NextEraGaming
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Posts posted by NextEraGaming
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Found it! Thanks Lightning.
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Is NPC movement client or server-sided?
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Never seemed to work for me that way >.> Every time I tried to use a different size, I had to change the equations in BltPlayer.
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Was just wondering: Would it be possible to write a VB program that utilizes a file joining program to join my files into one file, compresses them, and unjoins them on delivery? Sounds pretty badass.
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Nope there's no possible way you can edit the source(which is required if you want to edit pretty much anything to do with how the program does just about anything) without VB6\. Just torrent it dude.
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You truly are a god among mortals Robin. Thanks a bunch
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It gives me a messed up graphic when I do that =/
Wouldn't the 4x3 be what I want? For there are four directions with three frames in each. and the one is to state there is only one row right? -
But thats the thing Robin, it only displays the sprite as a 32x32 if i do it this way:
With rec
.top = spritetop * (DDSD_Character(Sprite).lHeight / 1)
.Bottom = .top + (DDSD_Character(Sprite).lHeight / 1)
.left = Anim * (DDSD_Character(Sprite).lWidth / 12)
.Right = .left + (DDSD_Character(Sprite).lWidth / 12)
End With
Is that what you mean by the position code? Even when I set it to the above it reads it as four. =( -
Yo. I edited my copy of the source to read in the original EO 1.1.0 format BUT it reads four frames instead of three. Suggestions?
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Coolio I think I'll use this for some armor. Thanks!
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Anyone? I'm really stuck on this problem…been at it for days due to my obvious programming illiteracy T_T
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Hve you checked portfoward.com? I followed the rules step-by-step and had no issues.
It may also be the port number. I think it has to be in the 10000s or something. -
Aight I edited the software to read the sprites correctly, but the movement is still reding s if it were still in RMXP format(four animations insted of three)
Here is my BltPlayer(which is almost identical to my BltNPC):
```
Public Sub BltPlayer(ByVal Index As Long)
Dim Anim As Byte, i As Long, X As Long, y As Long
Dim Sprite As Long, spriteleft As Long
Dim rec As DxVBLib.RECT
Dim attackspeed As Long
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Sprite = GetPlayerSprite(Index)
If Sprite < 1 Or Sprite > NumCharacters Then Exit Sub
CharacterTimer(Sprite) = GetTickCount + SurfaceTimerMax
If DDS_Character(Sprite) Is Nothing Then
Call InitDDSurf("characters\" & Sprite, DDSD_Character(Sprite), DDS_Character(Sprite))
End If
' speed from weapon
If GetPlayerEquipment(Index, Weapon) > 0 Then
attackspeed = Item(GetPlayerEquipment(Index, Weapon)).Speed
Else
attackspeed = 1000
End If
' Reset frame
If Player(Index).Step = 3 Then
Anim = 0
ElseIf Player(Index).Step = 1 Then
Anim = 2
End If
' Check for attacking animation
If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then
If Player(Index).Attacking = 1 Then
Anim = 3
End If
Else
' If not attacking, walk normally
Select Case GetPlayerDir(Index)
Case DIR_UP
If (Player(Index).YOffset > 8) Then Anim = Player(Index).Step
Case DIR_DOWN
If (Player(Index).YOffset < -8) Then Anim = Player(Index).Step
Case DIR_LEFT
If (Player(Index).XOffset > 8) Then Anim = Player(Index).Step
Case DIR_RIGHT
If (Player(Index).XOffset < -8) Then Anim = Player(Index).Step
End Select
End If
' Check to see if we want to stop making him attack
With Player(Index)
If .AttackTimer + attackspeed < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
' Set the left
Select Case GetPlayerDir(Index)
Case DIR_UP
spriteleft = 0
Case DIR_RIGHT
spriteleft = 3
Case DIR_DOWN
spriteleft = 1
Case DIR_LEFT
spriteleft = 2
End Select
With rec
.top = 0
.Bottom = DDSD_Character(Sprite).lHeight
.left = (spriteleft * 3 + Anim) * (DDSD_Character(Sprite).lWidth / 12)
.Right = .left + (DDSD_Character(Sprite).lWidth / 12)
End With
' Calculate the X
X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 12 - 32) / 2)
' Is the player's height more than 32..?
