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RyokuHasu

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Posts posted by RyokuHasu

  1. Before I talk about the engine and It's features here is a small disclaimer section.

    > There is A LOT of code changes in the Hero of Athea Engine so many that I do not recommend using this engine unless you yourself can actually understand the code! Adding new EO 2.X mods will be dificult to do just from the tutorials alone and will require a bit of programmer problem solving in most cases.
    >
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    > There is no Guide for using this Engine and there will be no guide to it unless someone else makes one.
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    > Ryoku reserves the right to refuse to support any problems with the Engine.
    >
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    > This engine shouldn't be used by: 
    >
    >     -people who give up easily
    >
    >     -people who can't code
    >
    >     -people who don't want to learn.

    Now that's out of the Way here is the Download: [http://gngames.net/hoa/HOAengine.zip](http://gngames.net/hoa/HOAengine.zip)

    **ABOUT HOA ENGINE:**

    This Engine was used in the creation of the project Hero of Athea, which was Successful for a time with a 6 month open alpha that received mostly positive reviews. It was developed by Ryoku Hasu using the EO 2 as a starting point. At the time when this engine was created it had cutting edge features, some of which were NOT released as tutorials Including: different versions of summoning items, "Gift Box" item, and Monster Taming. Since the HOA online project was abandoned other versions of EO passed the HOA engine in overall design, but a few features remain unique to HOA.

    **You must include the following people in the credits for any game made using this:**

    -All original EO 2.0 credits

    -Ryoku Hasu
    , Designer and Developer of the custom version

    -
    crzyone9584 , friend system

    - Alatar

    ,Primary Quest system

    - Robin (yes again), Conversation system

    - Lightning ( Nail ), Pet system base

    **List of known problems:**

    > Very nice engine ![](http://www.touchofdeathforums.com/community/public/style_emoticons/default/wink.png)
    >
    > Only problem I'm having is I can't compile for some reason ^.^
    >
    > EDIT: Found the problem, for anyone else unsure, go to frmMenu and right click the user agreement, click properties and update the destination of the rtf file its grabbing.

    **Mods/Features:**

    -

    **Custom**
    EZ-Shops

    "Click once in shop to buy, Click twice inIventory to sell, or right click to check prices."

    - Chat drawn to screen, with word wrap

    - CS:DE NPC Conversation system Credit to Robin

    - **Custom**
    Doors System, originaly made here first.

    -A friend system (System by crzyone9584) (really old)

    - Advanced pet system and
    **Custom** summoning (Pet System By Lightning, Summoning By Ryoku)

    - **Custom**
    multi-item crafting

    - Quests ( DUH) (System by Alatar), with a
    **Custom** spin on how some quest events are handled.

    - **Custom**
    Summon Combat only maps

    - **Custom**
    Party Levels and EXP boosts

    - **Custom**

    Skill based summons, they are stronger based on your stats

    - **Custom**
    100% hide enabled GUI

    - **Custom**
    Party Level/Exp boost System

    - **Custom**
    Able to tame wild NPCs (this is hard-coded to work only for the 4th class, but you can change that. I might even post the location of it later)

    - **Custom**
    Multiple item drops and percents (Custom version by me, the tut did not help at all)

    -
    **Custom**
    smooth level "color-shifter" (Level determines tag color)

    -
    **Custom**
    Advanced Resources with multiple rewards

    - **Custom**
    Items that change your sprite

    -
    **Custom**
    Items that let you change your class

    - and many more Unlisted changes and features!
  2. So how bout them new units?

    Protoss get OP stuff, Zerg get OP Stuff…. Terran... Terrans get jack!

    Any way I got HOTS the day after it came out, it awesome, already beat it. The Zerg Campaign was great! It reviled a lot of answers that the WOL campaign opened up. I like how you can actively change most of your development choices unlike with the Terrans your development choices where mostly permanent.

    The new PVP units:

    Protoss:

    Oracle- A new protoss caster that can grant vision of units and stuctures, slow time in an area, and give support fire by attacking ground units

    Tempest- A slow-attack, extreamly long-range flier that can attack from out side most unit and structure ranges, its ranges exceeds it vision so observers are commonly used with them.

    Mothership core- new protoss flyer that is the new step you have to go though to build a mother ship. It can mass recall, see cloaked and burrowed targets, and turn a nexus into a massive cannon for a short time. the Core can be upgraded to a full mother ship.

    Zerg:

    Swarm Host- Weak and defenseless above ground, but once burrowed releases automated locusts to attack nearby enemy units. (2 per swarm host)

    Viper- New Zerg Flyer-caster that can pick up enemy units and pull them to the viper's location. great for separating the enemy forces and picking them off 1 by 1\. The viper can also case a blinding cloud that reduces all ranged units to melee. The last thing vipers can do is eat part of zerg structures to rapidly regain energy.

    Terran:

    Hellbat- New light mech unit that sprays a cone of fire. Once the right tech is learned you can freely transform the Hellbat into Hellions and back.

    Widow Mine- A tiny mech unit that is harmless above ground, but once it burrows it activates and fires missiles at any ground or air unit within range. the cool down between missiles is 40 seconds however. They work best in large groups.
  3. @Marshy Dearest, Teemo isn't really "OP" he just has a very annoying harass set. stealth, blind, poison, invisible traps, and a good run away mechanic. they are many champs more OP than him ;P People just don't like him for his High KS ratio, his ability to kite you into a mine field, or the fact you can't see him until he moves. teemo is a strategic champ, he doesn't have the burst to kill in an instant like many others, he's just annoying.

