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Thor7

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Everything posted by Thor7

  1. Ertzel anychance of this being re-uploading please. In process of learning C++ and would love to see how u have done things. Cheers and thanks for sharing.
  2. > It's good to offer support for both, but two versions is just too much work. Defo, means he would have to update a release bug fixes and added features to both version, a bit of a mission really for Deathbeam. Best to keep it to 1 steady bug free version in my opinion.
  3. > Maybe he meant choosing from 3 classes, as CS didn't have 3 chars per account, it just had 3 classes to choose from. You can add additional classes into your game no bother with the current version(and all EO versions) just in the classes.ini server side. Addional characters per account would be good as players don't have to make a new account just to play a different class, they cud just go to a character select page on login. Older versions had this in but was taken out by Robin I think. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) Edit: > So thid bug can't be fixed ? ^^' > > In my personal opinion , about the 3 characters etc… it would suggest to have 3 characters on 1 account because else each person would nice to make more accounts just to play another class so : > > If there is 5 classes there (example) > > Each person would need to make 5 accounts just to play all the classes , and if there is about 10 persons , your server would have 50 accounts but they are still 10 persons . > > Yeah i explain it bad in english ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) Soz didnt see ur reply Clark, beat me to the punch ;P lol
  4. > Whats about allowing the users to choose 3 characters? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png) > > Just like in crystalshire;D > > Or is that already in EA ? You on about letting a player have multiple characters on a single account, so say: 1 account, 3 player character slots to make chars? ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) that would be good. Btw good job on bug fixes so far Deathbeam
  5. @Joyce: > *.mp3 support was added ever since 2.2 me thinks. (FMOD provides it). > Sorry missed this post. > > Then tough luck. Anyone that's serious about their game will either get someone to help them, be it for free as a learning thing, or paid. Expecting a default engine to be alright to work off is just plain silly, as we've all seen it a million times and it's just of no interest whatsoever. And we're also not here to write your game for you, the base is provided and there's plenty of tutorials to read through and learn from, some are basic and some are very hard to understand, but it's not like us programmers just fell from the sky at random. We had to learn and break our heads over it as well. :] Total agree with Joyce! =] @Jumbofile: > He already said he didnt want all these features he just wants to make a base engine. If you were going to add features add the quest system and projectiles. These are some of the most needed features in a game. I agree with Jumbo as well, quest and projectiles are normally basic features in modern day RPGs so should be part of core build. How ever, the tutorials are there n with a little bit of Vb knowledge any one can implement them (and the community is great with loads of helpful ppl who would help if needed no doubt :)) But I think first before anything current bugs should be fixed before progressing to add more features. @deathbeam - Your doing a spot on job dude with good frequent updates and releases :) keep it up mate!
  6. @Ariel: > nothing wrong with what she said, why should I shut up? Im telling my opinion. anyway, lets stay on topic. Ok soz. Main menu would be nice, but would say bigger things come first. Main menu is easily done (or even ripped from CE:DE :) but need Vb and a little knowledge on it, but I know not everyone has Vb) I'll will scan new release when fin work n test for bugs.
  7. @Ariel: > And i thought to play nice with you.. WELL: > > ![](http://media.giantbomb.com/uploads/0/4389/1341482-jeff_meme_shut_up_bitch_super.jpg) > > Im too lazy. Uncalled for! Lumiere is right, let Deathbeam do what he thinks is needed. Bug fixes are priority over anything in my mind. But particle system is looking awesome so far and will be a big addition! Nice work Deathbeam keep it up dude n do wat u think is best! :)
