're trying to do, but I disagree.

World of Goo seems to me like a game that ought to be entirely within BYOND's realm to create. No 3D graphics, multiplayer capability, fairly straightforward gameplay with a lot of fun twists and puzzles.

A game of "catch" is obviously outside the scope of BYOND, as is Call of Duty, and Madden or other sports games, and Need for Speed and other racing games.

What I'm saying is, there's a huge market for these fun, fairly simple games which BYOND ought to be able to fill beautifully yet fails to deliver on a few key points.

I'm eager to see if Foomer can prove me wrong, but even if he does, I bet it'll require some unruly hacks to subvert the natural order of BYOND's system, whereas in this day and age BYOND ought to offer some sort of baked-in way to make this sort of magic happen.
In response to PirateHead (#7)
Sports games are definitely possible. There were Madden games before 3D came into play (and the same can be said for every other sport more or less).

Racing games, there was one or two top-down from a while back that had the main issue with the lack of pixel camera movement which can be done now.

Better action/Top down shooters could also be done.

As far as 3D, playing with tick_lag its probably possible to do a racing game, maybe even a FPS.
In response to PirateHead (#7)
PirateHead wrote:
I'm eager to see if Foomer can prove me wrong, but even if he does, I bet it'll require some unruly hacks to subvert the natural order of BYOND's system, whereas in this day and age BYOND ought to offer some sort of baked-in way to make this sort of magic happen.

(Well there goes my incentive to try! Although I'm not sure using a resolution control, an ArrangeInterface() function and adjusting world.tick_lag can be considered "unruly hacks".)

Action and glitz have never been DM's strong points. If that's what you're looking to achieve, there are other game design systems and languages which are better geared for it. While I think DM is capable of more than you're giving it credit for, you still have to be considerate of its limitations and design games that are suitable for the system.

What DM lacks in regards to building games like this is built in movement and collision detection stuff. I remember using Klik & Play 15 years ago, and it had better movement and collision detection than BYOND does - but if you wanted to make anything besides an action game, you'd have a really hard time of it.

So if you're going to use BYOND, concentrate on taking advantage of the strong points. (What those are can be debated somewhere else.)
In response to Foomer (#9)
[rant] I think all of this is within the game designers limits, not BYOND's i mean if a game designer is willing to spend the needed time to make EVERYTHING PERFECT (such as the icons and such) then he/she should, if you have a problem with the quality of games BYOND's game developers produce, put together a awesomely talented band of coders; pixel artists; mappers; genius game-play thinkers, and MAKE SOME GREAT GAMES.. [/rant]

I know myself and SEVERAL others are happy with byond and love using it to play/make games.
In response to VolksBlade (#10)
Hey VolksBlade, I assume you mistakenly just replied to the bottom post, so I also assume you meant to direct that comment at the root. So, here's my reply:

I've been making games using other software toolkits since BYOND doesn't run very well on Linux. (There's some movement there now, but it's still far too buggy.) I've also been playing many more indie games outside of the BYOND realm.

What I see everywhere is that toolkits which facilitate creation of the types of games people want to make are getting lots of business. Flash, SDL/pygame, Quake, and JavaScript/HTML are all booming hugely right now, even though BYOND has had such a huge head-start as far as technology and maturity goes.

Why is that? It's got to be a subtle difference. It's got to be the fact that, though BYOND can do a lot more than most people do with it, it makes you hack around with the engine to do so. It doesn't make the easy stuff easy; it makes some of the hard stuff, like networking, easy, but these days other game engines are doing the same.

So I could, if I wanted to, shut up and go make some BYOND games. I have access to Windows machines, and to friends who are good with art, story-writing, sound production, etc. However, the game I'm working on right now will be done with an open-source mod of the Quake 3 engine, and other games I've made have been with SDL. Those engines are better suited to what I've wanted to do.

The reason I made this post in the first place was because I ran across that game, World of Goo, which I think is entirely within BYOND's capability to run, but which isn't as easy or as nice a platform. I brought up a few reasons why I perceived that disparity and asked for discussion as to how BYOND might serve developers of that sort of game better. And, what I got was a sort of depressing but familiar refrain: "BYOND can do that. We don't need to change."
In response to PirateHead (#11)
PirateHead wrote:
"BYOND can do that. We don't need to change."

Yes, the first part was said in this forum, namely because it's true. I do believe you're pulling that second part out of a certain orifice, though.
In response to PirateHead (#11)
The answer is BYOND just isn't suited for single-player platform games, action games or anything that you might point to in Flash or a 3D engine like Quake's, as you yourself just pointed out. Saying "You can't do this" isn't really saying anything. We know BYOND isn't suited for that sort of game, and I don't think anyone has any illusions that it ever will.

I don't see the point of the thread.
In response to PirateHead (#11)
PirateHead wrote:
What I see everywhere is that toolkits which facilitate creation of the types of games people want to make are getting lots of business. Flash, SDL/pygame, Quake, and JavaScript/HTML are all booming hugely right now, even though BYOND has had such a huge head-start as far as technology and maturity goes.

I dare say that Quake, Flash and HTML/Javascript have a lot more manpower working on them.


PirateHead wrote:
Why is that? It's got to be a subtle difference. It's got to be the fact that, though BYOND can do a lot more than most people do with it, it makes you hack around with the engine to do so. It doesn't make the easy stuff easy; it makes some of the hard stuff, like networking, easy, but these days other game engines are doing the same.

What exactly is the part that's not easy and how would you suggest to change it (unless you're talking about sprice collision checks and 3D graphics).
Mind to name some solid examples?


PirateHead wrote:
The reason I made this post in the first place was because I ran across that game, World of Goo, which I think is entirely within BYOND's capability to run, but which isn't as easy or as nice a platform. I brought up a few reasons why I perceived that disparity and asked for discussion as to how BYOND might serve developers of that sort of game better.

As far as I understood BYOND relies on tile based movement, which other engines don't. Unless you change that basic concept, such games will always stay "tricky" on BYOND, wouldn't they?
In response to PirateHead (#11)
Hi Piratehead, no i read through the whole topic and replied to the whole posting audience; byond had limits, most people havent even gotten 30% close to those limits, there is a LOT byond can do, i havent tried any other engines and i doubt i will (unless if you know a real easy to learn one then i MIGHT check it out) im just saying, that if there is a will there is a way, and for the most part Byond can stand up to that way and provide it for you.

There are litterally thousands of idea's coursing through my brain right now for this text based game i want to do, and most of i dont think 'I' will be able to do because i wouldent know where to start coding, but i know that BYOND would be able to help me with making my thousands of idea's into a game which some will play in the future.

*OFFTOPIC* Yo whatever happened to that D&D game you was working on, i miss playing it :(
In response to VolksBlade (#15)
VolksBlade wrote:
*OFFTOPIC* Yo whatever happened to that D&D game you was working on, i miss playing it :(

Yeah, that was fun! I stopped working on it when I left for South Africa, and by the time I came back I was thinking about other things. When my thoughts next turned to programming, I had switched to using Linux.

Maybe there's a future for the project now that BYOND is getting better Linux support, or maybe I'll end up porting it to another cross-platform framework! :-)
In response to PirateHead (#16)
yeah that would be fun :)
Gotta 100% destroy the tile-based system. That's pretty much it, I guess.

Oh, and BYOND needs to be much faster.
In response to Kaiochao (#18)
Kaiochao wrote:
Gotta 100% destroy the tile-based system. That's pretty much it, I guess.

And while you're at it you should go ahead and enable 3D mode and let us play BYOND on our Xbox 360's.
Page: 1 2 3