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Carim123

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Everything posted by Carim123

  1. Sand is grainy. Not patterned. Also, your sand-pebbles are pillow shaded. Also, your palette on the trees where you dither is too different to get the achieved effect. Simply lighten the tone, or darken the tint…or try out both, see the result.
  2. @Zarkaus: > sad dis is useless XD… and i got a server restarter program and ill share it i guess Just because it's useless for you doesn't make it generally useless. >_> @Kocho: > Does it work if I have a runtime error 9 and the server has a crash? > > until we find a solution, I always get this error and my game is online Because of the nature of messageboxes, no, unless if you add something that spams out enter, whilist no button on the server is focused…not sure if batch files can do that. Simply do what I do, add a form of server-side errorhandler that adds the error to a log, sends a messagebox to the player explaining the crash, and telling them that the server will auto-reboot, and then directly end the server, and then this will promptly reboot itself.
  3. Your light source is weird. Your big tree, flowers, and walls appear to have a top-down light source, yet those little pebbles, and your smaller trees appear to have a -45/135o light source…
  4. Carim123

    Spawn Points

    In theory. Rather than babbling on about it, go try it already?
  5. Carim123

    Spawn Points

    The Select Case IS that code.
  6. @Robin: > It's called 'stroke'. Before I started working on the engine text was rendered with a stroke. I'm the one who replaced it with a shadow. Stroke, that's the word…couldn't remember the word. ;p I'm guessing you replaced it with a shadow purely for FPS reasons? If so, it did occur to me, but I personally prefer being able to read the drawn text over slightly higher FPS...buuuut, just my opinion. @Kermit: > It doesn't work for me. And yes, I did lightnings tutorial. You can't've followed Lightning's tutorial properly, this is simply a copy+paste…go back to it, carefully read it, and so on.
  7. @Lightning: > I'm guessing you are thinking of some other functions? Just send me the functions via PM and I'll code them myself thanks. ;] No, I mean just share other snippets of code that can be used on the Autoupdater too. Just for whoever wants to use it, it saves the need for needing to create a new thread, and maybe you could make this sort of like an index for various functions for use. I wouldn't mind helping too, I've been meaning to make a tutorial for a few updater things, for a while now.
  8. Nice, I can definitely see use from this…mind if I share some of my code too for tutorial use, Lightning? I don't see the need for a separate thread, if it's on the updater...
  9. Carim123

    Organizing Tilesets

    @Zeffrit: > -snip I take it you ignored my post.
  10. Carim123

    Organizing Tilesets

    @Bcm27: > Zeffrit creating a game takes time. This alone is a testimony to that. IF you think this takes awhile. Then you shouldn't be creating a game. /GraphicsGale.
  11. @knightgrader: > I'd need parallax system perhaps… Any help on it though? OK, now that's just downright disrespectful. Rather than have an attempt at it, you just assume you have a need for something, and want us to do it for you? The Legends here have the patience of saints. Don't really want to, but I have an idea on it… To start, I'd go with having two backing picture control, each with the same tessellating image, and make a loop that simply moves the .left property, and checks when it's at pic.left = form.width - form.width - pic.width, and simply moves the left to where it was to begin.
  12. @Tauri: > CTRL + F, and search for .jpg throughout the entire module, then replace the GUI ones with .gif. > .gif has support for animation, so run it through whatever animation program you use and replace your main GUI with it. Problem solved. If only it were that simple. >_> The way I'd do it, is by having seperate .jpgs as a frame in a folder, ~~and simply use a For Next Loop. Not very efficient, I know, but at least it's usable~~ scratch that, unlike these dumb responses… OR, there's GetTickCount...lemme think of a way...(pseudo-code, btw. At least it's somewhat helpful.) In modGlobal, add: ``` Public FrameNo As Long ``` And in GameLoop, add something like InGame, that checks while in menu, and after that, I'd use; ``` Dim tmrAnimMenu As Long If tmrAnimMenu < Tick Then FrameNo = FrameNo + 1 frmMenu.Picture = LoadPicture(App.Path & "BLAHBLAHBLAH" & FrameNo & ".jpg") tmrAnimMenu = GetTickCount + MILLISECONDS HERE End If ``` But, IMO, just do what the rest of us do, and make do with static main menus…or work on a parallax system, if you really want movement.
  13. @bielcations: > What? Look at Your graphics baby. your game have 2 bits. im trying show how i make for my sprites, u dont like? ok. but is a REALLY SPRITING WAY. Spriting =/= 3D Modelling
  14. Whoops, not Player(Index), put whatever your submission number is.
  15. @Justn: > thanks does this check to make sure the number (""=#) in the ini is not already there? Of course, or I wouldn't have bothered helping. >_>
  16. Hmm…. Dim i As Long For i = 1 To MAX_PLAYERS If GetVar(App.Path & "\data\accounts\houses.ini", "Options", "Player" & i) = GetVar(App.Path & HOUSE_PATH, "Options", Player(Index)) Then PlayerMsg index, "Number taken!", BrightRed Exit Sub End If Next Just a bit of pseudo code, provided it gets the player index, this should work fine... Probably not the best way of doing it, but it's the first way that I'd try out.
  17. Carim123

    Spinning!

