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cowin000

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Posts posted by cowin000

  1. Honestly this is the sweetest thing Iv seen for visual basic 6\. It converts your entire vb project to java. Wich means you can make EO in vb then convert it, then editthe source with eclipse, the actual eclipse program. Google it. Mind you there are like 22 something errors when I converted mine. So it will need a bit of touching up and work, but once you fix those errors, its totally worth it. I keep compileing now im down to 13 errors and its not Hard at all, just time consuming. Here is the full version of the program.

    INSTALLATION- YOU MUST FOLLOW THIS PERFECTLY OR IT WONT WORK.

    Download the 2 attachments below.

    1\. Run the setup. When it asks for a serial key type in 6696
    2\. let it do it thing then let your computer restart
    3\. Ass soon as your computer reboots and is ready to use again extract the zip file to your desktop and just run the exe.
    4\. Open up vb6

    How to use the program.

    When you open up visual basic 6 the java converter is used as a toolbar installed, youll see it. Create a simple form and put some controls on there. Then click "Options" in the java converter toolbar and go to the environment tab. Go down and locat were your java.exe and your javac.exe are. (*You must have JDK installed) select ok the click the convert button.

    Errors and Fixes

    If you get an error like this

    >! Loading Project: C:\Documents and Settings\Tyler\My Documents\Project1.vbp…
    Output Directory: C:\Documents and Settings\Tyler\My Documents\
    Converting C:\Documents and Settings\Tyler\My Documents\Form1.frm...
    Processed 18 lines in 0.891000 sec.
    >! Compiling Project: C:\Documents and Settings\Tyler\My Documents\Project1.java...
    javac: invalid flag: C:\Documents
    >! Usage: javac
    >! use -help for a list of possible options
    >!   Compiling Form1...
    javac: invalid flag: C:\Documents
    >! Usage: javac
    >! use -help for a list of possible options
    >!   Compilation failed.
    >! 0 out of 1 file was built successfully.


    then go to the output of were you project was saved and converted. Drag all your .java files to
    C:\Documents and Settings\(Your name)
    and paste them there.

    then open up command promt and type in javac name of project

    for example, my project was EO.java, it compiled form1.java and module1.java. I drag those to the directory of C:\Documents and Settings\Tyler and I go to command promt and type in javac EO.java. This generates and compiles the class files needed to rin run the applet. Once comiling is dont drag all your .java and .class files back to your source folder and you should see some type of internet shortcut that will opn the applet in a webpage. There ya go

    for further help post here.
  2. Because for 1, I just uploaded those screenshots this morning, 2 I just upgraded to robins engine like a weekago, 3 Iv been tying up loos eds with the engine itsself. The game used to be maid with EO_2.0, and it was custom made too, GUI different, beautiful rpgmakervx maps and everythings. It dident look like crystalshrie. Thats what we are doing now but we are realsing a demo just to see if it works.
  3. Relax, this is just going to be a network test to see if I can support a server 24/7\. Were still in the process of creating our own GUI, tiles and graphics. Here check this out http://69.249.11.59/DAX.html. This is a link to show work that iv actually programed my self and edited with java and flash. Then here's a link showing who I really am in real life http://www.qcsd.org/qcsd/lib/qcsd/qc5-14.pdf. I do my own stuffs :)
  4. @Damian666:

    > code should be in code tags.
    >
    > but nice one, now to see if i get it xd
    >
    > now to wait till someone converts it over to EO? :O
    >
    > Or you could do it yourself. Theres a thought.
    >
    > Dami
  5. Stephen I underatand what your saying but lets face it. This is just a simple tutorial that explains the basics of it and it does in fact require some smarts and skill to get it to an engine with dx8 capabilities.
  6. Ok you know how in the config.ini file for the client, theres a section for the ip and the port numbers. Well if your looking to make a decent game you might want to hide these for security. One possible threat to keeping this is people could make private servers of your game. All it takes is for someone to dl or creat a server to match your client sockets and boom creat a p server. But anyway heres how to hide it.

    modClientTCP

    find
    Code:
    Sub TcpInit()    ' If debug mode, handle error then exit out    If Options.Debug = 1 Then On Error GoTo errorhandler        Set PlayerBuffer = New clsBuffer
        ' connect    frmMain.Socket.RemoteHost = Options.IP    frmMain.Socket.RemotePort = Options.Port
        ' Error handler    Exit Suberrorhandler:    HandleError "TcpInit", "modClientTCP", Err.Number, Err.Description, Err.Source, Err.HelpContext    Err.Clear    Exit SubEnd Sub

    and replace

    frmMain.Socket.RemoteHost = Options.IP
    frmMain.Socket.RemotePort = Options.Port

    with

    frmMain.Socket.RemoteHost = IP
    frmMain.Socket.RemotePort = PORT

    Then go to modConstants and type in

    Public Const IP As String = "127.0.01"
    Public Const PORT As String = 5000

    then just remove all of the Options.IP and Options.Port stuf in modDatabase.
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