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General

  • No object can exert direct force on any other (except resistance).
  • The player has limited inventory based solely on the number of items.
  • Inventory contents have no physical effect.
  • Mouse clicks must be within an object's visible graphic area to target it.

Object Classes

Each class has distinct game mechanics governing its in-game behaviour.


Tiles

  • Tiles are persistent objects, meaning that they stay in the world where they were last placed regardless of player activity.
  • They can be kept in the player's inventory, placed in the world, and with the exception of townstones, picked up again by their owner.
  • Tiles can only be placed according to a horizontal grid of cells.


Many tiles are 8 pixels high with 16x16 pixel base, and it is sometimes convenient to describe them as "half-tiles", since 16 pixels is conventionally a whole unit in any direction.

Additionally,

  • All tiles can be equipped by selecting them from inventory, making them active.
  • All equippable items are tiles.

There are two basic kinds of tile.

Blocks

Blocks are tiles typically placed in the world as part of permanent constructions.
Their appearance conforms to their role as 3d objects, and they are solid where they appear to be.

Equipment

Equipment includes tiles that enhance a character's abilities, and are typically kept with them.
If placed in the world, they are transparent but solid half-tiles with their 2d graphic on the top face.

Only the weapons fall in this category, and are active equipment, controlled with the spacebar.
During use, they are displayed on the character with appropriate animations.


Entities

  • Entities exist only while a player is active, and can spawn and despawn according to certain rules.
  • They can not be equipped, kept, or manipulated like tiles.
  • Entities are not bound to grid positions.


There are two basic kinds of entity.

Characters

Player and non-player characters, both benign and hostile.
Characters interact physically as solid objects shorter than their apparent size.
They are subject to gravity, and will fall if unsupported.

Characters can use equipment with physical effects:
Weapons allow them to attack and kill other characters (where allowed).

Accessories are extensions to the character's appearance that can be added and removed freely.
They are not kept in inventory, but are accessed via the shop interface.

Drops

Drops are entities that are displayed in-world for collection only with no other physical attributes.
They do not appear as inventory items when collected but have some other effect.

Coins are the only in-game drops. They can be collected using the mouse or by a player character standing on them, which increments the player's gold count.


Character Movement

Note: details are based on in-game experiments and may be imprecise.


Walking

  • Speeds in x and y directions are independent, meaning that they are not adjusted for diagonal movement.
  • Horizontal speed is not affected by climbing, falling, or attacking.

Speed depends on the material being walked on:

  • approx. 5.5 spans per second normally
  • 2x normal on road blocks
  • 1/2 normal on sand blocks

Climbing and Falling

  • Characters can walk over physical obstacles of 8 pixels, but not 10 pixels.
  • They can walk while falling.
  • Descent speed while falling is 3/4 of walking speed.


Crossing gaps

Fall

Climbing, falling, and crossing gaps.

Player characters do not begin falling until 12 pixels past supporting ground, which adds 9 pixels to the height at which they can land after crossing a gap and climbing.

Relative maximum landing height

Where gap is the number of cells, 17 - gap * 12 pixels.
But since only multiples of 4 pixels are actually usable, it is more practical to use

16 - gap x 12  pixels

Obstruction

Characters can not move through solid obstacles.

They have a solid area at their base smaller than their graphic area, with estimated dimensions (pixels):

Character hit-box
height width depth
5 .. 6 12 0 .. 1

They can walk into a vertical space of 6 pixels, but not 4 pixels.

Special case: They can climb through a diagonal join walking north or south, but not reliably. This behaviour is not confirmed as a permanent feature and might be 'fixed' in future.


Block Properties

Including equipment tiles used in-world as blocks.

  • All tiles have the same material properties.
  • They are solid and immobile, with no passive behaviour.
  • They are distinguished primarily by appearance and player-activated functions.


Appearance

Equipment tiles are fully transparent apart from their 2d graphic.


Most block tiles are fully opaque, except:

  • Glass blocks are semi-transparent.
  • Some blocks have irregular shapes with transparent areas.

See Building Items to view available graphics.


Shape

Most tiles fully occupy a cell's horizontal area, except:

  • Signs occupy only the back edge, and do not obstruct east-west movement through the front of the cell.


Height

Most tiles are 8 pixels tall.

Height Exceptions
height (pixels) tiles
4 low table
12 sign
16 door, (whole) blocks: glass, cement, brick, wood.
26 townstone


Stacking

Tiles can be forced to occupy the same vertical space by using z-lock during placement, and can be picked up one at a time by targetting the same place.

Stacks can have the appearance of a single block, although tiles with irregular graphics can sometimes show through.

The appearance and pick-up order are unrelated to placement order, but follow some other fixed scheme.

Partial lists (half-blocks):

Graphic priority (high to low)
appearance dirt cement road grass sand
Pick-up order (first to last)
pick-up grass road sand cement dirt


Memory

Some tiles retain information that distinguishes them from others of the same type (and owner).

  • Signs retain text
  • Spikes may be clean or bloodstained
  • Pixel Pistol keeps an ammo count
  • Telepads have unique IDs, and may be disabled or enabled with a specific partner.


Utilities

Some blocks have player-activated functions and abilities.

Placement visual difference
townstone

Creates a town when placed.

Cannot be picked-up.

Contact
spikes Kills a character on contact Bloodied after first kill.
road 2x walking speed
sand 1/2 walking speed
fake floor

Solid for its owner, non-solid for others.

Trap graphic visible to owner only.

Cement that disappears for others.

Action key
sign Displays a message to the interface.
telepad

Teleports the character to the telepad it is linked with if enabled.

Displays its ID to the interface otherwise.

Blue if enabled, red if disabled.
door

Becomes non-solid to some characters based on its type:

    • anyone
    • owner
    • citizen of the town in which it is placed

Open and close animation.

Handle colour depends on type.

Command only
safe

No in-world effects.

Closed, or open with quantity indicator visible.


Commands

While standing near a block you own placed in-world, enter the command in chat.


Sign

/sign <your text>


  • Allows a maximum of 250 characters.
  • There is no line-break or other formatting control codes.
  • The displayed message uses variable-width text.

Extra whitespace between displayed lines is removed, so it is possible to control the start of a new line exactly. Fancier formatting has been known to break after succeeding for a while.


Telepad

/telepad <other telepad ID>
  • Both telepads must be currently disabled and placed in-world.
  • You must own both
  • Setting one sets both

Actioning an unlinked telepad will reveal its ID, which can then be used to set the other one.


Safe

Detailed in Safe commands.


Townstone

The townstone has no commands itself, but creates a surrounding town in which Town commands can be used.

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