  8. Quick update and release good work :) Hot bar is working fine apart from one issue, when you use a consumable (Hp Potion or the Bread in Demo) from the hot bar it does not refresh to show item has been used, even though Item has been removed from Inventory.
  9. Good Release :) Found a few bugs with Hotbar: When you drag a Spell or Item into the "Hotbar" it will only alllow you to place it in Slot 1, but then appears in Slot 8\. You can not remove the Spell or Item from the slot by right clicking. Also when you try to add a different Spell or Item it will only go in Slot 1 (then shows in Slot 8) and replace last. I will look for more bugs, but so far a good add on to the Nightly Release. EDIT: When you first learn a Spell it will not appear in the "Players Skills" until you click on the Spell Slot the Spell would be going into. Also a small issue: but you can not Forget Spells.
  10. Nice edit to the Nightly Release. I haven't had a full look over and tested full for bugs/issues, but straight off the mark there's an issue with the item discription (item info) for currency based Items. So any currency u make in game does not display info for item with mouse over. Over Item types work fine. Also I'm not sure if this is a big in the projectile system (haven't tested in a vanilla copy) but projectiles will not hit/damage a player or MoB over a dead MoB or Player. So if u have just killed a MoB and anouther MoB was behind the dead MoB the projectile shows the image but does not hit/damage the MoB behind dead body. So in over words the projectile won't go over dead body's. Good work so far :)
  11. Wud never thought of that, thanks! I'll give that a try tomorrow and post how it goes. Again thanks :)
  12. I'm trying to do this at the moment but cant seem to get it right. I was going to have it so that in the Item Editor you have a extra value: "Ammo Type" choosing from 1-3 (Each one being different ammo types, such as Normal Rounds, Shotgun Rounds…ect) then when making weapon you select what ammo the gun uses, then if you had the ammo in your inventory it would fire weapon and if it didn't it would state no ammo. Issue is I cant seem to get the value to stay on Item when saved, or how make client check players inventory when firing to use ammo. I'm still noobish when it comes to VB, and just looking through engine code and learning from there :P The Extra value I copied from the "Projectiles Speed" and changed name to "Ammo". Anyone got any idea's on this or can give a little guidance that would be awesome. Thanks
  13. Thanks mate found my issue due to your help :) Had Enum in wrong place! lol
  14. Hey sorry to be a pain but I'm getting "Run Time Error 9" on both Client and Server when trying to "Run" after adding your tutorial. Debug points to: HandleDataSub(SHandleProjectile) = GetAddress(AddressOf HandleProjectile) I'm not sure where ive mocked up but sure I followed instructions correctly. This is happening on both Client and Server. Could you guide me to where I'm going wrong as I know it will be me :P Thanks and Sorry again, still learning VB.
  15. *Bump* Take it this is a stupid question :p
  16. Hi all, I was wondering if there was a simple way of changing the attack system. Basically im trying to create a system that when a player character goes to "Target" an NPC or Player he can attack the "Target" if his weapon is in range. So if a weapon has a range of 1, a player can attack any targeted NPC or player 1 sqaure around him like so: P = Player X = Weapon Attack Range XXX X**P**X XXX So if a range is 2: XXXXX XXXXX XX**P**XX XXXXX XXXXX So the attacking player has to select a "Target", and if it is in range of "Weapons Range" he can attack, still by holding down "CTRL". But a player can on attack if a player has a target otherwise attackin (Holding CTRL) wont work and state something like "Select a Target". This means a player can still select his allies to cast spells and such, but can only attack 1 target at a time with in weapons attack range. With this a use of a arrows come, just without showing of flight of arrow, but can still show some kind of arrow animation on attack. Opens up loads of possibilites. I would say have weapon range upto around 30 for the use of archery. Any ideas to this, or help to point me in right direction would be much appreciated. Not the best at VB but willing to learn :) I currently using: CE:DE (Samu Mod) Thanks :cheesy:
  17. Thor7

