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Vince

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  1. Quick search on MSDN , and there is the function you're looking for : https://msdn.microsoft.com/fr-fr/library/windows/desktop/ms633540(v=vs.85).aspx
  2. It mostly depends on what you are aiming at. Middleware engines target programmers, instead of writting your own game engine from scratch, you'll have basic set of features such as actors, scenes, resources managing (without having to write your own wrapper for graphics, sounds, networking) … Otherwise, engines like, for instance Game maker, Godot Engine, Unity, Unreal Engine tend to be more of an IDE for games, emphasis is given to game development not to programming,i.e to Game Designer, Programmer, Graphic Artist... They do not share the same purpose, it's like comparing a sedan and a race car. These are tools, workflow mostly depends on user's experience and the scope of the project. For me, you're a bit confusing, I don't understand your point. "There's a reason no games were ever really released with success in Eclipse. These game engines appeal to the lower crowd of inexperienced developers." There isn't one reason, but tons of reasons (a few one) : -Engine is outdated (Flexibility is close to 0) -Some dev even experienced one fall in the novice trap of programming a.k.a they only focus on development of game engine features and not on the game dev itself. The result ? A game engine frenquently unfinished (because building a complete/dedicated game engine is really time consumming) and no game done. -"These game engines appeal to the lower crowd of inexperienced developers" - I agree. -"Game development is hard. " - Marsh I agree too. -ORPG tends to be less attractive nowaday just like MMORPG(Moba are in da place). -... -I forgot : Lazy guys "Why making a generic Mirage-based engine is not a good idea in 2016." Some devs still use RPG Maker 2003 to build their game, making a generic Mirage-based engine if nicely done could seduce people and result in having developers making good little game. I can get back to my sentence : " I don't understand your point." First you spoke about Mirage based engine, then about workflow and productivity which induce to professional dev, then getting back to the failure behind Eclipse Engines(in terms of game released + get success) which induce amateur dev. Comparing professional approach to the amateur approach is meaningless. Mirage engines never aimed to allow you to get your project to a professional level. The main difference between professional and amateur is that professionals (in most of the case) know what are their needs and their constraints and then are able to choose the tools which will fit their workflow the best. In the "professional world" all these solutions are "good for their purpose" as matter of fact : -Valve => Source Engine almost started from scratch (in fact: it's based on Quake engine) -Mobiles games some use Unity, some use Cocos2D(middleware), some use Unreal Engine. There isn't a best solution nor a fastest way, it's all up to you. The questions are more about your skills/experiences, what (software) you're comfortable with, your team(and the skill of your team), your goal, your project....
  3. > I saw some projects that render gif image frame by frame but it's hard to figure out how to sort the codes or clean it Actually in VB6, you use a wrapper of DirectX8 called D3DX in order to load texture, in fact in professional game development it isn't used or rarely (right now in DirectX11 it does not even exist), game studio usually create their own wrapper to load model, texture, manage vertex and so on. With this wrapper you are only able to load format microsoft decided to work with, so it could be very limited. The best solution would be in fact to create your own wrapper and to manage all the format you need to use in your game, but it will be complicated mostly because you would have to get your hands on C++ and I personally think getting in such thing in VB6 is useless… So there many of acting against this problem. In first case you found a DLL which read the data related to the gif format and store it in VB6 Type (Animation, Image on Frame) and you use these to create several texture from memory using D3DX : 1 frame => 1 Texture (but I think you won't find something which will create .bmp or one .gif per frame from an animated gif allowing you to create a texture from these). Maybe I would be searching something like a gif frame extractor which save you all the frame of the gif into a .bmp written in VB6. And your job would be to don't save these file to a .bmp on your hard drive but to store them in your memory. Look a this : [http://www.planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=66620&lngWId=1](http://www.planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=66620&lngWId=1) (Maybe a look to GDI+ could be cool too because you may already use it in your project). One other case would be to try to look how the GIF format is encoded (you can found this on wikipedia for instance). And write a class to read all the data stored in a .GIF it's a bit more complicated because you would have to do it by yourself and it could be even more difficult if you haven't do this before. But it could be a great things to understand the way how picture are encoded for you personal experience. If I have time I will add some extra things to guide you a bit more if you're still blocked.
  4. Uploaded there : [https://mega.co.nz/#!pBsACbKT!_1BiyxD7ynhrbtvchEtcur458TB97yOwQVoU1QrmedU](https://mega.co.nz/#!pBsACbKT!_1BiyxD7ynhrbtvchEtcur458TB97yOwQVoU1QrmedU)
  5. You could have use a much more detailled world map such as this one for your game : [http://i.imgur.com/M78hdb3.jpg](http://i.imgur.com/M78hdb3.jpg) (Especially in game). And there are already existing gba game of avatar, if you want your game to fit more with the graphics style of anime.
  6. Look interesting, what did you use to do this ? Yacc & Lex ?(Or Flex, Bison maybe)? (According to your pseudo, i would say Lex).
  7. It's depends on how much player you want in your game. By long term sustainability , I mean it's not a long term solution, one day if you game goes well, you'll have to think to move on something new. Concerning VB6, it's not able to use multiple core processors. But there's many things you can improve in EO. For exemple, the packet system is based on byte array which allow you to workaround the string packets' system. But in EO, when you set up a packet and you use Write method such as : ``` Buffer.WriteLong m_Var ``` If you didn't use the PreAllocate method (used in MS4), each time you call a Write method, the byte array will be resized. (if you look into the clsBuffer if i'm right, in the write method you'll find Redim Preserve), which an awful way of building packets. In fact building byte array packets using Redim preserve in certain circumstances could be slower than using string concatenation(in string packet). And it'll slow down all your application. The first thing to do is to avoid as much as possible the use of Redim Preserve not only in packets… C++ or C could handle many and various problem of speed execution, and in fine allow you to host a bit more of player(if found the correct way of using it).
  8. > secondly, how hard would it be to convert vb6 to vb.net? i understand there are programs to help but how much effort would it be to go back behind the program and tidy things up? These program are bull****. EO was written poorly, and its architecture leads you to problem of limitation you may have encounter. Therefore, if EO is built that bad it is not due to its dev but it is rather because of VB6. Right now, VB6 is a quite old(it uses COM which is outdated), the needs of users and developpers evolved a lot since VB6. Converting as it is to VB.Net, it's possible but you won't get any advantages… Firstly, because convert an outdated architecture to a brand new language won't make the architecture modern and able to host more thant 70, even if the language is "more powerful". On the other hand, because programming techniques change, the way of managing data change a lot between languages, even more when you compare VB6 to new langages. And upgrading the current architecture to a modern one is suicidal undertaking... If you want to getting started with a new language, you would have to set up a completely new engines, with its own features and its own architecture. But it would take several years to get something really interesting and to be able to develop your game. If not, you won't gain any performance, just by migrating to another language. However, there are different way in order to improve the perf of EO, you could for instance use C++ DLL to extend the VB6 possibilities or use it for complex algorithm with a lot of calculation(like A* pathfinding), but we could discuss about their long-term sustainability. Anyway, one day if your project grow up, you would have to move on something new.
  9. I think, he speaks about the fact that using some Weapon will be more effective versus some type of NPC(depends on their element).
  10. Vince

