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Boko

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  1. > Flash! Flash sound fun. But, flash is for flash game, not decent game If you're a complete beginner, something like Flash (AS2/AS3) isn't a bad idea.. any simply language is a good start because it teaches you the basic syntax of programming (if statements, basic functions, cases, arrays, math functions etc) which all programming languages share in common, but may do them a little differently. Flash/VB6/.NET are the easy languages (though mainly flash) because in very basic areas you don't have to script everything (eg. manipulation of the timeline to transition an animation is an easy alternative way to controlling the movieclip through actionscript with a set interval) - (and in VB you can drag window objects around as an alternative to creating them through code.. a more efficient design process for beginners). And there's nothing saying you can't make a decent game with Flash, I recreated Final Fantasy 6 in Flash (using all the original graphics/sounds and perfecting the algorithms) and made it multiplayer. I've also been working on a version of FF7 but it's requiring a lot of custom sprite work obviously. > HTML + PHP + Javascript + such? Eh, im not really sure about it Web-based games are not a bad starting point either, you could even integrate flash into it if you're feeling brave. This is the best area to give you a start with server-side scripting (with the use of sql or through socket connection for more real-time multiplayer gameplay with the inclusion of flash/vb). Learning web-based languages isn't just for gaming either, it'll be necessary for the distribution of your finished product in future (with a VB6 game made with something like Eclipse, you'd use it for the installer/updater.. it's very simple code to learn and it will make the runtime installation a more automatic process so you don't have to worry about that) Java is another nice starting language and you could use an IDE like Eclipse to make things a bit more easier to manage. Though I'd recommend starting out by looking at simple projects which people have already worked on because it's a bit more advanced in regard to structure, it's fairly more similar to something like C++ so once you know the basics of either of those, you'll know a bit about the other too. I'd recommend working up to C++ but starting with something easier first. Make a few simple projects with the following in order: Flash > VB6/.NET (either of which you prefer) > Java > C++ It'll give you an understanding of the differences between the various languages, and you'll also gain a perfect understanding of how each of them can be quite similar in terms of things like syntax. It's impossible to tell you which you should use in order to produce the perfect game of your dreams, because nobody can be sure of what sort of language you would be confortable with.. so it's best to just try some basic projects with each of them then decide for yourself. With things like C++, don't use something like XNA or other game engine libraries straight away, it's just going to confuse you. Learn the basics up to classes and library inclusions before importing libraries like those, they do make the language easy to use.. but that's not necesserily a good thing because you don't really learn much about C++ - you're just learning how to use the library. I'd also recommend learning web development as a side-dish, nothing too fancy with HTML/JS/CSS, just get your feet wet with PHP/MySQL and socket connections.
  2. @Aydan: > Ok tested it, works fine. Nice one pal :) Just need to make it so players can't move when typing now. OP explained that in his code so I didn't bother.. but it's easy. In the client go to **modInput** and find **Public Sub CheckInputKeys()** Move your **GetKeyState(vbKeyReturn)** if statement above all the other keys in this sub. Wrap the following around all other key presses which you don't want to be able to press while chatting: ``` If ChatFocus = False Then 'All controls here End If ``` If you want every key like me, just place that **End If** just before the **End Sub** of **CheckInputKeys()** Just make sure you don't include GetKeyState(vbKeyReturn) else you'll be incapable of using the return key to input the text and release the focus.
