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BoDu

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Everything posted by BoDu

  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 ```
  15. You could try this, its made for 2 frames but it playes them to fast so it don't look that great. If Player(Index).Attacking = 1 Then n = Rand(4, 5) Anim = n - 1 End If It playes me frame 3 and 4 but a way to fast :P Btw frames counting from 0 to 4 that mean 5 frames per line, 4 walking 1 attacking. And it will play the last walking frame + attack frame. And you also have to change this so it will read corectly your sprite: > .Left = Anim * (DDSD_Character(Sprite).lWidth / 5) > .Right = .Left + (DDSD_Character(Sprite).lWidth / 5) > End With > > ' Calculate the X > x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 5 - 32) / 2) Anyway there should be a better way to this, well absolutely there its a better way becouse this one sucks :P Hope Robin give us a hint :P
  16. BoDu

    BoDu's tiles :P

    > Here's the bottom line; If you were going to make a good game then you'd have already done it. The more time you spend sitting here arguing over whether you can do it or not is time you could have spent going off and realising just how stupid the entire thing is. I'm talking from experience you're talking out of your arse. I don't have any ideea if our game will be good, at all we are using your engine so more then 80% of the work its done by you but the point was that in stand of 2 project for 2 diferent games people could get merge together and do 1 game that could shin better the the other 2. For exemple I saw your game and its nice to see what potential have the base engine. Dx8 give's a good and shine look to the game. Anyway i didn't wanted to prove anything by posting that armor set. I just posted it becouse my friend want to see what other will critic about it so he could improve his skills.
  17. BoDu

    BoDu's tiles :P

    @Robin: > None of this has anything to do with the point of conversation. You claimed that if the _entire community_ teamed up they would make a good game. I was pointing out that this has been tried many times over the last 7 years and it has **never worked.** > > Every time someone claims they're going to do it I say the exact same thing, they cry about it, then I'm proven right. You're not the first to start this stupid argument and you won't be the last. So far I haven't been proven wrong, though. > > Here's the bottom line; If you were going to make a good game then you'd have already done it. The more time you spend sitting here arguing over whether you can do it or not is time you could have spent going off and realising just how stupid the entire thing is. I'm talking from experience you're talking out of your arse. Well i didn't had knowledge of that but i will try to prove you that an average team of noobs can get better and better every day and done something nice and original.
  18. BoDu

    BoDu's tiles :P

    @Robin: > What in God's name does that have to do with creating a community project? Doesn't matter how much you're willing to learn, the simple fact is that if you don't already know it then you're simply going to be a hindrance to any project you work on. > > Now imagine a project with 30,000 people just like you working on it. That could create 30,000 of codes after 2 hours in stand of 1.
  19. BoDu

    BoDu's tiles :P

    Lol nevermind i think we have diferent mentals and i think you are an idiot too. Anyway an talented one. I aprecieate what you done with the engine but i don't apreciate that you don't give a chance to others. Now on topic, here it is what my friend Manu its working on. Its done pixel by pixel and it will be used on a game we are working on. And for the other subject, Robin i'm trying to get a team with my friends and they are learing and geting better every day. You might be right and on the same time you might be wrong.
  20. BoDu

    BoDu's tiles :P

    That's why humans have that amazing process called learning and i can admite that its hard when you don't have an idea about what its happening around. For exemple it took me around of 2 hours to figure out how to make the experience depend on character level and give you this: - player level < npc level = 1,5x normal exp - player level = npc level = normal exp - player level > npc level = (0.5 * normal exp) - player level But now it works and I felt good doing that small thing and any other exemple. I believe in teams and the power of people that can create amazing things toghether.
  21. BoDu

    BoDu's tiles :P

    @Robin: > You're an idiot. Why would you need an entire community? Here's why it won't work; Most people here have no skill or knowledge _at all_. The best games we've seen have been made by 1 or 2 people. 3 at most. Just because there's more people doesn't mean it's going to make the game any better. > > "Too many cooks spoil the broth." In this case it's, "Too many idiots spoil the work of the talented few." I don't think i'm an idiot maybe a fool, and you may be right that there are a lot of people that have a few knowledge but take a look on the talented ones. For exemple Project Vertigo animation frames sistem from witch i'm learing or SamsumGame (something like that) that have a few great realease, they have potential and they could do something good if they get united. Anyway i think even you can admite that a piramide couldn't be build without the poor population. And a country could not work without his workers that don't need knowledge. Thats why there are leaders, and that's why people have to admite there maximum potential and know there positions.
  22. BoDu

    BoDu's tiles :P

    @Mikekan13: > None to the amount of success I think you are talking about. I was just giving a general statement about indie developers. They are almost always 1 or 2 man teams. Well i think if eclipse comunity get united and pass over there eco of makeing an own game they could complete one that could stand a chance in front of the actual market. I know that everyone want's to get there own games to make money and get rich, but most of them end up failing everything. The best part its the experience and the way you live your dream. Anyway there could be a chance that one day an good team come up and compleate a game.
  23. BoDu

    BoDu's tiles :P

    @Mikekan13: > Actually most successful indie developers are single guys or a very small team of maybe 2 or 3. Give me a few exemple of dedicate eclipse games with success.
  24. BoDu

    BoDu's tiles :P

    hehe there its place for much more. I started to learn from pixel by pixel guides wile coding the source on the needs i want. In the mean wile i realised that everyone wants there own games and they end up by failing it and i was wondering if there will be a day when they get united and make a real game with an real team…
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