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Carim123

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Everything posted by Carim123

  1. Hmm. Fair, I guess. Although, if you worked hard on a tutorial, expecting some praise, I'm very doubtful of that happening with a deprecated engine. I'll stop bugging you now. xD
  2. @hansomme94: > -snip- ![](http://i133.photobucket.com/albums/q75/Boonfarmer/stewie-gun.gif) Replace Stewie with your game, and imagine the gun shooting. That's what'll happen the moment you release it.
  3. Simple. Make a word wrap function (GetWidth is a helpful function.), Render above the player, make a dynamic rect-based blting procedure, from a single graphic. Preferably small, but able to split, and piece together the graphic, add a GTC timer, call when needed.
  4. @hansomme94: > I know that but thanks for the post Ah, didn't notice that. Helpful for noobs, I like it.
  5. > Customize-able Controls for **EE** :|. Although, this can easily be adaptable to EO.
  6. @Prince: > -VB.NET- :| Open VB, go into modClientTCP, and right near the top you'll see FrmMain.Socket.RemoteHost. Add; FrmMain.Socket.RemoteHost = "IPHERE." Make sure it's your external IP, and you've portforwarded your internal IP.
  7. @Casper: > Hate to agree with such a fuckwit but yeah, seems like the sensible thing to do I'd love to see your suggestion.
  8. He said "you realise?". Grow a pair of balls, already. * * * Rob, you really should lock this thread, and create a topic on Eclipse Projects. Then unlock it when you're ready, because there're clearly people either who have no patience, or are just posting the same repeated mindless "OMG LOOKS GUD, RELEASE ALREADY ZOMG."
  9. Please, have your caps lock fixed. Oh, and tip; substituting an "s" for a "z" doesn't make you look cool, it makes you look moronic.
  10. It's better than having walls of text, especially when presenting something.
  11. @Rithy58: > VB2011 does exist. It's a Developer Preview for Windows 8. As in, able to code, develop, and publish with it, at the current period. Please don't take my comments, especially my sarcastic comments, literally.
  12. @purplystuff: > i can do some things but not everything lol Wait, you can make an entire engine in a currently non-existent language, but you can't add a basic conversation system? Intriguing…
  13. @SeeingBlue: > When is impatience useful? Not to go off-topic, but I've always found my impatience useful. Often helps me get stuff done quicker, and helps me remember what to do next. Well, to ~~confuse~~ help you even more, here's a clue… ``` With rec .Top = 0 .Bottom = 32 .Left = 0 .Right = .Left + 32 End With ```Think about the graphics it loads, and the placement of where things load from on the graphic…have an idea on what this does, then? EDIT: We really should take this to a PM.
  14. @Robin: > Impatience isn't a personality trait which is useful in game design. Noted…buuuut see below as to why I got impatient. @Robin: > Macroing is as old as the internet and I still find people who've never bothered to look in to it. I know, and I use Macros frequently, it's just, when you don't have access to your PC that has all your usual stuff for 2.5 - 3 weeks, your patience does wane out, and you just get on with it. xD Especially with the fact that my memory is so pathetic that I'd rather just get it done, before I forget and struggle to remember what I was going to do.
  15. @SeeingBlue: > I'm interested how you did #4. > > One of the images is green because that is transparent against the picScreen. The other image is black, but this can be any color as long at it matches the color of your inventory background(it is not transparent.) > > How did you work around this fact? Simple. I just changed BltInventoryItems' recs to the same as BltItems', and made my inventory UI cell-based, to get around the fact it had to match colour. @Robin: > Three words: Photoshop batch actions. Eh, Would've, but I didn't have PS on the PC I was using at the time. >is impatient.
  16. @Robin: > It's been out in Crystalshire for weeks. > > You needed to delete the game and re-download for v1.5.0 but the latest updater has the ability to replace itself. Ah, right, nice. =D
  17. Several options. 1) Scrap 'em and make do with what you have. 2) Convert 'em manually. 3) Make a converter. 4) Change the recs in BltItem (Or whatever it's called). That's what I did, because I couldn't be bothered to convert 688 items.
  18. @Robin: > Once I've ironed out any bugs in it. Had one or two people have file access issues, so I need to know if that's them just screwing up running it or a problem with the program. > > I also haven't got around to adding file kill lists yet. Not to be off topic, but does that mean that we'll have to download a new updater for CS, or have you somehow made a mystical system that makes it update itself?
  19. Carim123

    Paperdolls

    @Taegan: > I've been trying to make it for two days, but it really isn't going well. ;-; > Is there really no existing source edit to give an admin the power to alter a player's sprite? My god, it's not difficult. ``` Sub HandleSetSprite(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddR As Long, ByVal ExtraVar As Long) Dim n As Long Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteBytes Data() ' Prevent hacking If GetPlayerAccess(Index) < ADMIN_MAPPER Then Exit Sub End If ' The sprite n = Buffer.ReadLong 'CLng(Parse(1)) Set Buffer = Nothing Call SetPlayerSprite(Index, n) Call SendPlayerData(Index) Exit Sub End Sub ``` Now, let's look at SetPlayerSprite. ``` Sub SetPlayerSprite(ByVal Index As Long, ByVal Sprite As Long) Player(Index).Sprite = Sprite End Sub ``` Clue enough? If you can't figure it out from here, you need to have a better look around EOs pretty helpful functions.
  20. @Ryoku: > =P To avoid deleting all maps, give signs there own rec, mini editor, and save files. Why the hell would you make a seperate editor? I'd just make a scripted tile, and just make a new index for each sign, and have it display the message once needed. @Ryoku: > please refer to doors to see how to make these. **_OH MY GOD, WILL YOU PLEASE STOP BANGING ON ABOUT YOUR DOORS/FIXES BEING THE OMNIPOTENT SOLUTION TO EVERYTHING?_** It seems that everywhere I go, you go on about doors, trade fix, and so on, please, it's irritating. Nobody cares.
  21. @Ryoku: > >.< it is possible to make a version and NOT delete all maps XD You're adding a new tile type, because the current ones only support long (or is it integer? Can't remember off the top of my head) variables. Try making signs based on that. Although, the old versions of MS and EE had String1 As String, String2 As String, and so on, so I'm intrigued as to why Robin left it out…was probably left out for a reason.
  22. Somebody needs to go revive the mapping tutorials for newbies sakes. Use the "warp" attribute, and input your map number and the locations x and y. To find the locations x and y, use the /loc command, and walk over the spot you want to warp to. Memorise/write it down, and input it into the warp data.
  23. Carim123

    New launcher

    @Athagekin: > If you're talking about the one used for Crystalshire, it won't be released. http://www.touchofdeathforums.com/smf/index.php/topic,75214.msg808107.html#msg808107 No idea. Just be patient, and be happy that Robin's releasing the thing in the first place.
  24. @jcsnider: > and maybe 1366 by 768\. (My weird resolution ;)) Yep, definitely. (Same here. ;D) Or even better, have an input as an option where you input your width and height. If you can do that along the current options, that'd be amazing.
  25. @Ne[o: > x link=topic=75443.msg809748#msg809748 date=1317332322] > This is for EE or EO? > o.0 Why would I make a tutorial for EE? @Whackeddie99: > Yeah, and if you don't want a command heres what you do. > > in Sub LoadMap > > ``` > Minimap = Minimap > ``` > place near the bottom, before the error handler. and just delete the case for the /minimap command. Now it should be visible on start up. Well…it's a way..albeit bad.
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