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

Xlithan

Members
  • Posts

    311
  • Joined

  • Last visited

Posts posted by Xlithan

  1. ![alt text](http://pr.draignet.uk/img/logo_nobg.png)

    PlayerRealms is a compiled engine focused towards non-programmers. It will include several tools for making changes to the game to ensure it is flexible and has the ability to be completely custom.
    Before I touched on Visual Basic 6, I tried several game editing engines and while they were good, they all lacked that one common thing, and that was the ability to create your own custom interface, to set your game apart from the others.

    The PlayerRealms database will use MySQL, which will allow players to display stats on their websites, and also adds the support for web-based login and character creation, user control panel, admin control panel and much more.

    At this current time I haven't decided on which engine I want to use, but I'm leaning towards my edited version of Skywyre v10 due it's already amazing features, and I have already implemented 48x48 tiles which means higher quality and more detailed graphics.

    I'm looking forward to expanding on the engine and providing a suitable and feature-rich engine for those without the skills of programming.

    Stay tuned...
  2. Is that just for making the character walk diagonally though? Because I already did that. Or are you talking about a real isometric system using real isometric graphics? Because the issue with the isometric graphics is that, for example, ground tiles have to over lap each other. The diamond shape of the graphic means that the actual tile has blank spaces in each corner where the next tiles would go.

    ![alt text](http://draignet.uk/hosted/Bitmap_5.bmp)

    The graphics rendering would have to be rewritten to solve this issue, so that the tile system is diamond shaped instead of square.

    Everything uses X and Y, and pixel width and height. That means straight across and straight down. The entire graphics system in EO is based on -------- and |

    The whole system needs to be rewritten to have this kind of shape
  3. I was just trying to scare him into not charging for his game and making a horrible mistake of never getting any players lol. Everybody knows Consty or Shannara doesn't give 2 fucks about MS any more lol.

    Well, actually, Consty is re-making Mirage Online as a browser based game.

    https://twitter.com/consty

    https://play.consty.com/client.html
  4. It's a lot of work. I'm not in a rush to release the game, I might give it a bash and see what happens but it'll be tricky to convert the current rendering system. It's nowhere near as simple as you think it might be.
  5. As explained in the shoutbox, server-side code adjustment is necessary. This happens in Sub PlayerMove. In **Case DIR_UP** where you have:
    *Call SetPlayerY(index, GetPlayerY(index) - 1)*

    You need to add under that:
    *Call SetPlayerX(index, GetPlayerX(index) - 1)*

    And then you do a similar process in the other direction cases.

    Otherwise the movement doesn't function correctly, as I did try it without.

    There is something else, called **Sub ForcePlayerMove**, which I adjusted but haven't tested it's functionality. This is only ever used **TILE_TYPE_SLIDE** which I doubt I'll ever use so haven't bothered testing yet.

    Apart from that, **Sub PlayerMove** is the only part of the server script that needs adjusting to work with diagonal movement.
  6. Yeah, that works for the client side, but for server side in Sub PlayerMove, you have to more or less rewrite it. The code itself remains pretty much the same, but you're doing extra checks.

    For example, if you move up, it checks the tile which is -Y of the players current position. Since moving up is now -Y and -X, you now need to check the tile up and left of the players current position. As for how the graphics rendering system is "moving" the sprite, I'm as of yet unsure, as I don't think it'll be as simple as "Oh, the sprite is moving up and left at the same time, I'll just draw it so it's moving diagnonal", there will probably be some rewriting of that to show the sprite moving properly in the "new" direction. But we'll get to that.

    Once that's all done, I'll see what happens when the screen moves. If it's written the way I think it is, it just moves in the direction of which the sprite has moved, but whether it's move in 2 directions at the same time is yet to be determined.

    But we'll get there!
  7. Yeah I was thinking that. I'm just editing some code to get the character to move diagonally and then I'll put in some iso graphics and see how it looks. I mean essentially it's the same thing from the players point of view, who really cares if the engine isn't true isometric? It'll make mapping a little more complicated, but if it works, it works.

    The main area of code that needs to be edited, is **Sub PlayerMove**. It more or less needs to be rewritten for checking the tile they want to move too but it's definitely, definitely achievable. I'll post a short video if I can get this functioning correctly.
  8. Well, I've been giving it some thought and the idea of trying to make the engine Isometric appeals to me. I have absolutely no idea how I'm going to achieve this though, it may be way out of my skill set which is probably why it's never been done before.