  3. @Fabio: > you do know that the purpose of wads movement is for games when you require one hand on the mouse. For most mmorpgs, the keyboard is the more important component. Tha's why it isn't supported by default There is no purpose to it, it's all personal preference. I personally hate using my right hand on the keyboard for games.. I have less control over it. There's no harm in opening up the available control methods to the user in order to support many play styles, I'm going to later add custom controls to the options so the user can define their preference. And to be honest, it's not very good in the design idea if you limit the user to using just one control method. This is deffinately a concern you should think about in game design, recent story on this: http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/
  4. Ah sorry, I didn't test the code last time so wasn't sure if it'd work okay. It's an easy fix though. The following is changes to my previous code, I've also modified my previous post with these changes. Deffinately works now, just tested it. _In_ **modGlobals** _Find:_ ``` ' Chat Focus Public ChatFocus As Boolean ``` _Under that Add:_ ``` Public KeyDown As Boolean ``` _In_ **modInput** _In_ **Public Sub CheckInputKeys** _Find:_ ``` If GetKeyState(vbKeyReturn) < 0 Then Call SetFocusOnChat End If ```_Replace with:_ ``` If GetKeyState(vbKeyReturn) < 0 And KeyDown = False Then KeyDown = True ElseIf Not GetKeyState(vbKeyReturn) < 0 And KeyDown = True Then KeyDown = False Call SetFocusOnChat End If ``` This now does nothing when the key is press, but then calls the chat focus function when the key is released from being pressed. I'm not completely sure which value the GetKeyState returns for releasing a button from being pressed (I don't think it does), if someone knows then the KeyDown variable is unneccessary and the statement can just be changed to If GetKeyState(vbKeyReturn) = # It's also worth mentioning that the following lines in the **Sub GameInit** in **modGeneral** are not actually neccessary unless your chat is given focuss in some other way to begin with. ``` 'ChatFocus = True ' Default to screen focus 'Call SetFocusOnChat ``` I personally also removed the **Private Sub txtChat_GotFocus** in **frmMain (Code)**
  5. @Päïñ: > @Boko, that's what mine is using ;D, great minds think alike! > > Regards, > Païn Well I play WoW so I'm use to it :P For those interested in the return key toggle chat method, here's the code: (Full Client Side, it's not too different to the OP's method) **(Updated with fix from 2nd page)** **In modGlobals:** _Add:_ ``` ' Chat Focus Public ChatFocus As Boolean Public KeyDown As Boolean ``` **In modGeneral:** _Replace entire_ **Public Sub SetFocusOnChat** _with:_ ``` Public Sub SetFocusOnChat() On Error Resume Next 'prevent RTE5, no way to handle error If ChatFocus = False Then ChatFocus = True frmMain.txtMyChat.SetFocus ElseIf ChatFocus = True Then ChatFocus = False frmMain.picScreen.SetFocus End If End Sub ``` **In modGeneral:** _In_ **Sub GameInit**_, just before_ **Call SetFocusOnChat**_, Add:_ ``` ChatFocus = True ' Default to screen focus ```_Also, move the following above the_ **Call SetFocusChat** _instead of below it (because it's not possible to set focus on picScreen if it's not visible yet)_ ``` frmMain.picScreen.Visible = True ``` **In modInput:** _Replace:_ ``` If GetKeyState(vbKeyReturn) < 0 Then CheckMapGetItem End If ```_With: (Replace_ **NEWKEY** _with which ever key you'd prefer to have for picking up items)_ _(If you're going the route of WASD movement, a key like Q wouldn't be a bad choice, replace with_ **vbKeyQ** _for example)_ ``` If GetKeyState(vbKeyNEWKEY) < 0 Then CheckMapGetItem End If ``` _Just under or above that add:_ ``` If GetKeyState(vbKeyReturn) < 0 And KeyDown = False Then KeyDown = True ElseIf Not GetKeyState(vbKeyReturn) < 0 And KeyDown = True Then KeyDown = False Call SetFocusOnChat End If ``` You may now also add OP's WASD movement config to this **modInput** _file._ _But I recommend just adding Or statements to the arrow key ones instead of making new individual statements, for example:_ _Replace:_ ``` If GetKeyState(vbKeyUp) < 0 Then ```_With:_ ``` If GetKeyState(vbKeyUp) < 0 Or GetKeyState(vbKeyW) < 0 Then ``` _You will still need the_ **ChatFocus** _if statement around them to ensure you're not moving when typing w/a/s/d. You may also prefer to wrap it around all the key presses to ensure when you're typing, you're only typing. (If you were to attempt to paste something in to the chat for example and you're standing next to someone, you're going to end up accidentally hitting them by the control key press.)_ **Optional Step:** **In frmMain (Code):** _In_ **Private Sub picScreen_MouseDown** _Remove/Comment:_ ``` Call SetFocusOnChat ```_(This causes the return key to be the only method of switching focus, but it's not required.. personally preference)_ I might be forgetting something, I patched this up in just a couple minutes by looking at OP's code.
  6. I would personally use the return key to set focus on the chat box, then when a message is entered, the return key of course sends the message and it loses focus again. Having to use the mouse constantly to type would probably be irritating.