    I say use him, hes a lot less nooby choice compared to a champ like darius with his potential 4000K DPS, now thats Sad and nooby, STUPID DARIUS ULT!
  4. It is possible to render each menu to the screen, but you will have to manually program it so that when each menu is activated and everything is rendered that there are certain regions that you catch the click of and treat it like the menu button. To do this i would look at the selecting a target methods and you will have to make it so the click even for the screen has all the appropriate logic to know when you are clicking a GUI button. The mapping of that logic will change based on what menus are currently open or not open. you would also have to do the manual mapping of the drag and drop of items and spells, the right clicks for the inventory and spells.

    Drawing your GUI to the screen is possible but it is no small task it involves a lot of manually hard-coded values. And every time you decide to make a change to your GUI positioning you will have to change a large amount of code.

    If you want my opinion, the end user wont care if its drawn on or if its a pic box, they wont be able to tell the difference if you do it properly. Why waste the extra effort that would make every change to your GUI 10 times harder from now till the end of your game's life? But that's just my opinion.
  5. no you can't, player information,other than simple name and sometimes level, isn't visible to other players on the client side. you would have to retrieve the data and send it to the client when the targeting take place, just as

    **[Abhi2011](http://www.touchofdeathforums.com/community/index.php?/user/70687-abhi2011/) said.**
  6. There are only a handful of "legal" ways to get VB6 anymore, the biggest of which is being a student at a college or university that offers it as a free download. But Microsoft no longer sells licences for it and they no longer support it but they also don't want to to just "steal it". I think it's stupid, if they threw it away you should be allowed to have it, "one man's trash, another's treasure". There are plenty of ways to get it, and very few will have you actively pursued. It's up to you if you get it or not. But it is required to do most of the stuff with Eclipse game engines.

    However, Java, VB.net, C++, and many other languages and editors are free or have free versions which you can use to create games with.

    http://thenewboston.org/ has many tutorials that will get you started in almost any language you wish and even has some tutorials about basic game programming.

    Another great source for leaning about game creation is the RPG Maker series although most of the coding is done for you they all have an open coding engine where you can change or even add features to you games. they also have many tools that would help you learn about design and planing for games.

    There are many options for getting into game design and programming the choice of where to start is yours. Have fun and enjoy your digital journey, there are many willing to help you if you ask.
  7. Just want to say I still am developing this game, I haven't forgotten about it, I'm just VERY busy with work, school and many things. The server was taken down quite some time ago due to the cost was getting out of control. I will re-release a open playable version of the game once i complete some more development and get a physical tower to just run it off. I can not say for certain that I will remain active on the boards as I did in the past but just as an update I'm letting you know it's not a completely dead project.

    All the Accounts have been backed up and will remain as long as there is no need to delete them due to code changes.
  8. Personally i REALLY love the new VX-Ace pack, I have a set of them I bought for my VX-Ace but they have yet to be converted for Eclipse use.

    Here are the examples:

    (and yes hard as it is to believe these really are RPGM tiles)

    ![](http://unbouncepages-com.s3.amazonaws.com/resources.rpgmakerweb.com/high-fantasy-resource-pack/fmbs9a-map-1.png)

    ![](http://unbouncepages-com.s3.amazonaws.com/resources.rpgmakerweb.com/high-fantasy-resource-pack/1f87oi9-map-10.png)
  9. I wouldn't even give this bot that much, who joins a forum for game dev just to ask that question in their first post? Normally people join to ask stupid questions in the Q&A, Ask stupid questions in the Tutorial section, post a under-developed WIP, or to introduce themselves. (or sometimes ask good questions or post a good WIP)

    This is a little out there.

    Anyways to humor you, you could also but a Universal disc converter that costs about $10 USD and those will adapt almost any Card type storage to USB.
  10. Well there was a new High-Fantasy pack released for VX-Ace just a bit ago, this pack is new and highly stylized to the point it makes the other tiles pale in compassion. If we could get a converted set of these and use them correctly we might forget all about the brand being over used for a bit.

    I have a set of them I bought for my VX-Ace but they have yet to be converted for Eclipse use.

    Here are the examples:

    (and yes hard as it is to believe these really are RPGM tiles)

    ![](http://unbouncepages-com.s3.amazonaws.com/resources.rpgmakerweb.com/high-fantasy-resource-pack/fmbs9a-map-1.png)

    ![](http://unbouncepages-com.s3.amazonaws.com/resources.rpgmakerweb.com/high-fantasy-resource-pack/1f87oi9-map-10.png)
  11. New Maps under construction, Vist the Road to Goma West of the field outside Tal.

    Current concept map: Kobal camp.

    Please leave any ideas as how to make these maps better or new ideas to add to the maps.

    Up-coming locations:

    - Goma

    - Kobal Camp

    - The PVP dungeon under the Kobal Camp

    - Sewer Dungeon under Goma

    - full set of shops in Goma

    other Up-Coming stuff:

    - Quests based out of Goma

    - new Equipment and spells

    - A summons shop that ANYONE can buy a single use summon scroll from

    -Better support for alchemists including their crafting gear and skills, along with a create Golem.

    Up-coming Patch:

    - Full client, with install and updater

    - Pet move fix

    - Built-in instruction on how to use a shop

    - The finished GUI
  12. I suggest that since it is an online game your story should avoid addressing the player directly, putting the player directly in the story really works best in single player games. When addressing the players in an online game story you should do it in a way that can include everyone that will be playing and address them as a whole. If you really think about it make little sense that each player all comes to be there that way. Just remember that writing and story for online games isn't the same format as single player and console games that you probably are more familiar with.

    Your mapping also has a few issues, like the PicAx that cuts out the times of the tent-like thing.

    Other than that this is a a very nicely done game, You have obviously put lots of thought into your game. So congrats and good luck.
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