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Krumelz

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Everything posted by Krumelz

  1. Hello. Well, i got a problem, thats actually why im postin here but whatever. When i use the local ip "127.0.0.1", my game starts without any errors, But if i use my no-ip IP (e.g. Cookiestatstegood.zapto.org) , i get a "Packet Error: MSG = 614" error. the 614 is a different number like everytime i try to enter. I guess i bugged my source but i dont know what has to be bugged so that error appears. Maybe anyone could help me with that? ~Krumelz
  2. hm, ok. Thanks for the info. ^^ Let's see if I find out something by using google. if not I hope someone on this forums can help me. Edit: Solved the problem by just changing the protocol from TCP/UDP to TCP. Topic will be closed.
  3. Netgear, model WNR1000. Firmware V1.0.1.15 if you need to know that one too. thanks for the fast reply. ~Krumelz
  4. Well, the title kinda explains it. I've portforwarded to the same port I use for the client and server, in my case 5001. I use No-Ip which tells me that its updating proberly. The IP in my client is set to the no-ip IP. Well, if I use 127.0.0.1, I can connect to my server. As soon as I enter the no-ip IP, I cant connect. any suggestions what's wrong? Portforwarded: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/d2051067d81dda724f6c0545c2dcf0e7.JPG) Server: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/700357d9b4dd82f8c0f1c898f14f8fb5.JPG) config of the client: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/8007113fd170666e98e9281edfab6e7e.JPG) No-Ip: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/1831f4fa729a4cd57ebcd1f1b3d518b5.JPG) ~Krumelz
  5. Krumelz

    Sprite problem

    set the pixel in the top left corner to the same black that is surrounding the sprite.
  6. looks epic. im really looking forward to play it someday. :P
  7. Well, my source looks exactly like the one in the tut. the problem is that all the sprites i used in my old game look like the ones at 2. while they have to be like the one in 1. So i wanted to ask if theres a way to source it so they work normal again. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/47de8b87051d1dd006ff24a85b5fbac9.bmp) ~Krumelz
  8. thanks that you wanted to help me tho. ill just wait until someone can help me. ^^
  9. well, my problem is that i've got over 500 sprites from my old game, and it'd take epicly long till i'd have edited all sprites. so i wondered if there is a way to change it in the source.
  10. oh, gonna update them then. also, liek i said, i used the image converter to make them, so they actually should work, since all frames do xcept when you're looking right or down. Its just like the movement is twisetd when you walk down or right. Well, if you think i did them wrong, tell me how to do them then. :P Yours sincerely, krumelz
  11. Hey, I hope someone can help me with this. Well my problem is when i look down or right, it blts the wrong frame of the sprite. Im sorry if you dont understand what i mean, my english aint that good. Well, the first thing i did was using the image converter to split my old spritesheet. Next i followed this tut ([http://www.touchofdeathforums.com/smf/index.php/topic,65788.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,65788.0.html)) so i can use them. Well, here are some screenshots to help you understand: When i look up or left, everything is ok ![](http://www.imagebanana.com/view/sv3nnrzc/Sprite1.JPG) But when i look down or right, it looks like this: ![](http://www.imagebanana.com/view/xc569o8o/sprite3.JPG) would nice if anyone could help me. yours sincerely, krumelz.
  12. Hello jaykelvik. Try that: Go to your Server Folder -> Scripts -> Events -> Usingstatpoints. when you open it, It should look like this: ``` ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Module: UsingStatPoints.ess ' ' Author: Stephan J.R. van Schaik ' ' Date: August 30th, 2009. ' ' Version: 1.0.0 ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Function: UsingStatPoints ' ' Brief: executes when a player uses a stat point. ' ' Parameters: ' ' Index: the index number of the player. ' ' Type: the stat type to increment. ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' Sub UsingStatPoints(Index, StatType) Select Case StatType Case STAT_STRENGTH If GetPlayerSTR(Index) + 1 >= MAX_STAT Then Call BattleMsg(Index, "You have maxed your strenght!", BRIGHTRED, LEFT) Exit Sub End If Call SetPlayerSTR(Index, GetPlayerSTR(Index) + 1) Call BattleMsg(Index, "You have gained more strenght!", WHITE, LEFT) Case STAT_DEFENCE If GetPlayerDEF(Index) + 1 >= MAX_STAT Then Call BattleMsg(Index, "You have maxed your defence!", BRIGHTRED, LEFT) Exit Sub End If Call SetPlayerDEF(Index, GetPlayerDEF(Index) + 1) Call BattleMsg(Index, "You have gained more defence!", WHITE, LEFT) Case STAT_MAGIC If GetPlayerMAGI(Index) + 1 >= MAX_STAT Then Call BattleMsg(Index, "You have maxed your magic!", BRIGHTRED, LEFT) Exit Sub End If Call SetPlayerMAGI(Index, GetPlayerMAGI(Index) + 1) Call BattleMsg(Index, "You have gained more magic!", WHITE, LEFT) Case STAT_SPEED If GetPlayerSPEED(Index) + 1 >= MAX_STAT Then Call BattleMsg(Index, "You have maxed your speed!", BRIGHTRED, LEFT) Exit Sub End If Call SetPlayerSPEED(Index, GetPlayerSPEED(Index) + 1) Call BattleMsg(Index, "You have gained more speed!", WHITE, LEFT) Case Else Call PlayerMsg(Index, "Unknown stat type.", BRIGHTRED) Exit Sub End Select Call SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) - 1) End Sub ``` Now check if the "-" at the ``` Call SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) - 1) ```is there, if theres an +, change it. this should fix your problem. yours sincerely- krumelz.
  13. Krumelz