    I could always go down the route of fake isometric and just have the character move diagonal, with normal tiles made to look isometric. We shall see.
  9. Eclipse Public License -v 1.1

    www.freemmorpgmaker.com ([email protected])

    THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS ECLIPSE PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF THE PROGRAM CONSTITUTES RECIPIENT'S ACCEPTANCE OF THIS AGREEMENT.

    1. DEFINITIONS

    "Contribution" means:

    a) in the case of the initial Contributor, the initial code and documentation distributed under this Agreement, and

    b) in the case of each subsequent Contributor:

    I) changes to the Program, and

    ii) additions to the Program;

    where such changes and/or additions to the Program originate from and are distributed by that particular Contributor. A Contribution 'originates' from a Contributor if it was added to the Program by such Contributor itself or anyone acting on such Contributor's behalf. Contributions do not include additions to the Program which: (I) are separate modules of software distributed in conjunction with the Program under their own license agreement, and (ii) are not derivative works of the Program.

    "Contributor" means any person or entity that distributes the Program.

    "Licensed Patents " mean patent claims licensable by a Contributor which are necessarily infringed by the use or sale of its Contribution alone or when combined with the Program.

    "Program" means the Contributions distributed in accordance with this Agreement.

    "Recipient" means anyone who receives the Program under this Agreement, including all Contributors.

    2. GRANT OF RIGHTS

    a) Subject to the terms of this Agreement, each Contributor hereby grants Recipient a non-exclusive, worldwide, royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, distribute and sublicense the Contribution of such Contributor, if any, and such derivative works, in source code and object code form.

    **b) Redistributions of the supplied source code must not be sold or traded without the sole consent of "Touch Of Death Productions". No hardware per se is licensed hereunder.**

    c) Recipient understands that although each Contributor grants the licenses to its Contributions set forth herein, no assurances are provided by any Contributor that the Program does not infringe the patent or other intellectual property rights of any other entity. Each Contributor disclaims any liability to Recipient for claims brought by any other entity based on infringement of intellectual property rights or otherwise. As a condition to exercising the rights and licenses granted hereunder, each Recipient hereby assumes sole responsibility to secure any other intellectual property rights needed, if any. For example, if a third party patent license is required to allow Recipient to distribute the Program, it is Recipient's responsibility to acquire that license before distributing the Program.

    d) Each Contributor represents that to its knowledge it has sufficient copyright rights in its Contribution, if any, to grant the copyright license set forth in this Agreement.

    3. REQUIREMENTS

    A Contributor may choose to distribute the Program in object code form under its own license agreement, provided that:

    a) it complies with the terms and conditions of this Agreement; and

    b) its license agreement:

    I) effectively disclaims on behalf of all Contributors all warranties and conditions, express and implied, including warranties or conditions of title and non-infringement, and implied warranties or conditions of merchantability and fitness for a particular purpose;

    ii) effectively excludes on behalf of all Contributors all liability for damages, including direct, indirect, special, incidental and consequential damages, such as lost profits;

    iii) states that any provisions which differ from this Agreement are offered by that Contributor alone and not by any other party; and

    iv) states that source code for the Program is available from such Contributor, and informs licensees how to obtain it in a reasonable manner on or through a medium customarily used for software exchange.

    When the Program is made available in source code form:

    a) it must be made available under this Agreement; and

    b) a copy of this Agreement must be included with each copy of the Program.

    c) you must have express consent from Touch of Death Productions.

    Contributors may not remove or alter any copyright notices contained within the Program.

    Each Contributor must identify itself as the originator of its Contribution, if any, in a manner that reasonably allows subsequent Recipients to identify the originator of the Contribution.

    4. NO WARRANTY

    EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, THE PROGRAM IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED INCLUDING, WITHOUT LIMITATION, ANY WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. Each Recipient is solely responsible for determining the appropriateness of using and distributing the Program and assumes all risks associated with its exercise of rights under this Agreement , including but not limited to the risks and costs of program errors, compliance with applicable laws, damage to or loss of data, programs or equipment, and unavailability or interruption of operations.

    5. DISCLAIMER OF LIABILITY

    EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, NEITHER RECIPIENT NOR ANY CONTRIBUTORS SHALL HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OR DISTRIBUTION OF THE PROGRAM OR THE EXERCISE OF ANY RIGHTS GRANTED HEREUNDER, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

    6. GENERAL

    If any provision of this Agreement is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this Agreement, and without further action by the parties hereto, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.

