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Exvayate

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Everything posted by Exvayate

  1. > Hey, it's been quite a few months but if I remember correctly there may be a vie port. > > Also by the looks of things u have made ur screen bigger, make sure there are no spawning objects that u can't see in the Main form. This is a blank map with just a grass texture on the ground layer. I deleted all stock maps etc. I've been able to recreate the situation in other versions of EO. In EO2 it worked no problem, and EO2.3 it worked, however admin teleporting using shift + right click was offset. and here in EO3.0 the brown rectangle still exists.
  2. I resized picScreen but there is a brown rectangle taking up 3 columns of the screen. How do I fix this? The only things I messed around with here modConstants in both client and server. ![](http://i49.tinypic.com/2woiqz8.png)
  3. Does EO3.0 have any picScreen proportioning constraints?
  4. Desperate bump. Trying to recreate problem in a stock version :C
  5. Hey guys, sorry for the necro on this thread, but I just wanted to let you know that Miguk's suggestion does indeed work. If you place the event chunk above the player tile chunk, it will allow players to walk through eachother but not through your NPCs/Events! So if you would like, Sekaru, I can post a modified version of your tutorial under the tutorial forums if you'd like! C:
  6. Addition: I have fixed my problem, but another problem exists, theres a brown rectangle taking up 3 columns of the map, and I can seem to get rid of it. I searched google for "picScreen resizing" tutorials, made sure everything in bot the client and server sides were properly edited, but the brown rectangle still exists. Any reasons as to why this occurs? Are things not being drawn properly? –-------------------------------------------------------------------------------------------------------------------------------------- Hey Eclipse Community, iiiit's been a while! Anyways I'm back from my practical-one-year hiatus from my game project and I'm starting off fresh using the Eclipse 3.0 Electrifying Events system using the Auction House addition. I've been trying to change picScreen for about 40 or so minutes using the old method by changing it the values under modConstants on the client side. But I end up having my characters trapped in only one corner of my screen. Does anyone know what I am doing wrong? I assumed that this version of Eclipse was just updated, meaning that I could adjust the picScreen the same old way. If it is, well then can anyone tell me as to why my dude is stuck in 1/4 of the area of my screen? Oh and my picScreen is aligned where it should be in case anyone wondered by the end of this post. ![](http://i47.tinypic.com/6isfg5.png)
  7. Lunar Eclipse? Eclipse Evolved Eclipse Total Eclipse Plus Eclipse 3.0…. Eclipse Moon Apoc-Eclipse? xD (Apocalypse.. hawww hawww hawwwww....) Eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeffffffffffffffffffffff.. Gigaclipse? ECLIPSE EVENTS!? EDIT! Well because why not!? –------------------------------------------------------------------- Looking at the word Eclipse over and over makes me feel like it's spelt incorrectly.. :I Hngg...
  8. @Lee: > for example, when i cast a simple spell with +10 vital, 20 duration with +HP buff. > > there are two animations i set, the casting one and the second one. > > i see the casting animation, but i never lose the MP and the HP buff never shows up, not even if i am hit by a monster, etc. > > I have poured over your code and the updates to it, i am still utterly confused as to what else to do. I'm on the same boat you're in. :<
  9. I'm still not understanding what I could have done wrong. I have went through the code and their placements about 2 or 3 times now. I know the second half of this is all optional, but could that be a problem?
  10. @Erwin: > How about this: > ``` > If GetPlayerAccess(MyIndex) < ADMIN_DEVELOPER Then > MsgBox "You need to be a high enough staff member to do this!" > Exit Sub > End If > > SendRequestEditConv > ``` Yup I didn't skip out on that part of the tutorial. I still haven't got it to open the Editor Window.
  11. Everything seemed to work out fine Until I tried editing/creating a conv but the conv command button under the admin panel didn't open the Editor form. I placed the form under both the client and src folders. EDIT! So disregard the top portion of this reply. I found out that I didn't add the forms into the project file.. ( I also added the modConv where it should be and added it to the server project file as well.) HOWEVER! I still haven't managed to open the Conv Editor though the Conv Command button.
  12. I LOVE THIS! HOWEVER. I have a few concerns. 1) The box will only display text that NPC is given upon attack. 2) The box will only display text when 'attacked'. (because you're not really hurting them, you're only triggering them to talk when you press the attack key.) However I'm running a projectile code on my client and an arrow will kill them and attacking close will still kill them 3) The box will only display what's given. It'd be nice to have options to lead to more conversation than just one box per NPC. So, I'm thinking we can achieve clickable NPCs through changing code from: ``` Call SpeechWindow(attacker, Trim$(Npc(npcNum).AttackSay), npcNum) ``` to something like 'DoubleClickSay' instead of AttackSay. Where DoubleClickSay will be triggered from double clicking on picScreen when the NPC is targetted. :O Just coming back from a 9 month break (school and what not) and I'd like to contribute xD
  13. I like this! I can see this being used to disable chat while using alpha-numeric hotkeys ;] Just like in many MMOs!
  14. How can I make a vb6 form have the frame around it but without the minimize/maximize/exit buttons on it?
  15. Alright, well this had been bugging me, but I'm trying to use this alongside Captain Wabbit's Ranged Projectiles system and I get an error: Runtime error 9 Subscript of out range and with it highlighted a line. See my attachment. EDIT!!!! Also.. would a ranged attack on an NPC trigger speech?
  16. Calm down for a sec. If you have recently downloaded Eclipse then you are more than likely have a copy of EO
  17. NOPE! Just start from scratch. If lazy is what you want. You can start off with simple copy-pasting coding from the tutorial section. Then eventually develop your own modifications! :D
  18. Yeah dude. Just edit everything yourself. You'll have things the way YOU want them to be. PLUS It's waaaaaaaaaaaaaaaaaay more rewarding to create something and call it your own. Which is practically what programming is all about! :D
  19. I've had this happen WAAAAAAAAAAAAAAAAAAY back in the past. I believe it dealt with having a dropped item and it had no sprite to go with it. Otherwise I am unsure. If all else fails, start of fresh.
  20. Like I said before. You can allow your client read a custom image file extension (which means go ahead and make up your own image file extension. for example: picture.ipk) However you have to source edit your client in vb6 to read a .ipk image file, as well as having it be able to run off something other than DX7 as an API.
  21. Exvayate

