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meowton

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  1. thanks robin. for future reference to anyone who reads this, open up the VB project in the server side and go into the modules folder in the top right corner of the VB window. inside there should be a module called modConstants, open this up and change the MAX_MAPS to whatever you want. make sure to repeat this in the client side as well.
  2. just downloaded and put EO 1.3 up like 5 minutes ago. its cool. but I noticed there is only 100 maps by default. the older versions had a config option that you changed im sure you all remember. how do you change the max maps in this version? also im using the compiled version. let me know if I need the un-compiled one. **edit** apparently there is no un-compiled one. so im guessing i need to bust out vb6?
  3. trade looks really cool. I have a little question. two actually. first, just out of curiosity, what are you working on now that the trade function is complete? and second, you mentioned in an earlier post that you wanted to include npc spellcasting. are you still gonna do that? because that would be insanely cool. also, for those guys arguing about mapping, me and my friend drew everything on paper first, that was fun. we drew a nice overworld looking map to give us a geographical layout of everything, then an actual box by box drawing of individual areas. its a really good way to come up with stuff when your not sitting at the computer. we have a good hundred maps down and when we spread them out on the table it makes me feel just a touch professional :D
  4. client side. when i hit debug it brings me to BltAnimation and points to the line: width = DDSD_Animation(Sprite).lWidth / FrameCount so it might have something to do with bigsprites anyway? on another note, a small thing i noticed: when you are editing the map, and the map has a preexisting attribute on it, lets say the "blocked" tile. i got rid of the blocked tile, started editing, and then i accidentally ran into the space where the blocked tile was. this restored the blocked tiles and cleared all my edits. just came across it right now.
  5. 2 things, one is a little problem the other is an RTE. first thing: blood does not appear when npcs attack eachother. second thing: i got an RTE when i attacked a monster. it was RTE 11: Division by zero. the weapon i had equipped was a stick. it used the dragon animation, had absolutly no requirements to use it and gave 10 attack. i changed the attack to 11 after to see if it did the same thing and it did. i have 2 npcs, one is an old man and one a young boy. nothing happens when i attack the young boy, but it happens almost instantly when i attack the old man. they have the exact same stats and everything. the only thing i can think of that might be a problem is that i copied and pasted a large slime sprite from EE to see if your engine would compensate for sprite size changes automatically. it did. but then after a while it started giving the RTE. not too sure what was going on.
  6. @Ballie: > @meowton: > > > this is damned interesting. I really REALLY like this engine, and I cant wait for you to take it to the LIMIIIIT. I have one question though. for the items and sprites, do you always have to use the neon green color as the background? and the items use a mask type thing where the grey and green cancel eachother out right? > > The pixel in the top left corner of the item's sheet is the mask color. that is SICKMAZING. very flexible. is it the same for the items? EDIT: meant to say sprites instead of items right here ^^^^
  7. this is damned interesting. i really REALLY like this engine, and i cant wait for you to take it to the LIMIIIIT. i have one question though. for the items and sprites, do you always have to use the neon green color as the background? and the items use a mask type thing where the grey and green cancel eachother out right?
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