    If Recipient institutes patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Program itself (excluding combinations of the Program with other software or hardware) infringes such Recipient's patent(s), then such Recipient's rights granted under Section 2(b) shall terminate as of the date such litigation is filed.

    All Recipient's rights under this Agreement shall terminate if it fails to comply with any of the material terms or conditions of this Agreement and does not cure such failure in a reasonable period of time after becoming aware of such noncompliance. If all Recipient's rights under this Agreement terminate, Recipient agrees to cease use and distribution of the Program as soon as reasonably practicable. However, Recipient's obligations under this Agreement and any licenses granted by Recipient relating to the Program shall continue and survive.

    Everyone is permitted to copy and distribute copies of this Agreement, but in order to avoid inconsistency the Agreement is copyrighted and may only be modified in the following manner. The Agreement Steward reserves the right to publish new versions (including revisions) of this Agreement from time to time. No one other than the Agreement Steward has the right to modify this Agreement. The Eclipse Foundation is the initial Agreement Steward. The Eclipse Foundation may assign the responsibility to serve as the Agreement Steward to a suitable separate entity. Each new version of the Agreement will be given a distinguishing version number. The Program (including Contributions) may always be distributed subject to the version of the Agreement under which it was received. In addition, after a new version of the Agreement is published, Contributor may elect to distribute the Program (including its Contributions) under the new version. Except as expressly stated in Sections 2(a) and 2(b) above, Recipient receives no rights or licenses to the intellectual property of any Contributor under this Agreement, whether expressly, by implication, estoppel or otherwise. All rights in the Program not expressly granted under this Agreement are reserved.

    This Agreement is governed by the laws of the State of New York and the intellectual property laws of the United States of America. No party to this Agreement will bring a legal action under this Agreement more than one year after the cause of action arose. Each party waives its rights to a jury trial in any resulting litigation.
  10. Update:
    Making good progress with 48x48 conversion. I have sprites and tiles converted which was the easiest. Directional blocking now works correctly with the conversion. Targetting works as it should but I need to move the target image down a bit.

    Autotiles seem to be the trickiest to do so far. Not sure why as I've changed the values to what they should be.

    16 = 24
    32 = 48
    48 = 72
    64 = 96
    80 = 120

    Those should be the right values but I'm still not getting autotiles displaying correctly.

    Another thing I need to correct is the point of where the map starts scrolling when the player is moving. I doubt this should be much trouble so I think I'll get that fixed and leave autotiles for last.

    I imagine there will be other things I need to fix such as ranged weapons and spells but they might be ok, not tested yet. But so far the map editor seems to be functioning as it should with everything else :)

    Just an example of 48x48 tiles. I'm not super happy with the RMMV tileset so I may look for others:
    ![alt text](https://i.snag.gy/pTf9xA.jpg)
  11. I'm now currently in the process of converting the engine to 48x48 pixels. I know this is going to be a hard process but I'm determined to have it. The graphics are just so much better and it will set it apart from other Eclipse games and allow me to take full advantage of the RMMV graphics, which are beautiful.
  12. I was a Super Moderator at BaronSoft back when it was on the QBite forums. I played the original EO and EO2 (Which I have the source code for).

    I believe there is somebody else attempting to recreate Era Online and the world of Menath, but from what I saw from it, it was still using crappy graphics, crappy programming and it just wasn't appealing at all.

    As an old Era player from many many years ago, I believe Era deserves some justice, and I also believe it's fans deserve to see a modern, decent game.
    I don't really require any old graphics or anything, but I could benefit from some old world maps, storyline, lore, anything of that nature that I can incorporate into this new game.
  13. Anything cyan will be transparent through the whole form. So if you have a cyan PictureBox, you'll actually see straight through to the desktop, rather than the forms background image.

    I have some LaVolpe source code but it's for PNGs in ImageBoxes, which is fine because it works. And I only need 4 ImageBoxes for clothes, beards and hairs and accessories. I would have preferred to draw them, but it's only for character creation so it's not a huge issue.

    I could easily just have a black picture box, and draw them onto it, but I'm stubborn and I want my character creation interface to look good, without black squares and shit.

    ![alt text](http://era.draignet.uk/img/screens/charactercreate.png)
×
×
  • Create New...