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|Date added: ||Dec 1 2012|
|Last updated: ||May 20 2013|
A demo showing you how to achieve perfectly timed gliding for smoothest possible movement. Uses calculations based off of icon size and world.tick_lag to determine how long is necessary to wait for gliding to finish. Also shows you how to "transfer" movable atoms in this situation.
-Fixed a timing issue with portals
-Fixed an accuracy problem
-Added robots to show how step() / NPC's use the same movement system for smooth movement
-Updated move loop / step logic for better keyboard & wall-sliding handling
-Changed how Move() uses functional procs
-Added proper keyboard / diagonal move / blocked wall sliding support
-Changed transfers to set x, y, and z instead of using "loc = " because in multiplayer situations it could cause "black outs"
-Added WASD to control movement, just for fun.
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maybe someone can help me with 1 more thing about movement,
when i set world.fps = 40 and client.fps = 100, the movement look like robot, something that if i dont set the client fps is not hapnned, any idea how solve it?
if you ask why need 100 fps in client its cos i do a pvp rpg game and as i understand that good value to put, corecct me if i wroung