    Stats in EO

    Could someone please tell me what each stat in EO exactly does? I dont really get what each of them is for. Im sorry if there already is a topic about this, but i couldnt find one. would be great if someone could help. ~Krumelz
  14. hmm .. the error says "Pain.wav" , but isnt your sound a pain.mp3 ?
  15. Hello ^^, i remember i had the same problem a few weeks ago. To fix it, open the source [client side] and find: ``` AMT = InputBox("How many " & Item(GetPlayerInvItemNum(MyIndex, (lstSellItem.ListIndex + 1))).name & " would you like to sell?", "Sell " & Trim$(Item(GetPlayerInvItemNum(MyIndex, (lstSellItem.ListIndex + 1))).name), 0) If IsNumeric(AMT) Then packet = "sellitem" & SEP_CHAR & snumber & SEP_CHAR & ItemNum & SEP_CHAR & ItemSlot & SEP_CHAR & AMT & END_CHAR Call SendData(packet) lblSold.Caption = "You sold " & AMT & " " & Trim$(Item(ItemNum).name) & "s ." End If ``` its in the frmSellItem. Now Replace the line ``` If IsNumeric(AMT) Then ``` with ``` If IsNumeric(AMT) and AMT > 0 Then ``` Thats the way i fixed it ^^ yours sincerely, krumelz
  16. Actually, i got an idea about the battle system xD Its kinda hard to actually "move" the own poke, xcept you make it like in Pokemon Rangers. Like on a battle, you get warped to a "Battle map". On that map theres you and your enemy, you would fight like in a normal game, walk around, spells on hotkeys etc. I just dont know how you could stop the NPC from moving while you would open your menu or switch pokes, but it hink i already found smth like this on the forums. ill search around tomorrow, kinda tired today now. yours sincerely, krumelz
  17. @nubb$moneys true story, you got any ideas of a different battlesystem?
  18. Well, those ideas aint that bad, even though it would take a few weeks or months to make a pokemon battle system. Personaly i like the idea with the Planets/Elements. now a few question… * Would you use the usual pokemon sprites or custom ones? * You thought about adding something like team rocket? err .. i think that were all questions already xD yours sincerely, Krumelz
  19. Hey Marsh, mind if i get a copy too? I finally learned C++ and would like to take a look at the source ^^ yours sincerely, Krumelz
  20. Well the Sub is called BltPLayerName, somewhere in it it should look like ``` Select Case GetPlayerAccess(index) Case 0 Color = lablabla Case 1 Color = blablabla and so on ``` I didnt try it yet but i think what you requested would be possible by adding some checks in the Case 0, the player case. like: ``` Case 0 If GetPlayerLevel(index) < 20 then color = vbColor(RED) Else If GetPLayerLevel(index) >= 20 and GetPlayerLevel < 50 then color = vbColor(PINK) Else and so on.... ``` Just dont forget all the End If´s ;D If it doesnt work, try to replace "GetPlayerLevel" with "Player(MyIndex).Level" And when you still got any problems, post them here, im gonna try it on my source ^^ yours sincerely, Krumelz
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