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Rob Janes

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Posts posted by Rob Janes

  1. Introducing Fishing!

    How it works? (Backend)

    A Map Resource is called fish. Since I've introduced animated resources onto the map (for light sources, swaying trees etc), I've created a resource type known as "Fish". When this resource is on the map, an animated school of fish jumping out of the water will appear (excuse my poor programmer art in the picture, at the moment it's just a pink fish swimming around).  When a player toggles the Fish profession, it will check to see if the player is facing in the direction of a school of fish, if they are, it'll cast out the fishing line and pole, or give an error message if there are no fish around.  There's a Fishing Texture that renders over the player if the player is fishing. I've built it all around an "Action" function, storing the TempPlayer Action and sending it to all clients, this means I can add more actions later on ontop of just fishing!

    Screenshots for fishing!

    >! Can't Fish here!
    >! ![](http://www.canadianparamedicjobs.ca/updater/fishing1.png)
    >!  
    >! Casting Out the Fishing Lines!
    >! ![](http://www.canadianparamedicjobs.ca/updater/fishing2.png)
    >! ![](http://www.canadianparamedicjobs.ca/updater/fishing3.png)
  2. Hey Artists!

    I'm looking for someone who can whip up some whimsical graphics for an iOS game I've created.

    The game is complete and ready to ship aside from my horrible programmer art. Please send me a PM on the forums with your best price quote! Needed ASAP!

    Here are some screenshots of the game, along with the download!

    Game Objective: Survive as long as you can without getting doo-doo'ed on by evil birds! Every second your score increases, scores and leaderboards tracked by iOS Game Center. Ads handled by iAds at the top. iStore will feature a lite (with Ad support) and a full (no Ads) for $0.99

    Game Download [http://www.canadianparamedicjobs.ca/birdshit/BirdShit.rar](http://www.canadianparamedicjobs.ca/birdshit/BirdShit.rar)

    **Game Screenshots**

    >! ![](http://www.canadianparamedicjobs.ca/birdshit/birdshit1.png)
    >!  
    >! ![](http://www.canadianparamedicjobs.ca/birdshit/birdshit2.png)
    >! ![](http://www.canadianparamedicjobs.ca/birdshit/birdshit3.png)

    **Graphic Files**

    >! Examples:
    >!  
    >! ![](http://www.canadianparamedicjobs.ca/birdshit/Player_Left_2.png)
    >! ![](http://www.canadianparamedicjobs.ca/birdshit/Player_Left_4.png)
  3. Hah, that's the goal Kibbelz!

    I'm slowly but surely tackling a definitive "Rogue" / "Thief" system at the moment, built on my buff system, if the buff is called Stealth, it flags the Temp Player as invisible, and client side, just for the player, it renders his sprite at 50% transparency, while other players don't render him at all. Seems to be working so far! Will update later!
  4. In your client, go into modInputs, and find Sub CheckKeys

    You'll see it'll say If GetAsyncKeyState(VK_CONTROL) >= 0 Then ControlDown = False.

    There are 2 ways to resolve this issue, you can 1\. Change the value of VK_CONTROL itself or 2\. Replace it with VK_SPACE and then we'll define what VK_SPACE is.  That being said. I'll give you the code for both.

    Method 1\. (Changing VK_CONTROL's value to the spacebar)

    >! Go into modConstants, find Public Const VK_CONTROL As Long = &H11 and replace it with Public Const VK_CONTROL as long = &H20

    Method 2\. (Changing GetAsyncKeyState to VK_SPACE)

    >! In modConstants, find where it declares all the other keys, like VK_CONTROL, VK_RETURN etc, and add in
    >! ```
    Public Const VK_SPACE = &H20
    >! ```

    >! Go into modInputs, Sub CheckKeys, change VK_CONTROL at the top to VK_SPACE
  5. The issue here is that in Render_Graphics, it only calls Direct3D_Device.Present if picShop or picBank are not visible, to change this, go into your modGraphics, sub Render_Graphics, at the bottom find this code…

    ```
    If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then
            HandleDeviceLost
            Exit Sub
        Else
            If InShop = False And InBank = False Then Direct3D_Device.Present srcRect, ByVal 0, 0, ByVal 0
            DrawGDI
        End If

    ```

    And replace it with…

    ```
    If Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICELOST Or Direct3D_Device.TestCooperativeLevel = D3DERR_DEVICENOTRESET Then
            HandleDeviceLost
            Exit Sub
        Else
            Direct3D_Device.Present srcRect, ByVal 0, 0, ByVal 0
            DrawGDI
        End If

    ```
  6. A rather large patch will hit the updater most likely tomorrow, but tonight, depending on how ambitious I become, combined with how sober I stay.

    That being said, here are some features to look forward to in this patch:

    1\. More UI improvements thanks for Dragonition!