    WOAH WOAH WOAH

    Hehe how have you just noticed? :P Like Robin says the "i" is lower case to have the eclipse above ;) Good Idea Robin, love it!
  18. Thor7

    WOAH WOAH WOAH

    The site looks alot sexier now then the last dark horrid one >_< Love the bright colours and eclipse logo, and like Rodriguez says its alot more comfortable with a warm feeling to it. Good job!!
  19. Thanks mate, I will send you a PM later on today after I've finished work and whipped up a list :P But I’m sure we will be able to work something good out. Also $25USD for "Pet System" with levelling and stats is a brilliant deal! Surprised more people aren’t spamming you for this lol. Again thanks mate
  20. Thanks for quick reply dude, and unlucky about just starting school for the day lol. Im just about to finish work and its been a long day so far (So thank F*ck lol) but hope your day will fly for ya :P For your question mate, I think it would be best for players to be able to add stat points to their leveled pets. This will allow players more freedom to what type of pet they want (Tank, Healer…ect) What I was meaning by evolutions was basically a visual change. As in when a pet levels up to just say 10, the pet will evolve and change its sprite (and possible get additional stats to add). But this is just a idea off the top of my head. Would be handy for pokemon games( in defo not making apokemon game, just see a few other members who are making one and this would do thema treat) so if you code that in you may get more people wanting to purchase :D But gunna check funding after work and will let you know if I can get this off ya. So just to make sure it would be: + $20USD for pet system + $5USD for pet level & stats system with evolution? Total: $25USD Or is the pet level system and eveolution two different add on to purchase? :P Was also wondering if you do private coding at all for $$$, as in if I PM ya a few features to see if its possible to add would you give me a price range? Cool if not mate and thanks alot for this awesome purchasable feature :D On a seperate note: @jcsnider: > I am just about to head out to school now. When I get back I will look into the hotbar possibility, I just really need to find a way to show that it is a pet spell versus a normal one. What I was thinking is that pets only have a maximum of 4 Spells, so could make a seperate hotbar for pets, just with 4 Pics (one for each spell) and have it appear when a pet is summoned. With that though you would have to make it so the hotkey F commands where used with a press… As in a player has to hold "SHIFT" and click/press "F1-F4" to cast pet spell? then just normal click/press F commands for player spell. Other than that I can only think of putting a simbol or sign (or just a complete different Image for pet spell Icons) in the hotbar? Cheers
  21. Thanks for answering my question mate :) Think I might have to look into getting this pet system off ya. Looks really well done! Would be cool if the “Pet Spells” were able to be placed into the hotbar aswell, but shouldn’t be to hard to add really? I was wondering though if/what you would charge to add my question into your pet system? With pets being able to level up and gain exp from killing MoBs (that is if you wanted to do this, not really needed as your pet system is sound just would be a nice difference). Im just learning VB and still getting stuck on stupid things which is slowing down my project, so don’t mind spending the coin on good hard work from yourself and the likes of others from eclipse, as in the end everyone is happy lol as I get things done quicker and ppl like yourself make some hard earned coin :D
  22. @jcsnider: > Let me check up on that… the trial version is mainly a test to see if I could follow my own tutorial. I just double checked the spell editor and had forgotten to add the Pet option to the spell type list. > > Anyways, I am currently uploading the fixed trial version and thank you for finding the bug! > > New Download link: http://www.mediafire.com/?06bbdke6iivrak2 > (Updating first post now) > > There were no server changes so everything should work find if you just copy over the client.exe Thanks for update dude, and no problem. At work at the moment but when I get in I will chck your new trail, which is a good idea for people to test your software :) BTW People, try the trail and I guarantee you will love jcsnider pet system :D Was also wondering if it would be hard to put in a level system for pets? As in they gain exp and level up(could also add evolving when get to specific level)… But just a idea for ya mate but not sure how that would affect the party system for sharing exp Cheers
  23. Looks really good mate a very well done pet system! Looking at saving a few pennys and purchasing this pet system off you mate. One question tho, as Ive had a go at the test version but how do you summon from "Spell"? just couldn't find the option :P Good work tho mate :)
  24. Thor7

    Adding Items

    @Pezza: > ive created an item.. now I dont how to code it so it becomes a hat in game In the Item editor at they very top you should see "Pic:" and next to that a "Scroll Bar"… Click the scroll bars arrows to make the "Icon Image" change to the image wanted for that Item :)
  25. Sounds mint mate, and seems like you have really thought about it! :) Was wondering with your new pet system and the way the MAP NPCs are now set in a new variable, will it be easy enough to change the MAX MAP NPCs? As ive been thinking of trying to implement more NPCs per map, as my current map sizes are big and don’t think they will be enough NPCs per MAP for players to play game without fighting over NPCs for quests and levelling. Once again looking real good Samu! Cheers
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