tslusny
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Posts posted by tslusny
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> A tamer class… that sounds strangely familiar... =o lol
>
> Anyway... This is stating to look really awesome! Can't wait to play!
Yea, i gonna use that taming part from HoA engine and my own custom pet system (currently used in Prospekt) with some modifications. And thx ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
**Howdy, Zombie:**
_Btw showing here fluid day to night transition_
![](http://www.freemmorpgmaker.com/files/imagehost/pics/e715087d273407b45c6ac32442f173b1.png) -
Me too ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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I hate this. Game is looking good from informations, but no screenies ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png) I am not going to download anything without seeing any screenies of it.
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Oh lol
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> Deathbeam, in future, why don't you make sure the tutorial is working before you post it?
>
> All you need do is take a blank copy of EO or whatever engine this is for and try to implement it then fix any problems. It'd be a much better tutorial than doing a half-arsed job and having to update it ~8 times before it actually works; you can also make it much harder for people who use it before any fixes.
Becouse i forgot that i changed names of listing constants and i thought it will 100% work ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) -
Why moderner? They are very sexy now ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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![](http://www.toptenz.net/wp-content/uploads/2010/08/what_are_you_doing.jpg)
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honored.me ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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> Yes :-)
>
> I know how to do an Tutorial haha but still walking not much or most just wait till i get in the way of them
This is pathfinding, not new NPC AI ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) They will be smart only when they will try to kill you, and not when they are hanging around -
http://replygif.net/1049
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28? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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No ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Marshy Dearest? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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4957
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Nice and simple tut ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Good work
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Great tut for begginers ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) But what´s that tags? ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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> For me its working but the NPC most just stand and wait what makes easy to run away xD
And do you deleted this?
> This delete? srry for my noob question ; d
>
> ```
>
> i = Int(Rnd * 5)
>
> ' Lets move the npc
>
> Select Case i
>
> Case 0
>
> ' Up
>
> If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_UP) Then
>
> Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Down
>
> If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_DOWN) Then
>
> Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Left
>
> If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_LEFT) Then
>
> Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Right
>
> If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_RIGHT) Then
>
> Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> Case 1
>
> ' Right
>
> If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_RIGHT) Then
>
> Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Left
>
> If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_LEFT) Then
>
> Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Down
>
> If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_DOWN) Then
>
> Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Up
>
> If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_UP) Then
>
> Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> Case 2
>
> ' Down
>
> If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_DOWN) Then
>
> Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Up
>
> If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_UP) Then
>
> Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Right
>
> If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_RIGHT) Then
>
> Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Left
>
> If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_LEFT) Then
>
> Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> Case 3
>
> ' Left
>
> If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_LEFT) Then
>
> Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Right
>
> If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_RIGHT) Then
>
> Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Up
>
> If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_UP) Then
>
> Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> ' Down
>
> If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
>
> If CanNpcMove(mapnum, X, DIR_DOWN) Then
>
> Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
>
> DidWalk = True
>
> End If
>
> End If
>
> End Select
>
> ``` -
I think all bugs are fixed (thx to Adiif for reporting them) so i hope everything is working ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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> Heh, what I said about the torch getting weird on some sprites…
>
> Anyway...try to keep original, "zombie fields" could have some other name.
Yea, but it is looking pretty good ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) But if you can make a little bit bigger ones, becouse this is barely visible ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
And that´s just demonstration map ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) -
> Wow, this game is great that far!!
>
> Strongest torch, eh? some kind of creepy ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
>
> I like the sprites!!
>
> Maybe add a class unlocked at mainchar lvl 40 (something like that) which will be necromancer (Can tame/summon undeads/walkers)
>
> Typo at 'till'
>
> EDIT: Forgot to say that is wanna play…now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
>
> EDIT EDIT: Ahh, i'm so messy, did i tell you that PvP all around the game would be great?
Zombie tamer can.. tame zombies ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) But that is not finished yet, so i am not giving more details ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
For PvP Maybe, but for that i must make many modifications for PvP system to e less.. distracting for new players ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) -
> share yes pls
Sorry but no ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) It´s my system, i sold copy of my source with it to Bug, but without my permission he can´t share it. Maybe i will decide to share it sometimes, but not now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) -
He wanna aura system (Bug, don´t share it pls ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) )
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**This is getting creepier and creepier:**
_This is for now strongest torch in-game, other ones emmit less light ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)_
_![](http://www.freemmorpgmaker.com/files/imagehost/pics/0047b11542f843b1aa707dbd09a8f8c3.png)_ -
> Good?
>
> ```
>
> Public mapMatrix() As mapMatrixRec
>
> ```
>
> Variable not defined
>
> ```
>
> PlayerWalking
>
> ```
>
> Please Fix this all Pathfinding
Uploaded new modPathfinding
That your 1 to MAX_MAPS issue are still here, so just repeat what you did, becouse you have older MC so you do not have MAX_MAPS constant -
> Constant expression required
>
> ```
>
> Public mapMatrix(1 To MAX_MAPS) As mapMatrixRec
>
> ```
>
> …..
Remove that 1 to MAX_MAPS
[All Versions] A+ Pathfinding for NPCs
in Source
Posted
>
> I installed this shortly after you posted was this one of the bugs found?
>
> is anyone else having this issue?
>
> my code contains this (eo3)
>
> EDIT- I commented out the following and all of its paired end ifs and elses.. seems to do the trick but not sure if it broke somthing else.
>
> So far seems good.. If any one who knows more then me( SO ANYONE) thinks this should be left in please let me know
>
> "'Gonna make the npcs smarter.. Implementing a pathfinding algorithm.. we shall see what happens.
>
> ' If IsOneBlockAway(TargetX, TargetY, CLng(MapNpc(MapNum).NPC(x).x), CLng(MapNpc(MapNum).NPC(x).y)) = False Then
>
> ' If PathfindingType = 1 Then"
>
> this is also above " ' Check if we can't move and if Target is behind something and if we can just switch dirs
>
> If Not didwalk Then
>
> If MapNpc(MapNum).NPC(x).x - 1 = TargetX And MapNpc(MapNum).NPC(x).y = TargetY Then
>
> If MapNpc(MapNum).NPC(x).Dir <> DIR_LEFT Then
>
> Call NpcDir(MapNum, x, DIR_LEFT)
>
> End If"
>
> could this be the issue i see no mention of this line in your tut
In EO 3.0 there is already pathfinding lol ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) But this one is better, so i recommend replacing it.
> Just started working on this for one of my projects, saved me bunch of time thanks I'll let know when what I think of it/any bugs I may find when I get around to adding it.
Good ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
> I just applied this (the logic of it) to a VB.net project I was working on, I'll report back the results once i collect sufficient data to prove this works well with a mass swarm.
In VB.net? Wow ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
> Be sure to give a clear explination of what this does, not everyone knows what it is excluding myself. But make it noob friendly.
It´s pathfinding, i think everyone will got what it is ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)