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Ertzel

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Everything posted by Ertzel

  1. Maybe something like SQLite as a database would be better? That way if people want to upgrade to something like mysql later it's not hard hard to make the change. But for people who don't or can't run a SQL server they can still use the default SQLite without the need for setting up a server.
  2. Ertzel

    New Developer Voting

    I voted for Rob. I think Death is a better programmer then a lot of people give him credit for, but I also think he is not as good a programmer as he think he is… This is a position for who will create the next version of Eclipse and help move it into a next step and I just feel thats something that Rob would be better for then Death. Rob has a very good and decently detailed plan he has mentioned a few times on a developers team he wants to make with experienced coders who know what they are doing and wants to focus a lot more on fixing the old bugs in performance while still making new systems people are asking for. One thing a lot of people seem to be voting for Death off of is because his version was made with the newer DirectX that allows transparency and is new style of rendering. Although ya that tends to look a lot better (I personally like it a lot more then DX7 and really dislike the way Eclipse's UI has always been), it is not very user friendly for newer people which Eclipse is mainly based around. Rob has also showed he can do things with UI masks and transparency with his customer version or when you look at Aloria and that it's something he can also do so basing your vote mainly because Death focusing on it in his engine isn't really that right.... We need to focus more on back end coding, fixing and optimizing then making something look pretty and that seems to be more of what Rob is focused on over Death. I see Death more as a custom versions developer or source code maker for releasing some of those features people are asking for, I just see Rob as more of a overall developer for the focused on engine.
  3. Are you trying to make the player **join** an **existing** guild or **create** a **new** guild? The code I showed would add them to an already existing guild based on the number you put into the Join_Guild call. If you want them to create a totally new guild, then thats gunna require a different code to do.
  4. Dunno if this will fix it, but shouldn't i be declared as a Long as thats what FindOpenGuildMemerSlot is. Wouldn't it be a fuckload easier just to do this though: ``` Public Sub CustomScript(Index As Long, caseID As Long) Select Case caseID Case 1 // Add player to guild // Replace 1 with whatever guild number you want them added to Join_Guild(Index, 1) End Select End Sub ```
  5. When your getting the error saying GuildName is not found, its because you didn't correctly follow the tutorial and add GuildName in the proper spot to the PlayerRec in the client source…..
  6. Your missing info from the PlayerRec that should be server-side. You removed all of the stuff that was under a comment Client Side Only (or something like that). Or you still put the GuildName As String above the Client Side Only things when it should be after.
  7. Oh shit sorry, the GuildName is a client-side variable, not server side…
  8. You need to add the GuildName to the very bottom of your player rec or it will duck up your account loading with any existing accounts.
  9. Make sure you added``` GuildName As String ```to the server side PlayerRect.
  10. Well then it sounds more like you have a problem with your guild system or are just ducking up the part of adding a player to a guild. Which guild system are you using so we have something to base any help off of.
  11. Ertzel

    New Developer

    I kind of half-ass entered. But seeing as I can no longer code anything involving DX3D rendering and thats what my version was made in, there is no point in including me with the voting. If I where to somehow become the Dev I'd need to use DX7 rendering and re-make the engine from a base EO all over again.
  12. Replace:``` Call DrawText(TexthDC, Camera.left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).text, Chat(i).Colour) ``` with:``` RenderText Font_Default, Chat(i).text, Camera.left + 10, (Camera.Bottom - 20) - (i * 20), Chat(i).text, Chat(i).Colour ```
  13. **[Update]** I made some changes to the Item Editor just to clean it up a bit. Now certain sections of controls are locked and cannot be edited until the item type fits those sections. An example of this is the Speed and Damage boxes can only be edited if the item is a weapon, or the SpellNum can only be edited if the item is a spell, ect… Images to show the small change: >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/af481bb27e26f8c51a96ab66b7fd3877.png) >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/8377c071529845ac157d1e82ca967ced.png) Also, the Object Editor is now fully coded and functional. I changed the layout a little for the Item section of it to allow for multiple items per object. The only thing I need to finish with the objects is the animation section. Right now it is only setup to show one image for all 4 frames as I haven't decided if I want each frame to be its own image file, or one file split into 4 (like the sprite files). Image to show the Object Editor. >! This shows an object giving out 20 gold and a message to the user. >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/64f0263a34de711b870ce65a7802153f.png) Next task will be to create the NPC Editor and work my way down to the tabs.
  14. As i can no longer work on vb6 codes using this rendering system. I cannot support EM anymore with bug fixes or updates so I am locking this topic.
  15. Ertzel

