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Peaverin

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Posts posted by Peaverin

  1. ```
    - Send vitals are now sent on JoinMap rather than JoinGame.
    ```
    You should change this to how it was because now when you enter the game you'll have 100hp and 100mp until you change map or until you increase endurance or intelligence stat, for example.
  2. Hey Seth! I'd like to be able to choose if the player is able to use a skill on a target when there are block tiles behind them (a checkbox in each skill that allows to use it even if there are block tiles behind the user and the target, so if it's not checked, the spell won't be usable if there are block tiles behind them). It's just to avoid players killing monsters that can't reach them because of block tiles. Maybe you can do it by using the pathfinder; if the pathfinder finds a way to where the target is, then it means there are no block tiles behind the user and the target, and if the pathfinder doesn't find a way to where the target is, it'll mean that there are block tiles behind them.  Do you think you're able to do it?

    Also, I'd like to know if it's possible to set npc's and player move speed (maybe a formula for it).

    Btw, keep doing the nice work. Me and some friends are starting a project with your engine, we'll almost certainly buy Gold Engine when it's available on this forum.
  3. @[member="Aeirex"] You should change the backcolour from the client's chat so that it don't look black.

    Since I have no idea about how to make transparent textboxes, I did it by changing txtmychat and txtchat backcolours in frmain to this : &H000B0D10& .

    And they'll look like they're supposed to look like:

    ![](http://i.imgur.com/fUbpKWg.png)

    Edited: I have no more that NPC Spawn bug.
  4. Hi. I don't know why, but two of my friends have a strange bug concerning the resolution, as you can see here:

    >! ![](http://i.imgur.com/2fcjTfw.png)![](http://i.imgur.com/ZDdI1Jt.png) 

    Their Windows versions are Windows 7 Ultimate (with resolution 1280x1024) and Windows 7 professional(1920x1080) (I'm not very sure if it has anything to do with the resolution since I have the same resolution as one of them but I don't have that bug.

    I'm also getting this bug in client's error log:
    ```

    The following error occured at 'HandleUpdateQuest' In 'modHandleData'.
    Run-time error '0': .
    ```
  5. Hi! I've been testing some of the engine's features and I noticed something that could be called a "bug":

    If you create a npc that gives you an object and then activates a switch, if you have the inventory full it won't give you the object but it will activate the switch. Maybe you should put a conditional that allows you to check if the inventory is full.

    Also I think it would be a good idea to be able to move and copy events in the map editor, that would make eventing much easier. Anyways, that's just a suggestion.

    I'd also like to know if you're going to add a projectiles system.

    Thanks again for the engine, and I'll comment again if I notice any other "bug".

    Edit: Btw, I'm not really sure about it but isn't it supposed to be a "Begin Quest" command in events? I don't see it.
  6. > 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 
    > ```

    Rob, thanks for the help, but that didn't work. But I finally fount out the solution. I'll post here if anyone's interested (this is for SuperMMORPGmakerbox custom engine):

    This in Sub DrawPlayer, in ModRendering:
    Change this lines after "If Not isConstAnimated(GetPlayerSprite(Index)) Then":
    ```
    ' Reset frame
    Anim = 1

    ```
    for the ones you gave me:
    ```
    ' Reset frame
        If Player(Index).Step = 3 Then
            Anim = 0
        ElseIf Player(Index).Step = 1 Then
            Anim = 2
        End If

    ```

    In order to make the attack animation work properly, change this:
    ```
               If Player(Index).Attacking = 1 Then
                    Anim = 0
                End If

    ```
    for this:
    ```
               If Player(Index).Attacking = 1 Then
                    Anim = 1
                End If

    ```
    Then change this one:
    ```
    If Player(Index).Anim >= 3 Then Player(Index).Anim = 1

    ```
    For this one:
    ```
    If Player(Index).Anim >= 4 Then Player(Index).Anim = 0

    ```
    Now, to make the walking animation work properly, go to ModGameLogic, inside Sub ProcessMovement:
    Change all for this (I just don't remember what was the code like before changing it):
    ```
    Sub ProcessMovement(ByVal Index As Long)
    Dim MovementSpeed As Long

        If Options.Debug = 1 Then On Error GoTo ErrorHandler

        ' Check if player is walking, and if so process moving them over
        Select Case Player(Index).Moving
            Case MOVING_WALKING: MovementSpeed = WALK_SPEED '((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X))
            Case MOVING_RUNNING: MovementSpeed = RUN_SPEED ' ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X))
            Case Else: Exit Sub
        End Select

        Select Case GetPlayerDir(Index)
            Case DIR_UP
                Player(Index).yOffset = Player(Index).yOffset - MovementSpeed
                If Player(Index).yOffset < 0 Then Player(Index).yOffset = 0
            Case DIR_DOWN
                Player(Index).yOffset = Player(Index).yOffset + MovementSpeed
                If Player(Index).yOffset > 0 Then Player(Index).yOffset = 0
            Case DIR_LEFT
                Player(Index).xOffset = Player(Index).xOffset - MovementSpeed
                If Player(Index).xOffset < 0 Then Player(Index).xOffset = 0
            Case DIR_RIGHT
                Player(Index).xOffset = Player(Index).xOffset + MovementSpeed
                If Player(Index).xOffset > 0 Then Player(Index).xOffset = 0
        End Select

        ' Check if completed walking over to the next tile
        If Player(Index).Moving > 0 Then
            If GetPlayerDir(Index) = DIR_RIGHT Or GetPlayerDir(Index) = DIR_DOWN Then
                If (Player(Index).xOffset >= 0) And (Player(Index).yOffset >= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 3
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            Else
                If (Player(Index).xOffset <= 0) And (Player(Index).yOffset <= 0) Then
                    Player(Index).Moving = 0
                    If Player(Index).Step = 1 Then
                        Player(Index).Step = 3
                    Else
                        Player(Index).Step = 1
                    End If
                End If
            End If
        End If

