How is there not a request for Pixel Movement on the tracker?
Everyone vote this up so that they can no longer deny what a necessity it is!
- Well... pixel based movement for starters. Instead of moving an entire 32-pixel-tile from a single button press. The current methods make games feel unresponsive, and look graphically inferior.
- The map editor could work generally how it does now, but you should be able to hold a key (Shift?) to place things free of the 32x32 grid. Regardless of pixel movement, this could be a useful implementation.
- If you want to take the map editor a step further, grid sizes could be supplied, to make tiles 8x8, or whatever other size(s) we provide.
- Procs, like walk(), should be able to take a degree as the direction, and move the object off at that angle.
- get_angle() would work somewhat like get_dir(), but provide a more specific angular measurement between the targets.
- The size of pixel steps should be easily adjustable by a variable on movable atoms
- Graphically pixel based hit detection (is this colored pixel touching that one!?), as well as hit-boxes (this mob is 16x32, regardless of him only being a small pair of floating eyes!).
- Things like get_step() should function based on hit-boxes.
- Backwards compatibility/implement-ability, as functionally as possible. If all existing games could easily be brought into using pixel movement, this would be an even greater advancement for BYOND
- I'm sure various technical issues and new ideas, that I haven't considered, will arise as the systems are worked on, and once they are implemented and put to use. Roll with the punches!
- Other stuff! Post your own in the comments below =o
Apr 23 2011, 1:33 am (Edited on Apr 23 2011, 2:13 am)