    Programming Contest

    Question about the virtual pet. Do we need to have it be like real-time based or only based on when the program is running. Like, if the pet gets hungry every 20 minutes lets say does that mean my program should be running for an overall 20 minutes (so like run for 20 minutes at once, or 10 minutes then 10 minutes, ect..). Or should it mean if I start my pet, then 5 minutes into the timer I close my program and open it up 14 minutes later, my timer should only have 1 minute left on it since it has been 19 minutes overall even if the program wasn't running.
  16. Ertzel

    Programming Contest

    > Open source? It has to be open source at least to the extent of showing the source to the judges, or else how would they judge programming without seeing the code…
  17. Ertzel

    Programming Contest

    I'll enter this one. Sounds like it could be some fun to make. I made something like this in App-form last year (lost the code though) and would be nice to re-create it but for the PC. For judging, I'd say pick a select few people who know wtf they are doing in terms of coding. I assume this will be judged based on the actual codes and not the visual aspect so it shouldn't be a community driven judging as a lot of people may not know how to actually judge the codes fairly.
  18. Ertzel

    EA Gray Screen!

    If, for whatever reason your trying to run it through virtual box, you are probably getting the grey screen due to it not being able to render DX3D. I get the grey screen when I log into anything using the newer DX rendering when I run through a virtual box.
  19. If you count the cave on his first image, then he has 3 indoor maps shown externally. (Main building, cave, tent (on the second map)) and has one shown internally as his third image (looks like the inside of the tent).
  20. > Looks real solid. Objects is a really good idea because sometimes It's just not enough to have items but more so things that aren't NPCs but also have their own function outside of an inventory. Ya, the objects system should also make for map processing to be a little faster then using the basic attribute system. With a normal attribute system each time you move it has to check the new client for all possibilities before processing your movement. With the objects system all it checks is if it's not an object, then it lets you move. If it is an object then it goes through the list of attributes in order of Item, Player Spawn, Npc Spawn, Warp, Block and does the tasks associated with that attribute if it's part of the object. I am going to also make it so an object can hold up to the maximum number of items in it and not just one as it is setup to hold now. I also will most likely be removing the Dev Note's section of the Object Editor (that was just put in to fill up space) and instead be using that text box for a Custom Script section of the object. If/when I chose which scripting language I'll be using with this engine, then that box will allow you to script in that language for custom features in the object. If I do not go with a scripting language then it will be C# code that goes into the box to allow for more dynamic objects with special features. > Looks cool, but "buggy" might be a word you ought avoid in naming conventions. Due to the implications, of course. Yes, the Buggy name comes from when this was project was originally going to be a game that had built in bugs in your character. The mission of the game was to go and hunt/craft like normal but instead of collecting random items, you can also collect code bites. (Like, an if statement, a case statement, letters or numbers) These code bites would then be used in your "Player Editor" which would be something in game that simulates the look of a script editor and would hold a simulated version of your clients code (not the real code as the systems would be named differently and not all be part of the editor). The code in your editor would be bugged and would cause things like your player randomly moving without a key being pressed, or moving left when you press up, randomly shooting the wrong target or not attacking at all. You would then fix these bugs with your code bites. As you hunted you would sometimes end up getting new bugs added to your editor or fixed depending on what happened (Like, each death brings a new bug). That system has nothing to do with the editor though and now that this is more based around an engine I'll be changing the name once I think of something. If anyone has suggestions for an engine name, please share them.
