Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Merailima

Members
  • Posts

    39
  • Joined

  • Last visited

    Never

Merailima's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. Awesome! I wish i was as good as u… Im using unity 2 make a game but i just started and im not very good at it :(
  2. @Yorty.: > @Robin: > > > @[SB: > > > > > Shri (shrig94) link=topic=58000.msg614158#msg614158 date=1267489197] > > > @MrMiguuâ„¢: > > > > > > > I am feelin' a lot of love > > > > > I can make you feel other things too. > > > Jkjk > > > > Let me in on this love, guys. > > > > hugs everyone. > > What happened to you? Turning all that hate into man-love… I have to agree, that is the wierdest thing i have heard from him yet its the best. ;D
  3. @Gueber: > @Braiton: > > > Well, it depends on where you want the SP bar to be. If you want it anywhere on the GUI just delete the Energy label in the char menu and move the SP lbl where your bar is. Then create another label over the bar and make it calculate the width like the rest of the bars: > > > > ``` > > frmMirage.shpSP(ornameofthelabel).Width = ((GetPlayerSP(MyIndex)) / (GetPlayerMaxSP(MyIndex))) * 73 > > ``` > > If you want it over the screen then blt it properly then make the shpSP (or whatever you call it) a picturebox and put lblSP inside that picture box and position it to fit perfectly where your bar is being blt'd. > > When I go to view object, frmStable (frmMirage.frm). I get something like: "errors during load, please view \client\source\frmMirage.log for details". > > the log: > Line 656: Class VBMP.VBMPlayer of control MusicPlayer was not a loaded control class. > Line 665: Class VBMP.VBMPlayer of control BGSPlayer was not a loaded control class. > Line 674: Class VBMP.VBMPlayer of control SoundPlayer was not a loaded control class. > Line 25: Property Icon in frmMirage had an invalid file reference. > Line 29: Property Picture in frmMirage had an invalid file reference. > Line 662: The property name _ExtentX in MusicPlayer is invalid. > Line 663: The property name _ExtentY in MusicPlayer is invalid. > Line 671: The property name _ExtentX in BGSPlayer is invalid. > Line 672: The property name _ExtentY in BGSPlayer is invalid. > Line 680: The property name _ExtentX in SoundPlayer is invalid. > Line 681: The property name _ExtentY in SoundPlayer is invalid. > Line 1532: Property Picture in picUp had an invalid file reference. > Line 1552: Property Picture in picDown had an invalid file reference. > Line 1652: Property ItemData in lstSpells had an invalid file reference. > Line 1654: Property List in lstSpells had an invalid file reference. > Line 1734: Property ItemData in lstOnline had an invalid file reference. > Line 1736: Property List in lstOnline had an invalid file reference. > Line 2427: Property TextRTF in txtChat had an invalid value. > Line 25: Property Icon in frmMirage had an invalid file reference. > Line 29: Property Picture in frmMirage had an invalid file reference. > Line 662: The property name _ExtentX in MusicPlayer is invalid. > Line 663: The property name _ExtentY in MusicPlayer is invalid. > Line 671: The property name _ExtentX in BGSPlayer is invalid. > Line 672: The property name _ExtentY in BGSPlayer is invalid. > Line 680: The property name _ExtentX in SoundPlayer is invalid. > Line 681: The property name _ExtentY in SoundPlayer is invalid. > Line 1532: Property Picture in picUp had an invalid file reference. > Line 1552: Property Picture in picDown had an invalid file reference. > Line 1652: Property ItemData in lstSpells had an invalid file reference. > Line 1654: Property List in lstSpells had an invalid file reference. > Line 1734: Property ItemData in lstOnline had an invalid file reference. > Line 1736: Property List in lstOnline had an invalid file reference. > Line 2427: Property TextRTF in txtChat had an invalid value. > > I don't know what it all means but I'm guessing there are alot of errors that shouldn't be there when I haven't even changed anything yet. Think its going to be a problem if I just ignore them? > ![](http://img191.imageshack.us/img191/5684/formx.png) Did you download the library files and stuff like that?
  4. Simple. I dunno for sure but i think it will work. Open up the EE folder, select server>classes>class# (# being the class number). You will see some text. Where it says MAP=1 X=0 Y=0 change them to the map, x and y you want to have them in.
  5. Pretty kewl. I love the text that it makes. BTW, I have a V5 of Photoshop. You might want 2 say this: "On photoshop V5, on the "wind" menu, choose Stagger and do it thrice. Make the wind go left to right. Do a 2-pix grattisan or whatever blur. Rotate the canvas back. Take the text layer and line it up so that the winded layer is on top. Once done, select the text and emboss it using Filter>Stylize>Emboss. Easy as stealing candy from a baby. ;-d
  6. ![](http://Base.png) Here Plz give me credit
  7. @Merailima: > That'd be cool, and convenient, but you didnt answer my question: And what I maent by the shift click not working was that I allinged myself but it wouldnt fix the problem. Hello, did you see that? BTW, what app did you use to make PV?
  8. @[DEVELOPER: > MrMiguuâ„¢ link=topic=46896.msg555275#msg555275 date=1254782616] > I was thinking about this and figured it would be a good idea. I will look into this but I am more curious of converting the engine to pixel movement. Spanion did it, why can't I? That'd be cool, and convenient, but you didnt answer my question: [quote author=Merailima link=topic=46896.msg555275#msg555275 date=1254782616] Aww man… Something weird happened... Now I cant attack any enemies, and I still cant pick up items. I can shop, though. I tried shift + click, but that didnt work. And what I maent by the shift click not working was that I allinged myself but it wouldnt fix the problem.
  9. Aww man… Something weird happened... Now I cant attack any enemies, and I still cant pick up items. I can shop, though. I tried shift + click, but that didnt work.
  10. @[DEVELOPER: > MrMiguuâ„¢ link=topic=46896.msg553654#msg553654 date=1254526946] > It's not that easy to change. I might consider it in the future but for now I am going to convert the engine to read 5 right sprites and 5 left sprites, the first 3 frames are the walking animations, the next frame is the jumping animation, and the last frame is the attacking animation. They will be 64x64 in size. I already adjusted the y-axis of the player HP and NPC HP bars as well as their name's y-axis to be perfectly aligned with both 32x32 sized sprites and 64x64 sized sprites. I thought you could mabye, you know, flip the sprites? You could save room for that… Or you could make it so that you can hide yourself when casting spells....Would be convenient... Also you could make it so the spells can fly like a projectile... That'd be useful... You could also make your charecter be from the Bigspriets sheet...Oops srry for brainstorming here.
  11. @[DEVELOPER: > MrMiguuâ„¢ link=topic=46896.msg553328#msg553328 date=1254461359] > Are you referring to the player sprite animations of attacking separate from the spell casting ones? Yes
  12. Eggnog's good. They sell it, I think, year round in like, Donelans or something. And I like eggnog, but PUMPKIN EGGNOG TASTES LIKE PUMPKIN PIE!!!!!!!!!!!!!!!!!! XD
  13. Y cant you make casting spell costumes separate from the attack costumes? It would be very, very helpful if U did…
  14. @MrMiguuâ„¢: > You know, it's possible to make NPCs cast spells via sadscript… I will think about the shooting arrows thing. The overall FireArrow concept isn't that simple. I would have to recreate everything used for the players to the NPCs. I will think about it. Oh, you replied? Anyway, I dont know sadscript :(
×
×
  • Create New...