If (DDSD_Character(Sprite).lHeight) > 32 Then
' Create a 32 pixel offset for larger sprites
y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - ((DDSD_Character(Sprite).lHeight) - 32)
Else
' Proceed as normal
y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
End If
' render the actual sprite
Call BltSprite(Sprite, X, y, rec)
' check for paperdolling
For i = 1 To Equipment.Equipment_Count - 1
If GetPlayerEquipment(Index, i) > 0 Then
If Item(GetPlayerEquipment(Index, i)).Paperdoll > 0 Then
Call BltPaperdoll(X, y, Item(GetPlayerEquipment(Index, i)).Paperdoll, Anim, spriteleft)
End If
End If
Next
' Error handler
Exit Sub
errorhandler:
HandleError "BltPlayer", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
Public Sub BltNpc(ByVal MapNpcNum As Long)
Dim Anim As Byte, i As Long, X As Long, y As Long, Sprite As Long, spriteleft As Long
Dim rec As DxVBLib.RECT
Dim attackspeed As Long
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
If MapNpc(MapNpcNum).num = 0 Then Exit Sub ' no npc set
Sprite = Npc(MapNpc(MapNpcNum).num).Sprite
If Sprite < 1 Or Sprite > NumCharacters Then Exit Sub
CharacterTimer(Sprite) = GetTickCount + SurfaceTimerMax
If DDS_Character(Sprite) Is Nothing Then
Call InitDDSurf("characters\" & Sprite, DDSD_Character(Sprite), DDS_Character(Sprite))
End If
attackspeed = 1000
' Reset frame
Anim = 0
' Check for attacking animation
If MapNpc(MapNpcNum).AttackTimer + (attackspeed / 2) > GetTickCount Then
If MapNpc(MapNpcNum).Attacking = 1 Then
Anim = 3
End If
Else
' If not attacking, walk normally
Select Case MapNpc(MapNpcNum).Dir
Case DIR_UP
If (MapNpc(MapNpcNum).YOffset > 8) Then Anim = MapNpc(MapNpcNum).Step
Case DIR_DOWN
If (MapNpc(MapNpcNum).YOffset < -8) Then Anim = MapNpc(MapNpcNum).Step
Case DIR_LEFT
If (MapNpc(MapNpcNum).XOffset > 8) Then Anim = MapNpc(MapNpcNum).Step
Case DIR_RIGHT
If (MapNpc(MapNpcNum).XOffset < -8) Then Anim = MapNpc(MapNpcNum).Step
End Select
End If
' Check to see if we want to stop making him attack
With MapNpc(MapNpcNum)
If .AttackTimer + attackspeed < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
' Set the left
Select Case MapNpc(MapNpcNum).Dir
Case DIR_UP
spriteleft = 0
Case DIR_RIGHT
spriteleft = 3
Case DIR_DOWN
spriteleft = 1
Case DIR_LEFT
spriteleft = 2
End Select
With rec
.top = 0
.Bottom = DDSD_Character(Sprite).lHeight
.left = (spriteleft * 3 + Anim) * (DDSD_Character(Sprite).lWidth / 12)
.Right = .left + (DDSD_Character(Sprite).lWidth / 12)
End With
' Calculate the X
X = MapNpc(MapNpcNum).X * PIC_X + MapNpc(MapNpcNum).XOffset - ((DDSD_Character(Sprite).lWidth / 12 - 32) / 2)
' Is the player's height more than 32..?
If (DDSD_Character(Sprite).lHeight) > 32 Then
' Create a 32 pixel offset for larger sprites
y = MapNpc(MapNpcNum).y * PIC_Y + MapNpc(MapNpcNum).YOffset - ((DDSD_Character(Sprite).lHeight) - 32)
Else
' Proceed as normal
y = MapNpc(MapNpcNum).y * PIC_Y + MapNpc(MapNpcNum).YOffset
End If
Call BltSprite(Sprite, X, y, rec)
' Error handler
Exit Sub
errorhandler:
HandleError "BltNpc", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
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Whoa dude it was a joke. I meant no offense to you or your program, Robin. Sorry for the dry humor, was just poking fun at you.
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Robin, if I mess up you owe me a free copy of Wind's Nocturne XD
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Is there a way I can change it back without extensive code modifications?
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So is there a sort of reverse-converter? Or would I have to do it manually
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Yo. When I try to use 32x32 sprites, I get a strip of nonsensical graphic gibberish as shown below:
[![](http://www.freemmorpgmaker.com/files/imagehost/pics/782259c3dce5499a359315cfe80304f2.png)](http://www.freemmorpgmaker.com/files/imagehost/#782259c3dce5499a359315cfe80304f2.png) -
And a school of "potheads" and people of "indiscriminate sexual behavior" produced a guy like that? Wow O'Reily…just wow...
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@Zonova:
> ^^
> And the world gave a damn
Jeez,Zonova ,are you always this much of an idiot?
Was just trying to add my opinion this discussion…>.> -
I honestly don't understand why everyone keeps knocking America even though most have NEVER BEEN HERE…in this article, I see a repetition of "corrupted media" and someone even admitted that damn near all media is biased and corrupted. So if you've never visited America and criticize it, did you not form your opinion from the MEDIA?
I understand America has MANY flaws, but that doesn't mean your country is any better as ALL things in life have their pros and cons.
-Deity -
Hrm…for some reason, the picturebox and command button are always visible.
Tried setting the 'visibility' option in the properties to false but they still show up. -
Is balance not an essential part of any RPG? For instance, what if in Oblivion you could farm mudcrabs for blades, destruction and block EXP until 100? What would be the point in going out to annihilate Umbra or Mehrunez? The way Bethesda balanced Oblivion was by scaling monster spawns to the level of the PC, solving the problem of the previous TES, Morrowind, which allowed players to rest for an hour, then go back to a Dremora spawn(whose level was higher than yours) and kill him, some Scamps and his Hunger girlfriend until you reach the skill cap or level up(whichever comes first)
I understand this sort of balancing system is irrelevant to the conversation, seeing as Eclipse doesn't have these sort of problems, but the point is, how can I give the Player incentive to go out on a perilous adventure in one of my many painstakingly crafted dungeons? -
Would my Win7 security settings have anything to do with this? Like the whole annoying "Run as Admin" and "This program doesn't have the permission" crap?
Server configuration - Please Help!
in Q & A
Posted