  21. First, I will explain why this is in Show Off and not Non-Eclipse Projects. Although this is a project not made with the (current)Eclipse Engine, this is also not really a "project" yet and I do not feel it's the right time to make a topic for it being a Project or game engine so I am using this thread to show my current work mainly on the editor portion of it…... BuggyWorld is a C# Offline Engine I started working on what is now 2 days ago from this topic being made. It was originally going to be a game I was making from scratch but it has now turned more into a engine I plan on making that I may release a game made from. But for now I am focusing more on the engine side of it and the mindset that this will be an engine. Once I get further into development I will most likely change it to being an online game or release a version for each but for now there is no server or networking involved. The name comes from what it was originally going to be a game so that name will probably be changing soon one I think of something fitting. I haven't really done much beside a very basic setup client side. I just have a basic GUI (health/exp/spirit bars and an Inventory) a sprite that moves around and for some reason a chat system. When I made the chat system that was more when I was thinking of going to an online engine but I will probably be removing that until I decide later on. All of my work currently is focused on the Master Editor for this engine. There will be one editor that you use to edit everything in the game. Currently there is the Map, Objects, Items, NPCs, Quests, Shops, Spells and Potions editors in this program. **The Map Editor :** This hasn't really gotten much work done on it as I haven't decided what mapping system I'm going to go with fully yet or how exactly to do the mapping system. There is currently a scrollbar you use to select your tile set (It looks through the tile set folder where the files are numbered 1,2,3,act until it reaches the end) and thats about it. The main thing with this map editor and mapping system I'll be using thats different from Eclipse and most engines is that instead of having an attribute data field that is tied into a tile on the map. it has an objects system. Image below of the map systems current state >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/870261a3bab4bd1bfd8b2d680f305159.png) >! **The Objects Editor:** The objects editor is basically like a second item system, although these items are for the map and not for players. An object can hold as many attributes as it wants or none at all, it can have an image that's drawn to the map (also an option for animated) or it can be invisible) and it can hold attribute data for as many attributes as you want. >! Image below of the Object Editor in it's current state >! >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/7584cd42614a272e143df965af5d19ca.png) >! **The Item Editor:** The item editor is pretty basic with only a few things different then in Eclipse and most engines. You have your normal name, image, description, stat, access and overall level requirements, stat boosts, then damage/speed for weapons, spell number if it's a spell, door number if its a key and potion number if its a potion. I added in Combat type and level requirements like the systems I put into EM although with a few more type options. Also, there are more item types then in Eclipse as you can have rings, necklaces, boots, pants and belts. You can also boost a players walking speed and even their admin rank with an item. Or you can change their sprites alpha to help hide in your map (this is more for admins then on normal player items). The item editor is the only editor setup right now with full loading/saving so thats why you see it more filled out in the images below… >! Image below of the current item editor >! >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/2f2696356c8d20c6466ea8af9ce12031.png) >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/075e071657a4df2c8cc7b7c10f9c2968.png) >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/0bd655502cf637814784bb5c3be0e69e.png) >! **The NPC Editor:** coming soon….. >! **The Quest Editor:** coming soon….. >! **The Shop Editor:** coming soon….. >! **The Spell Editor:** coming soon….. >! **The Potion Editor:** coming soon….. >! I'll continue to post info and pictures on this editor as I work on it and if it gets to the point of being close to a working engine I'll move the discussion to the Non-Eclipse Projects section.
  22. Having some sort of tribe system would probably help with this style of game. Since your basing it off of The Hunger Games style, although they where all fighting for themselves, they did start off as small 2 people tribes basically from their districts. If you go with some kind of ghost system I would suggest only allowing ghost to talk to other ghosts then so they don't do things like reveal the players position who killed them. You could also look into some sort of mini-games for the ghosts to do with other ghosts like 1 on 1 arena fights between ghosts and little shit like that to kill time between games.
  23. All the download had was the DropChance scrollbar and then the small edits to include the DropChance value into where txtChance, scrlNum and scrlValue are changed, right? If you don't have time to do it and if I remember, I'll upload a frmEditor_NPC with those changes in it using EO2.0 tonight.
  24. Pretty sure the previous version doesn't have the skill system.
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