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

Xlithan

Members
  • Posts

    311
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Xlithan's Achievements

Newbie

Newbie (1/14)

  • Conversation Starter Rare
  • Week One Done Rare
  • One Month Later Rare
  • One Year In Rare

Recent Badges

0

Reputation

  1. Adventures of Virellia is a game that brings back the classic nostalgic feel of early 2000's 2D MMORPGs. It is inspired by indie games made with PlayerWorlds, ORE and Mirage Source. Adventures of Virellia was originally made back in April 2009, inspired by a popular indie 2D MMO that came out in 2000. We are still in development phase at this time! Visit our Discord Community for further updates and discussions. Main Website https://draignet.itch.io/virellia
  2. Based on MSE2, with credits to Consty, Harold and Emily. https://sourceforge.net/projects/mirage-source-5/ Welcome to MirageSource 5. --------------------------- This version of Mirage Source has been updated with DirectX 8. The engine itself in regards to its features is much the same as the original version with the added feature of seamless scrolling maps. Features Seamless scrolling maps DirectX 8 Byte array packets Stand-alone client & server
  3. Xlithan

    Discord Down

    Anybody else experiencing issues? Can't believe I had to sign in to these forums to ask.
  4. Assuming you have access to the source code, just hide the selection box for selecting a class, and set it so they start as whatever class you want.
  5. Love how my name isn't there. I've been around Since Mirage 3.0.3, berore Skyward, before Robin, before any of the names mentioned. I developed M:RPGe, which inspired the Konfuze Engine, which inspired Elysium Diamond, which inspired Eclipse. Pft...
  6. Are you actually here to make games? lol
  7. Perfect, thanks bro ![alt text](https://i.snag.gy/CPvV8W.jpg)
  8. DrawSkillbar is located in DrawGUI which is located in Render_Graphics, which has a Beginscene line. So would I have to move DrawSkillbar to a location that doesn't have it, or what can I do inside DrawSkillbar that would draw it to a picturebox? **Edit:** I moved it to DrawGDI and I can now enter the game. The picturebox is completely black and doesn't show anything so I'm guessing I'll have to change some things in DrawSkillbar **Edit 2:** I managed to get this far but obviously needs some adjustment. They're supposed to be 30px boxes, 5px from Left and Top, and 40px apart. Not sure why it's drawing it like that but I'll figure it out. ![alt text](https://i.snag.gy/MwJXe5.jpg) **Edit 3:** I had my suspicions and they were right. It sizes the graphics based on the size of the PictureBox... How can I fix this issue? ![alt text](https://i.snag.gy/knCXIZ.jpg)
  9. Crazy thing is, the log says this... "The following error occured at 'Render_Graphics' in 'modGraphics'. Run-time error '-2005530516': Automation error." Apparently the error occurs during the time in which the procedure is called...
  10. Direct3D_Device.BeginScene is when it breaks, which doesn't really make a lot of sense to me as it hasn't even run any of the code at that point.
  11. Hi guys. So as some of you know, I'm redesigning the interface in Skywyre v10 and going back to the traditional Picturebox on an interface design like in Eclipse. SkyWyre made the change to drawing to a full screen on frmMain, and my project specifically requires me to revert back. However, I don't want to go back to DirectX7, using an earlier engine. Currently, I'm attempting to move everything from the main game screen (Which is now frmMain.picGame), to picture boxes on the interface. Currently, I'm trying to draw the hotbar items/spells but I'm getting that infamous "Unrecoverable DX8 Error". This is my procedure, and I know it's wrong but I tried my best attempt at it. If anybody could correct my code that'd be great, as I can then use it as a template for moving everything else. **Code:** Public Sub DrawSkillbar() Dim I As Long, x As Long, y As Long, t As Long, sS As String Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene x = 0 y = 0 For I = 1 To MAX_HOTBAR ' draw the icon Select Case Hotbar(I).sType Case 1 ' inventory If Len(Item(Hotbar(I).Slot).name) > 0 Then If Item(Hotbar(I).Slot).Pic > 0 Then 'EngineRenderRectangle Tex_Item(Item(Hotbar(i).Slot).Pic), x + 2, y + 2, 0, 0, 32, 32, 32, 32, 32, 32 RenderTexture Tex_Item(Item(Hotbar(I).Slot).Pic), 5 + x, 5 + y, 0, 0, 30, 30, 30, 30, D3DColorARGB(255 - Item(Hotbar(I).Slot).a, 255 - Item(Hotbar(I).Slot).R, 255 - Item(Hotbar(I).Slot).G, 255 - Item(Hotbar(I).Slot).B) End If End If Case 2 ' spell If Len(Spell(Hotbar(I).Slot).name) > 0 Then If Spell(Hotbar(I).Slot).Icon > 0 Then ' render normal icon 'EngineRenderRectangle Tex_Spellicon(Spell(Hotbar(i).Slot).Icon), x + 2, y + 2, 0, 0, 32, 32, 32, 32, 32, 32 RenderTexture Tex_SpellIcon(Spell(Hotbar(I).Slot).Icon), 5 + x, 5 + y, 0, 0, 30, 30, 30, 30 ' we got the spell? For t = 1 To MAX_PLAYER_SPELLS If PlayerSpells(t).Spell > 0 Then If PlayerSpells(t).Spell = Hotbar(I).Slot Then If SpellCD(t) > 0 Then 'EngineRenderRectangle Tex_Spellicon(Spell(Hotbar(i).Slot).Icon), x + 2, y + 2, 0, 0, 32, 32, 32, 32, 32, 32, , , , , , , 254, 190, 190, 190 RenderTexture Tex_SpellIcon(Spell(Hotbar(I).Slot).Icon), 5 + x, 5 + y, 0, 0, 30, 30, 30, 30, D3DColorARGB(255, 100, 100, 100) End If End If End If Next End If End If End Select ' draw the numbers sS = str(I) If I = 10 Then sS = "0" If I = 11 Then sS = " -" If I = 12 Then sS = " =" RenderText Font_Default, sS, 5 + x + 8, 5 + y + 28, White x = x + 40 If x >= 120 Then x = 0 y = y + 40 End If Next Direct3D_Device.EndScene Direct3D_Device.Present ByVal 0, ByVal 0, frmMain.picSkillbar.hwnd, ByVal (0) ' Error handler Exit Sub errorhandler: HandleError "DrawSkillbar", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub
  12. I'm just gunna go with a picturebox. I don't like the fact that I'm unable to do some cool animations with the interface without the use of DirectX8 but originally I was using EO for this project anyway.
  13. When I made my maps bigger, the map screen moves across the rest of the interface. Beginning to think this is more hassle than it's worth lol ![alt text](https://i.snag.gy/8562ij.jpg)
  14. @Mohenjo-Daro How did you solve map scrolling? Mine still moves across the interface.
×
×
  • Create New...