  7. Well.. ended up not bothering with the 'macro' method. Made a pretty choppy program instead, but it works :]
  8. Sorry, didn't realise which macro functions you were talking about. Going to mess around with the one in Photoshop to see how it goes. Hoping it can macro: sprite line (32(x12) by 64(x#increment)) -> new file (32(x4) by 64(x4)) and saving with the #increment.bmp.. if not, think I'll just make the tool x_x
  9. Assuming that means there is no tool currently made for it, okay then.. :| Shall see what I can do, if anything >-<
  10. I'm sure this has probably been asked before, I just can't really word the question x_x I remember in the original mirage source you only had to use 1 sprite sheet for all sprites and it would load them in lines = 1 sprite. (sort of like the map tiles now) Eclipse origins uses the format '#.bmp' for each individual sprite character? So is there a tool of some sort which can convert a sheet with many sprites to individual sprites? Going through a huge sprite sheet and manually seperating them seems tedious :[ Edit: Found http://www.touchofdeathforums.com/smf/index.php/topic,3613.0.html But that does the opposite of what I'm asking. lol =S
  11. So you think someone like Notch planned Minecraft? No.. he added features as he went along. He didn't even plan to have monsters in the game at first, it was just going to be a world builder sort of thing. He took ideas from the community, that's the only sort of planning he did, if you can call it that. Minecraft isn't very complex, doesn't require much planning and Notch doesn't expect the game to be finished ever, because he doesn't plan to stop somewhere. Though there is a difference with a game like this and a game with an actual story etc.. (and I do believe Notch just got lucky with advertising tbh) A game like WoW is planned intensively, because it must always fit the lore. I didn't say planning isn't required at all, it just isn't as important if you're doing it alone.. it's unlikely that you're going to make something huge if you're alone. You're kind of fucked if you don't plan when working with a team, but someone else would probably be in the position to manage the project anyway (if your focus is the graphics/programming). This topic is titled "For those new to development", you don't really start game design with all ideas in your head being successful.. there's some things you think you can do at first, but then fail at later because it requires more understanding. You don't need to focus on much otherthan getting some basic games done first for a confident start.
  12. A banner like this isn't unusual for a website, I like it. Could use the bottom bar thing you have going on there as the navigation menu. If you are using this for a website, be sure to keep the colour theme. (Obvious statement)
  13. @SamuGames: > I'm not saying a game isn't doable by yourself, and hats off to those that do. Most of the people that have created games single handedly use some sort of freeware resource though, be it tilesets, audio etc. > > My note was more along the lines of indie 'commerical' games. Unless you're a jack-of-all-trades-master-of-none sort of person, you're probably not going to have excellent features (programming) with stunning visuals (graphics) and amazing (sound) without having a team, or contracting out the work to individuals (I generally prefer this method of paying for media rather than having a 'team') > > People shouldn't get discouraged by my note, it's just things I've learned through the years. It is VERY possible to make your own successful game, from scratch, by yourself. It takes a lot of work and understanding about different key areas of your project though, but it really isn't that hard if you're persistent (More time consuming if you're not too great at programming or designing graphics/sounds etc). I personally find it harder to work with teams of people, the management is time consuming. When you work by yourself, there's no one you need to go to in order to get the code reviewed etc, there's no one you need to go to to make the collective ideas (otherthan your potential community), you code by yourself so only you need to understand it, don't have to comment many lines just to ensure some other person knows what you're doing. Planning isn't as important without a team, you just need to understand the implications of modifying your project halfway through.. How will this new feature affect this old feature? How can you implement your code in such a way that you'll have to make limited changes in order to implement new features? A linear plan is very poor to use when designing a game, because there's always something new that you want to do which deffinately will expand upon the quality of your game. But if you really need to plan like that, only use it for the basics, focus getting something very basic done first (like login > load game > player movement > exit game), you can then add additional features around that. In all, everyone works differently.. some are capable of performing well on their own, others perform better when the project is shared with a team. Some perform better when they have an understanding of what their goals and motives are with the project, others prefer to start with limited planning and see how it goes. None of these aspects can really tell if your game is going to be successful, it all depends how well you can perform in such conditions.
  14. Boko

    Midi Volume?

    Is there any way at all to set the volume of music? The current volume control only sets it for sounds, not music. The 'PlaySound' sub in modSound has a optional volume input and is done with the SetVolume function. But the PlayMidi sub doesn't have a volume config :| Has anyone made a volume control for the music? or knows how to implement it? >-<
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