Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

BoDu

Members
  • Posts

    52
  • Joined

  • Last visited

    Never

BoDu's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. BoDu

    Sprite

    @kyoghin: > I didn't say it was bad, though I'm not going to question the style you chose, thats your choice but all I said that you aimed for a top view perspective and it didn't work out for the reasons in my previous post. > > If you wanna fix that, do some research on perspectives to figure out what went wrong. kk thanks
  2. BoDu

    Sprite

    lol its that bad ? o.0
  3. BoDu

    Sprite

    What do you think about the sprite i'm working on ? Tryed to make its look from top view and that's why legs are a little short.
  4. BoDu

    Resolution problem

    @ilkan783: > Thanks for the help. np glad i could help
  5. Its easy and it will be done in a few seconds. Remember that you will need a new gui after you change it. **Legend:** **x** its any resolution you want on horizontal and it should be divided by 32 **(800, 1024, 1280, 1344)** **Y** its any resolution you want on vertical and it should be like the x one divided by 32 **(608, 704, 768)** Now that we know the resolution we want lets edit the source: **Client side:** On **frmMain**, search for **Private Sub Form_Load()** and add this:``` picScreen.width = X picScreen.height = Y ```Now go on **modConstants** , search for **' Map constants** and replace Max_MapX and Map_MapY with this:``` Public Const MAX_MAPX As Byte = (X / 32 - 1) Public Const MAX_MAPY As Byte = (Y / 32 - 1) ``` **Server side:** Go on **modConstants** , search for **' Map constants** and replace Max_MapX and Map_MapY with this:``` Public Const MAX_MAPX As Byte = ( X / 32 - 1) Public Const MAX_MAPY As Byte = (Y / 32 - 1) ``` Don't forget that X and Y are the numbers you want for the resolution and it wont work if you let them as X and Y. If you get anykind of errors just delete your maps and it will work fine after that.
  6. BoDu

    Resolution problem

    Client side: On **frmMain**, search for **Private Sub Form_Load()** and add this:``` picScreen.width = 1024 picScreen.height = 768 ```Now go on **modConstants** , search for **' Map constants** and replace Max_MapX and Map_MapY with this:``` Public Const MAX_MAPX As Byte = (1024 / 32 - 1) Public Const MAX_MAPY As Byte = (768 / 32 - 1) ```Server side: Go on **modConstants** , search for **' Map constants** and replace Max_MapX and Map_MapY with this:``` Public Const MAX_MAPX As Byte = (1024 / 32 - 1) Public Const MAX_MAPY As Byte = (768 / 32 - 1) ```
  7. @Soul: > You have to declare that you are using the ReleaseCapture API. At the top of a module: > ``` > Declare Function ReleaseCapture Lib "user32" Alias "ReleaseCapture" ( _ > _ > ) As Long > > ``` Yah figured that out and now i know why others people can't use this code on an picture box. If the picture box its not moveable after adding this code simple set her scale mode to pixel, option 3 and it will work perfectly.
  8. BoDu

    Some little bugs…

    Robin i whould like to ask you something, i made a 3 frames attack but it works only for the player client, if i play there character animation go right but if another player attack right beside me i don't see his animation. Here its the code. ``` If Player(Index).AttackTimer + (attackspeed / 4) > GetTickCount Then If Player(Index).Attacking = 1 Then Anim = 4 End If ElseIf Player(Index).AttackTimer + (attackspeed / 3) + 100 > GetTickCount And Player(Index).Attacking = 1 Then Anim = 3 ElseIf Player(Index).AttackTimer + (attackspeed / 2) + 200 > GetTickCount And Player(Index).Attacking = 1 Then Anim = 1 Else ``` Another think its that if a player don't have his audio drivers instaled or they don't have a sound card they can't open eo. I puted on ' ini ds and it worked after that. Its there another way to avoid rte if they don't have a sound card or drivers instaled ? Thanks in advance.
  9. BoDu

    EO Requirements

    @Robin: > Moderately modern processor. If it's multi-core then make sure each individual core is solid. RAM usage is based solely on how many graphic files you load at once. You don't need anything else. That mean about 80% of pc can run eo right ?
  10. BoDu

    EO Requirements

    Witch are the requirements for someone to play eo, minimum and recommended System Specifications. Thanks in advance.
  11. edited ups didn't read all :P
  12. @Lavos: > Awsome! Thank you so much for the help! i managed to get it to work now with a 4 attack frames. =) I'm going to run more tests on it and see what else i could do with it. Np i'm glad i could help you and i could helped me too. Play with it becouse you can set the frames time slower of faster, or one of them faster the others. Kinda awsome :P
  13. @Captain: > Why not just do this? > ``` > If Button = 1 Then > ReleaseCapture > SendMessage Command1.hwnd, &HA1, 2, 0& > End If > > ``` I saw this code on a vb6 forum but if i use it, it gives the error that release capture sub not defined. Any hints ? ``` Private Sub picFoo_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single) ReleaseCapture SendMessage lHwnd, WM_NCLBUTTONDOWN, HTCAPTION, ByVal 0& End Sub ```
  14. @Lightning: > That's because it's looping so fast you only see animation 7\. Look at the attacking animation procedures and how GetTickCount is used to interchange between animations if you hold Ctrl down. Your comment was truly helpfull. Here its the code with witch i got it working with 3 frames attack animation. Just add your frames 5 and 6 and make another elseif for frame 7 and it will work. ``` If Player(Index).AttackTimer + (attackspeed / 4) > GetTickCount Then If Player(Index).Attacking = 1 Then Anim = 4 End If ElseIf Player(Index).AttackTimer + (attackspeed / 3) + 100 > GetTickCount And Player(Index).Attacking = 1 Then Anim = 3 ElseIf Player(Index).AttackTimer + (attackspeed / 2) + 200 > GetTickCount And Player(Index).Attacking = 1 Then Anim = 1 Else ```
×
×
  • Create New...