        Exit Sub
    ErrorHandler:
        HandleError "ProcessMovement", "modGameLogic", Err.Number, Err.Description, Err.Source, Err.HelpContext
        Err.Clear
        Exit Sub
    End Sub

    ```
    That's how I did it and now it works properly for me. Rob, thank you anyways because you pointed me in the right direction.
  7. > Peaverin, the way you're asking for is how EO does it by default in 3.0 and older I believe
    >
    >  
    >
    > But if you're using a custom version that uses a different method, it's quite simple to change back.
    >
    >  
    >
    > **[Client Side]**
    >
    >  
    >
    > Step 1: In client, modGraphics, find Sub DrawPlayer, find where it says 'Set the Left and replace it with the following.
    >
    > ```
    > ' Set the left
    >     Select Case GetPlayerDir(Index)
    >         Case DIR_UP
    >             spritetop = 3
    >         Case DIR_RIGHT
    >             spritetop = 2
    >         Case DIR_DOWN
    >             spritetop = 0
    >         Case DIR_LEFT
    >             spritetop = 1
    >     End Select
    >
    > ```
    > Step 2: in modGraphics, find DrawNPC, and replace the lines after 'Set the left with the following,
    >
    > ```
    > ' Set the left
    >     Select Case MapNpc(MapNpcNum).Dir
    >         Case DIR_UP
    >             spritetop = 3
    >         Case DIR_RIGHT
    >             spritetop = 2
    >         Case DIR_DOWN
    >             spritetop = 0
    >         Case DIR_LEFT
    >             spritetop = 1
    >     End Select
    >
    > ```

    It's already like this on my custom engine, that's why I don't know how to change it. Here's the source code of my custom engine client so maybe you can see what's the problem here.  [http://www.mediafire.com/download/6b01e5oy4sreco1/Data.rar](http://www.mediafire.com/download/6b01e5oy4sreco1/Data.rar)
  8. Hi Rob.

    I'm currently using an eclipse custom version that handle's the character and paperdoll sprites this way:

    ![](http://i.imgur.com/bLQ2uzq.png)

    So it is:

    First row looking up, second looking left, third looking down and fourth looking left.

    I'd like you to help me to change it to allow this kind of sprites:

    ![](http://i.imgur.com/AMpPZ5d.png)

    First row looking down, second looking left, third right and fourth up (like all normal eclipse origins do).

    But i don't know how many lines i have to edit to make it work. If you want, i can send you the source of the engine by PM.

    PS: I was suppossed to be the mapper of a game you were going to create like 1 year ago, but you dissappeared and never said something about it.
  9. > Ty !
    >
    > yes of corse you can remove dynamic sprites system.. you need visual basic 6 for that,litl bit hard if you are new,,,
    >
    > hmm you gived me idea maybe i soon make just like [sub version](http://projectangels.get-forum.com/t10-sub-version-of-project-angels) whit just left and right sprites ^^
    >
    > so any other [ideas](http://projectangels.get-forum.com/t9-tell-me-what-you-want-in-v9) for update?

    Well, I have found many little bugs:

    -Every time i connect to the game, the inventory window is shown.

    -Can't see the correct description of some items(same for skills):

    >! ![](http://i.imgur.com/GRpOJk9.png)

    -When I open the game, this options aren't selected:

    >! ![](http://i.imgur.com/HORZptt.png)

    -If I set char off in the options menu and then set it on, the chat appears bugged:

    >! ![](http://i.imgur.com/n7EtLwJ.png)

    -If I jump and drop an item, the item seems to be "in the air"(maybe that's not a bug but it would be better for me if the item falls down to the floor):

    >! ![](http://i.imgur.com/JWPZMh4.png)
  10. Hey, I read this post sometime ago, but i didn't comment because i don't have any idea about this, but i have found a nice video that explains the dimensions (from 0 to 10). I don't exactly know if this is what were you talking about, but hope you find something interesting in it. Here's the video:

    [http://www.youtube.com/watch?v=zqeqW3g8N2Q](http://www.youtube.com/watch?v=zqeqW3g8N2Q)
  11. Hey, I think some people is cheating in the contest by creating some accounts and voting himself.

    I think that this isn't fair for the other contestants…

    As I said, I just think it... But please, be fair.

    Maybe some people notice why am I saying this.

    Anyways good luck to all the participants ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    I personally like richy, bugsick and diee maps.
  12. Here's my entry… I had some headaches while mapping this, but i think it looks great:

    >! Village:![](http://s17.postimage.org/ackbo7ium/Village.jpg)
    >! Inn/weapons shop/restaurant:
    >! ![](http://s17.postimage.org/jqlnu99nx/Inn.png)
    >! Items Shop:
    >! ![](http://s17.postimage.org/p3ai8dxkd/Shop.png)
    >! The smallest house:
    >! ![](http://s17.postimage.org/3pt2habsd/House.png)
    >! The "temple" ( the house that looks different )
    >! ![](http://s17.postimage.org/c0evp47cd/Templo.png)

    Links to the photos (in case that you can't see the spoiler):

    Village:

    http://s17.postimage.org/ackbo7ium/Village.jpg

    Inn/Weapons Shop/Restaurant:

    http://s17.postimage.org/jqlnu99nx/Inn.png

    Items/Supplies Shop:

    http://s17.postimage.org/p3ai8dxkd/Shop.png

    The smallest house in the village:

    http://s17.postimage.org/3pt2habsd/House.png

    The "temple" ( the house that looks different ):

    http://s17.postimage.org/c0evp47cd/Templo.png

    Hope you like it ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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