    This tutorial adds a function, and a call. You messed your own movement subs, yourself. EDIT: Unless if I'm misunderstanding here, how did you manage that?
  18. @Zarkaus: > ive pushed the map size to 1000X1000 XD and didnt lag @.@ map file tho hits over 4mb and a full map screen shot is over 100mb XD. :3 That's epic stupidness. Also, consider the fact you're using localhost.
  19. @togekite: > I forgot to tell you 7, but the "Steel pan" sound set on my program is horrible. If it matters, the instrument I used is a marimba. As for Dragon quest…I got to Corvus's realm of the mighty when you made your request. That's fine, I like it the way it is anyway. ;D Out of curiosity, what is the program you use? Off-topic; Nice. Took me ages to get through that place, I was badly under-levelled.
  20. @Whackeddie99: > Sorry, but what do you mean when you say > what do you mean? and also when you say set the map to 1 and emote to 2 Create multiple imgChatChannels, and make sure that the image (Yes, sorry, I forgot to mention the control. ;l) has an index of 0, 1, and 2 for the Global, Map, and Emote respectively.
  21. I love the Fyra Shore piece, it's so tranquil, peaceful, and with that bit of anticipation that I've been needing for it. Thanks!
  22. Well, seeing as combo boxes, and option buttons are quite fugly, I'll just release the system I have in place for my graphical buttons. I have no need for credit. Just don't take the mick by using my buttons. For starters, in modGlobals. Anywhere you like, really… ``` Public GME As Integer ``` Now, in Sub Main (modGeneral), add… ``` GME = 1 ``` This sets it to our Global Channel on load. Now, on frmMain, create a control array, of images, and call it imgChatChannel Make your Global button have an index of 0, Map of 1, and Emote of 2. Now, within our index, add… ``` PlaySound Sound_ButtonClick Select Case Index Case 0 GME = 1 imgChatChannel(0).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\G.jpg") imgChatChannel(1).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Mnorm.jpg") imgChatChannel(2).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Enorm.jpg") Case 1 GME = 2 imgChatChannel(0).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Gnorm.jpg") imgChatChannel(1).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\M.jpg") imgChatChannel(2).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Enorm.jpg") Case 2 GME = 3 imgChatChannel(0).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Gnorm.jpg") imgChatChannel(1).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\Mnorm.jpg") imgChatChannel(2).Picture = LoadPicture(App.Path & GFX_PATH & "\gui\main\Chat\E.jpg") End Select ``` Now, keep in mind that I removed my animated buttons system (Don't ask.), so if you want that, you'll have to do it yourself, but this highlights the selected channel. Now, in /data files/graphics/gui/main, create a new folder, "Chat". Now, you need 6 graphics, G.jpg, Gnorm.jpg, M.jpg and so on. I've included my own graphics, but this does NOT give you the right to use them, they are purely for demonstration purposes. I don't care about you using the tutorial, but I do care about you using my graphics. Use them, and I will personally send an army of Harpys and Furies after you. Now, this is important, as the graphics are hardcoded. You can make it load on startup, but you need to have the Global button have the image "G.jpg", and the Map and Emote button have the image "Mnorm.jpg", and "Enorm.jpg" respectively. Now, last snippet of code… ``` ' Say message If Len(ChatText) > 0 Then Select Case GME Case 1 Call BroadcastMsg(ChatText) Case 2 Call SayMsg(ChatText) Case 3 Call EmoteMsg(" " & ChatText) End Select End If ``` Add that under your current chat channel (figure it out! I can't remember the stock EO function. ;p) in HandleKeyPresses, modInput. And, that'll be it! Also note, that because my UI is hard-coded, I haven't made the FileExist function for it. Of course, this isn't hardcoded, but you should make a function that checks this exists. Just occurred to me now. ;x Download the buttons here! http://www.freemmorpgmaker.com/files/imagehost/pics/f6ba48e4bc63f25d79f860b9edf670bf.rar FOR **DEMONSTRATION** PURPOSES, ONLY! Oh, and tell me if I've missed anything. I don't think I have.
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