    GetTickCount()

    Use QueryPerformanceCounter. This is the method to use it in VB6 : http://www.devx.com/vb2themax/Tip/18482
  11. > It doesn't really hinder performance because I have the UI and the Networking operating on their own threads. But I see where you're coming from. The big thing is that I want it to be as user-friendly as possible. You could EASILY take the existing code and convert it to use a console if you pleased. You're the developper, don't wanna change your idea regarding the accessibility of your application. I just made a suggestion > I don't think by much, though. Unless you're aiming for hyperspeed with +100 users, a normal window interface will be more than enough. It can't "slow down" the server if the server isn't using 100% of the CPU (that's assuming that a window inteface even uses CPU; I'm sure it just uses memory). > > Edit: > > Pretty much what Jsventor said. Not so much yeah, but it will be better.
  12. > Thank! > > And the console is better, for some people at least. using the Form makes it easier to use. For example, run GIT Bash along side GIT GUI and you tell me which one look easier ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) lol > > Also, I forgot to mention, the scripts will support Visual Basic AND C#. Have an UI is more user friendly, but the UI slow down the performance of your server. I advise you to use console cause in a server there is just a few commands which is really essential(cf: administration commands). PS : I use Git Bash ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) .
  13. Nice, but… Why do u use Windowed mode ? Console is even better.
  14. @General: > I really wish you guys would stop saying Dx8, the proper term for this graphics engine is Direct3D8, or D3D8. When you use the wrapper of D3D made by microsoft(D3DX), the right term to use is DirectX8, even if DirectX is the name of the whole api(regroups D3D, DirectInput, DirectSound …) cause the graphics lib is the core of the library ! The term D3D is used by the people who creates graphical engine and build their own wrapper on D3D(in the way to replace the default wrapper "D3DX"). In my opinion it doesn't matters, as long you understand what the people says...
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