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Xlithan

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Posts posted by Xlithan

  1. I managed to get one of LaVolpes snippets to work, and that was PNG to ImageBox. This is great, but I would much rather have the images drawn to a PictureBox, which I can do using existing code in the engine, but as I said above, I get that black box, which I don't want, and I don't believe it's as simple as changing an alpha value.
  2. Update: I managed to find some source that allows me to load a PNG into an ImageBox. This will suffice for now. I would have preferred to draw the image to a picture box that already has a loaded background image but the way the current graphics rendering script works I'm not sure if that will be possible. I may have a play around with it though as it doesn't seem right that I can only get a black background when drawing to picSprite.

    I've been playing around with this line which is responsible for that black background. I can change the colours, but alpha blending doesn't seem to be possible with it.

    Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 255, 0, 0.5), 1#, 0
  3. Well it seems I couldn't get this to work the way I wanted to yet. I want it to draw a paperdoll onto picSprite on frmMenu, but in order to draw things, it first draws a black box, and I don't want it to do that as picSprite has a background image already.

    This is so incredibly frustrating.
  4. This is how old mapping used to be done to make it look seamless. Make the map size fairly large and then put the warp attributes about 5 squares in. It's not really worth it. I believe Konfuze or Elysium used to have genuine seamless mapping but it was incredibly laggy.

    As for the OP's question. No it's not really bad practice to have different map sizes. And you CAN make the world consistent by doing something like this:![Map Consistency](https://i.imgur.com/JZG5LKJ.png)
  5. That image there, is using a gif, and I'm using some code to make the form transparent. I will be updating it though so it uses the directx coding to draw a PNG image. You get rubbish quality on the edge of an image when it's saved to GIF
  6. I decided the interface was a bit too dark for the theme I'm going for, so I have decided to use a different interface. This is what I have of the main menu so far. I had to use a GIF in order to get the transparency to work, so I've lost quality on the edges. I'm currently working on having a PNG image draw onto the form using the DX coding that's already within the script. But for now this is how it looks. I've yet to do the menu buttons but you get the idea.

    ![Main Menu](http://era.draignet.uk/img/screens/mainmenu1.png)
  7. Tried that, but it's not that simple. When it comes to auto-tiles it uses a series of different numbers to find parts of that tile. When you add 48x48 tiles you're adding 16 pixels to each tile. With that said, when it comes to the code looking at say, 16 pixels, you know that's half of 32, therefore you would change it to 24, as that is half of 48.

    I did manage to get 48x48 working. I could place tiles, and the movement was fine. But then you have to look at things like directional blocks, cursor movement, targetting, attributes etc. etc.

    There's a lot more values to change to get it working than just 32, and that's why I've decided not to bother.

    The RMMV tiles are essentially just large, and updated versions of RMVX. I've reduced the size in photoshop and so far they still seem to hold a decent quality. However, I would have preferred 48x48 since I haven't seen any Eclipse games with those tiles yet.

    RMMV is a great choice of graphics to use because it has all the paperdoll graphics there for you. So anybody wanting character customisation with hairs, clothes etc. this is a great collection to use. Obviously, unless you're converting to 48x48, you'll have to go through each and every graphic and reduce the size.
  8. I've tried working with LaVolpe's stuff but it doesn't work. When I ported it over to my project, the image didn't display.

    I'm going to try something else. I have some code that makes everything on the form transparent if the object is coloured vbCyan. So what I'm going to do is use a picture box and draw the image in using the current code in the project. The picture box will be coloured vbCyan so hopefully that should get the transparency and the PNG will be drawn with DirectX rather than just loaded.

    I'll let you guys know how it goes and if it works I'll share the method with people, if they want it.
  9. Good evening everybody.

    I've been researching for hours upon hours on how to place a PNG image onto frmMenu. I've got as far as getting the form to be transparent, but I can't seem to load the PNG using any of the methods I've found online. The closest I got was inserting the PNG into a picture box, but obviously there was no transparency.

    Is there a way to draw the PNG using the existing code from the engine? Using SkyWyre v10.
  10. ![era.draignet.uk](http://era.draignet.uk/img/logo.png)

    **Welcome to Era Online**

    Era Online is a multi-player online RPG with quests and progressing story-line.
    It derives from the classic Era Online games originally created by Erling Ellingsen, which was developed using the BaronSoft ORE engine.

    Now, Era Online has come to Eclipse, and we are recreating the world of Menath.

    This thread will be a project blog of all the progress I make with the game.

    So far, I have been constructing the interface.

    ![alt text](http://era.draignet.uk/img/screens/char_bars.png)

    ![alt text](http://era.draignet.uk/img/screens/chat.png)

    ![alt text](http://era.draignet.uk/img/screens/menu.png)

    I've done a few back end things, updated the map editor a little to suit my needs.

    My current project is converting support for 48x48 tiles.
  11. Hi guys! So I really want to work with RMMV graphics. This means I need to increase my tile size to 48x48.

    It's clearly not just a case of updating the following code:

    ' Tile size constants
    Public Const PIC_X As Long = 48
    Public Const PIC_Y As Long = 48

    While this does update the tile size on the screen, it doesn't update the size for the map editor, or the mouse position when hovering over characters. It also causes the sprite to be offset from the centre of the screen when map scrolling.

    Please don't tell me it's a case of going through the entire code changing 32's to 48's etc. lol
  12. Public Sub DrawGUI()

    ' render shadow
    'EngineRenderRectangle Tex_GUI(27), 0, 0, 0, 0, 800, 64, 1, 64, 800, 64
    'EngineRenderRectangle Tex_GUI(26), 0, 600 - 64, 0, 0, 800, 64, 1, 64, 800, 64
    RenderTexture Tex_GUI(23), 0, 0, 0, 0, 1024, 64, 1, 64
    RenderTexture Tex_GUI(22), 0, 768 - 64, 0, 0, 1024, 64, 1, 64


    Where I have 1024, that was 800. My screen is 1024x768
  13. Either way this isn't what I wanted I just wanted to enlarge the screen. I've figured it out. After you've changed the values of Max_MapX, Max_MapY, and changed the twip values of frmMain.width/height, you need to go around and look for any 800x600 sizes relating to the interface. It's all good.
  14. Hi all. I'm trying to enlarge the screen, but I think I may be missing something when updating some of the sizes in the code. I get the larger screen, but the map doesn't stop scrolling, it keeps scrolling until about 4 tiles in, and then stops.

    What values do I need to update to get it to work properly with a larger screen? Thanks.
  15. Because I don't have the time to do all my own graphics ;) I'm already working on another game which is going to be released (Probably won't be played by many people but whatever, shits and giggles). If I had the time and the ability to do good pixel art I'd invent my own Pokemon style game with all original content and original ideas.
  16. There's a ton of Pokemon fan games floating around on the pokemon community. There's even a custom engine for making them. I doubt very much they would even be aware of it's existence, if I did release it.
  17. Been playing around with some stuff. Currently coding the battle system. I have no intentions currently of releasing the game, it's just a little side project that I always wanted to do. If I do decide to open it and let people play around from time to time I'll probably use some custom graphics and sprites and make it look more appealing, rather than the cartoony graphics from the GBA games.

    ![](https://i.snag.gy/vVsXzR.jpg)
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