    Sprite box?

    The engine (not being modified) automatically takes the dimensions of the sprite sheet (in pixels) and cuts into 4x4. So if you had a 100x200 sprite sheet it will create an "invisible box" in the size of 25x50 and everything thats in that box will show up as a sprite in your game.
  22. If you are worried about having other players accessing your pictures and other data files. You can code your engine so it can read an image labelled for example: Picture.tyf as a regular image file. But that means having to write code into the engine so it no longer runs of DX7 and would have to use some other API. As far as I know. VB6 and/or DX7 cannot handle .png image files. This process is what major MMO producers do, just so players don't tamper with map textures/tiles, player avatars, etc. However if they DID change their images in their client folder, well it would only affect THEIR version of the client. So pretty much if they want to screw arounfd with your sprites then they would only be screwing their client for themselves. :P
  23. I placed my code, under ModInput > CheckInputKeys As well as changing all private subs to public ``` KeyPreview = True If KeyCode = vbKeyI Then picInvButton_Click End If ``` And it gave me error: variable undefined I even tried mimiciing robin's stick code like this: ``` If GetKeyState(vbKeyI) < 0 Then picInvButton_Click = True End If ``` Whyyyyy am I not doing this right? -_-
  24. Well I was still able to load the spells onto the spell window? :S Is i a variable that corresponds with inventory? Looking at the array of imgButton()_Click It tells you that if any of the 6 are pressed, then it will proceed to: Dim Buffer As clsBuffer Dim i As Long AND THEN open the window that corresponds with the case number. I can't understand why it could be wrong. (Plus it's a simple copy+paste method) And from what I've seen, the code: Dim Buffer As clsBuffer Dim i As Long Applies to all 6 windows if one were to open. Pretty much all I am doing for my buttons, is that I am just seperating the commands in the cases and assigning them to seperate command buttons so I can implement Hotkeys.
  25. I don't even know what or who a Mack is. You can help us solve your problem by filling us on details and elaborate your question a little bit more. But other than that, if it's autotiles you want, I am sure our tutorial section of the forums has a tutorial on autotiling.
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