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Xlithan

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Everything posted by Xlithan

  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 Adventures of Virellia was originally made back in April 2009, inspired by a popular indie 2D MMO that came out in 2000.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.
  15. What I might be able to do is make 2 HandleMouseMove subs. One for the interface section and one for the game screen section. This may work.
  16. I'd prefer to use DX8 for the whole interface any way to be honest because it means I can be more creative with my interface :)
  17. It's all rendered onto frmMain with DX8. *' blit interface RenderTexture Tex_GUI(43), 1, 1, 0, 0, frmMain.ScaleWidth, frmMain.ScaleHeight, frmMain.ScaleWidth, frmMain.ScaleHeight* This draws the interface. *' Draw normally RenderTexture Tex_Tileset(.layer(I).Tileset), ConvertMapX(X * PIC_X), ConvertMapY(Y * PIC_Y), .layer(I).X * 32, .layer(I).Y * 32, 32, 32, 32, 32, -1* This hasn't been changed at all. But ConvertMapX/Y has been *ConvertMapX = (X - (TileView.Left * PIC_X) - Camera.Left) + 246 ConvertMapY = (Y - (TileView.Top * PIC_Y) - Camera.Top) + 10* That's how I get the tiles to be drawn in the location I have it. I did try it with a picturebox before, but the mouse cursor doesn't work properly on the interface, and as I said, you wouldn't be able to drag skills from the interface to the hotbar located on the game screen. So the whole thing has to be drawn.
  18. Having checked some things, it would appear that the interface buttons use the size of the game screen. Where my buttons are now (Check a previous screenshot), if the mouse cursor position is greater than the width of the game screen in relation to the whole window, the buttons don't work. I'm going to have to rewrite the mouse position code so it checks them separately.
  19. I figured it would be something similar to that Rob. My only concern is the buttons and things like inventory which are located off the map screen. Would this conflict with being able to interact with those?
  20. Thanks I'll give that a try. What was your solution for the mouse movement? GlobalX_Map and GlobalY_Map responsible for where the tiles are located?
  21. This I can do, as I have done already. The issue is when the fog/panorama moves. It moves the image across the whole screen, as the whole screen is rendered. If I was using a Picturebox as I said, this wouldn't matter. But because it's drawn to the whole enter screen, that's why it moves over the interface. That's why I was asking if there was a way to move the image but only draw it only over the tiles. Even after setting the destination coordinates, that's just where it's initially drawn too. The 'd' changes value due to the offset of the movement. Another question I have, is that I need to figure out how to get it so that the mouse knows when it's over the tiles. It still thinks the whole screen is the game screen, so targeting is completely off. I might call it a night though, I would say I've been quite successful so far. I might just have to live with panoramas and fogs being static. You can see here, drawing the fogs and panoramas is fine if they don't move. But you can see where the mouse cursor is, and it's targeting the player from there. ![alt text](https://i.snag.gy/Vwjoi2.jpg)
  22. Hi guys. I'm playing around with SkyWyre v10 and I wanted to see what the possibilities were. Right now, I'm trying to create the illusion of a classic Eclipse style game with an interface, like they used to be instead of a full game screen. The issue I have, is that Panoramas and Fog move across the screen, and they move across the whole screen. How can I restrict these to only be visible on the game screen. I could use a Picturebox and just code everything so it uses controls on the interface instead of from the game screen but I want to be able to drag spells/items to the hotbar and other things that benefit drawing to the whole form instead of a PictureBox. Any ideas? ![alt text](https://i.snag.gy/u8foyS.jpg)
  23. Forums are now up for PlayerRealms, located on the DragonSource forums. http://source.draignet.uk/forums/
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