    2\. New Content - Explore the town of Vallenfall, hit the bar for some drinks with friends, thwart enemies in new maps. (No real main storyline at the moment, just plenty of low-level side-quests. Zesh is hard at work with story, when it's time to throw story in, we will drop the "Main" quest line into the existing world we are building!)

    3\. Main Menu updated, enjoy New Advanced Rendering Options to improve performance for older PCs. (Sorry Richy, I'm still not caching map layers at the moment!), toggle between Windowed or Full-Screen mode!

    4\. GM Petition Tool Live - Need Help? From the Main Menu click Contact GM, and submit your petition. GMs are notified when a new petition is pending.

    5\. Stats now actually do something!  See below for a Stat Breakdown!

    6\. Animations! And More Animations!

    User Attribute Changes:
    **Strength** - Increases damage done by melee and ranged weapon attacks, 1 additional damage for every 3 strength.
    **Endurance -** Decreases damage taken by melee, ranged and magic attacks, 1 damage reduction for every 3 endurance, Increases overall health, 10 Health for every 1 Endurance.
    **Intelligence** - Increases damage done by spell attacks, 1 additional damage for every 3 Intelligence. Increases overall mana, 5 additional mana for every 1 Intelligence.
    **Wisdom -** Increases healing done by healing spells, 1 additional health restored for every 3 wisdom. Increases overall mana, 5 additional mana for every 1 Wisdom.
    **Dexterity** - Increases damage done by ranged weapon attacks, 1 additional damage for every 3 Dexterity.
    **Charisma** - You sly fox! Decreases cost of items at shops by 1% for every 3 Charisma.
  7. VB6 isn't dead but it certainly has it's limitations. Newer applications and enterprise products are not being developed in it, as it's built on very old architecture, that being said, there are hundreds of thousands of enterprise applications out there that were originally developed in VB6 and still get updates to date, mostly medical and banking applications though from my experience.

    That being said, Microsoft, for the love of God should have let VB die with VB6\. VB.NET is like the red-headed step child of Visual Studio these days, it gets updates last, and doesn't compare to things like C#.
  8. * @ Jumbo.

    If you look under modGraphics, Sub ProcessWeather, if the words "Render_Graphics" is at the bottom, if you delete that, and then under modGameLogic, the Game_Loop, where it calls "Render_Graphics" put it on maybe a Tick + 20 loop, you'll get a HUGE FPS increase.
  9. Latest Screenshots of the New Interface, Thanks (edit) to Dragonition!!

    >! ![](http://www.canadianparamedicjobs.ca/updater/robgame15.png)
    >!  
    >! ![](http://www.canadianparamedicjobs.ca/updater/robgame16.png)
    >!  
    >! ![](http://www.canadianparamedicjobs.ca/updater/robgame17.png)
    >!  
    >! ![](http://www.canadianparamedicjobs.ca/updater/robgame18.png)
  10. To do multiple accounts per character, I'd have the Account Creation, create a "User Account" file, which would store the Name, Password and List of Character Names. When the player logs on, it checks the User Account file to confirm identity and then shows them their list of character files.  This would still allow you to have the Character.BIN files for each individual character, you'd simply be comparing login authentication to a separate User Account location.
  11. This should fix it Richy…

    You'd put this on your "DrawMapFringeTile" in ModRendering, put it just After the "next" but before the "end with"

    ```
    Dim LoopC as long
    'Loop through all the players
           For LoopC = 1 To Player_HighIndex
                'If the player IS on our map, and is standing on the tile below the fringe we are rendering
                If GetPlayerMap(MyIndex) = GetPlayerMap(LoopC) And GetPlayerX(LoopC) = X And GetPlayerY(LoopC) = Y + 1 Then
                   'Make sure they arent standing on a Fringe already
                   If Map.Tile(X, Y + 1).layer(MapLayer.Fringe).Tileset = 0 Then
                        'Make sure they aren't standing on a Fringe2
                        If Map.Tile(X, Y + 1).layer(MapLayer.Fringe2).Tileset = 0 Then
                            'If the tile we rendered is Fringe or Fringe2, but there's a player below it not on a fringe, the player takes priority rendering
                            Call DrawPlayer(LoopC)
                            End If
                    End If
                End If
            Next LoopC

    ```
  12. What it's doing is putting you in 0X,Y or -1X,Y and then throwing out the error because it doesn't exist.

    A simple code solution for that would be on PlayerWarp if "X < 1 then X = 1" or "if Y < 1 then Y = 1"
  13. Peavrin, in modRendering add the following snippet just BEFORE it says "If Not isConstAnimated(GetPlayerSprite(Index)) Then"

    ```
    ' Reset frame
        If Player(Index).Step = 3 Then
            anim = 0
        ElseIf Player(Index).Step = 1 Then
            anim = 2
        End If

    ```
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