ID:137487
 
ok dan and tom im just going to come right out and say it.
zelda like movement.
thats right... zelda like movement.. and here is my idea on it.

ok lets say you have a normal tile..what if there could be an option to split up tiles into 4, 9, or 16 peices. this way movement would be much smother and perhapse we could have more involvement by the player in skillfull movementdodgeing and hiting.

then with this option an object dose not have to toake up more space than nessasary. lets say i fire an arrow. the coder would have to program the arrow to come out of a certain area in realation to where the mob is standing(lets say the right side of his body marked with a y in this one tile split into 16 peices)
xxyx
xxxx
xxxx

see here that the arrow would follow this path only useing one forht a tile. then another mob ocupies that tile.. but not that specific spot (shown here useing two tiles. the x is mob and the z is ground and y still the arrow. the space is where the game tiles split.)

zxxx xzzz
zxxx xzyz
zxxx xzyz
zxxx xzzz

as you would se this is one 4x4 mob (34 in one tile and 1/4 in the next), one 2x1 arrow narrowly missing him, and two 4x4 tiles.

ok.. im drunk so maybe you wont get what im getting at but i hope you do.. me and dark talked it over and found it would take 6000 lines of code for the programmer to do it... not to mention the HUGE number of icons..
jobe wrote:
ok dan and tom im just going to come right out and say it.
zelda like movement.
thats right... zelda like movement.. and here is my idea on it.

ok lets say you have a normal tile..what if there could be an option to split up tiles into 4, 9, or 16 peices. this way movement would be much smother and perhapse we could have more involvement by the player in skillfull movementdodgeing and hiting.

then with this option an object dose not have to toake up more space than nessasary. lets say i fire an arrow. the coder would have to program the arrow to come out of a certain area in realation to where the mob is standing(lets say the right side of his body marked with a y in this one tile split into 16 peices)
xxyx
xxxx
xxxx

see here that the arrow would follow this path only useing one forht a tile. then another mob ocupies that tile.. but not that specific spot (shown here useing two tiles. the x is mob and the z is ground and y still the arrow. the space is where the game tiles split.)

zxxx xzzz
zxxx xzyz
zxxx xzyz
zxxx xzzz

as you would se this is one 4x4 mob (34 in one tile and 1/4 in the next), one 2x1 arrow narrowly missing him, and two 4x4 tiles.

ok.. im drunk so maybe you wont get what im getting at but i hope you do.. me and dark talked it over and found it would take 6000 lines of code for the programmer to do it... not to mention the HUGE number of icons..

ooooo with that games would be alot deffernt. possiblity of crappy 3dness(by crappy i mean not better then psx)
Splitting up movement into half-grid spaces is already relatively simple: Pump your grid up to 64x64 by using sets of 2x2 standard tiles for everything and increase world.view accordingly. However, anything more precise than that can get awfully crowded, since world.view has a maximum of 10 and icons would look pretty nasty at smaller proportions than small icon mode, so yes, some form of smaller-unit icon would be handy.
jobe wrote:
zelda like movement.

Oh yeah, Zelda has such a sexy walk. :P


What you are asking for is the ability to offset icons within a tile. This would be an easy and logical addition to all the things Dantom are considering with Ebonshadow's request for scrolling icons. However, it won't be ready for a long time.
i still want dantom to see this... it would take some work but probly just add more code than change it... this is impairitive for games like joustish zeldaish and other games where aim and skill have more sayso than stats


jobe wrote:
ok dan and tom im just going to come right out and say it.
zelda like movement.
thats right... zelda like movement.. and here is my idea on it.

ok lets say you have a normal tile..what if there could be an option to split up tiles into 4, 9, or 16 peices. this way movement would be much smother and perhapse we could have more involvement by the player in skillfull movementdodgeing and hiting.

then with this option an object dose not have to toake up more space than nessasary. lets say i fire an arrow. the coder would have to program the arrow to come out of a certain area in realation to where the mob is standing(lets say the right side of his body marked with a y in this one tile split into 16 peices)
xxyx
xxxx
xxxx

see here that the arrow would follow this path only useing one forht a tile. then another mob ocupies that tile.. but not that specific spot (shown here useing two tiles. the x is mob and the z is ground and y still the arrow. the space is where the game tiles split.)

zxxx xzzz
zxxx xzyz
zxxx xzyz
zxxx xzzz

as you would se this is one 4x4 mob (34 in one tile and 1/4 in the next), one 2x1 arrow narrowly missing him, and two 4x4 tiles.

ok.. im drunk so maybe you wont get what im getting at but i hope you do.. me and dark talked it over and found it would take 6000 lines of code for the programmer to do it... not to mention the HUGE number of icons..
im still waiting for dan or tom to answer this one... it would make alot of games better if the coders chosses to add them in.. (oh and i did the math.. and it would be ALOT harder for the game coder to put it in than it would be for dan and tom
In response to jobe
jobe wrote:
im still waiting for dan or tom to answer this one... it would make alot of games better if the coders chosses to add them in.. (oh and i did the math.. and it would be ALOT harder for the game coder to put it in than it would be for dan and tom

if i could understand what you were saying, i might agree or disagree with the idea. but currently i stand with no opinion until i actually GET the idea, lol.

FIREking
In response to FIREking
you ever play super nintendo zelda? see how everyone is tile based but can move out of the tiles and all around where ever?




Now your getting the idea.......
In response to jobe
see how everyone is tile based but can move out of the tiles and all around where ever?

you mean everywhere? i cant walk over the mountains damnit >.< hrmph!

FIREking

p.s. do you mean non grid based, like you arent right on a grid wherever you step? you can freely walk around instead of always being "stuck" to some grid?

FIREking
In response to FIREking
p.s. do you mean non grid based, like you arent right on a grid wherever you step? you can freely walk around instead of always being "stuck" to some grid?

Yes, this is called pixel-based movement.

Unfortunately, it's been requested before, and as far as BYOND is currently set up I'm guessing it'd be more than just a little annoying to create.
In response to jobe
jobe wrote:
im still waiting for dan or tom to answer this one... it would make alot of games better if the coders chosses to add them in.. (oh and i did the math.. and it would be ALOT harder for the game coder to put it in than it would be for dan and tom

Where is the math? I want to see it.
In response to Spuzzum
Maybe once BYOND is "finished" Dan and Tom's next project will be a pixel-based net game engine, with telepathic user interface and tachyon-stream technology to eliminate lag.
In response to Spuzzum
ah, well in that case i would NOT want pixel base movement. I like the grid based movement my self. Especially since some of the games im currently making require a grid system to be present.

FIREking
In response to Spuzzum
its not pixle based.. its still grid based. but in this you deside how big the grid is.. each tile could be divided into 4 (2x2), 9 (3x3), or 16 (4x4)

so the grid would be one tile grid
x

4 grid spaces per tile
xx
xx

9 grid spaces
xxx
xxx
xxx

or 16 grid spaces
xxxx
xxxx
xxxx
xxxx

this is the same tile divided to make for smother movement.
In response to Spuzzum
Spuzzum wrote:
p.s. do you mean non grid based, like you arent right on a grid wherever you step? you can freely walk around instead of always being "stuck" to some grid?

Yes, this is called pixel-based movement.

Unfortunately, it's been requested before, and as far as BYOND is currently set up I'm guessing it'd be more than just a little annoying to create.

Games like the old SNES Zelda are tile based, they just allow certain objects (like the player) to be offset a few pixels within the tile (which also pushes it into neighboring tiles, that's the big headache.) Since the tiles are 32 x 32, it would take 2 - 5 bit values to store the offset vertically and horizontally. Graphically it's simple. It just adds a lot of extra hassle in boundry checking.

While it would be nice to have mobs wandering around without being locked into the tiles, it would only make movement even more erratic in online games that don't have more client side processing. Imagine the extreme case of updating your position every pixel you stepped. (Most games would obviously have step rates higher than this.)

It would be fantastic for games like Tanks where angular directions play a major role or car games where mobs build up speed as they move in a direction.
In response to Shadowdarke
You'll note that my post does not allude to either of these replies (from Jobe, or the shady character I'm replying to now ;-)). I never said the game wasn't tile-based... I said the movement wasn't.