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BoDu

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Everything posted by BoDu

  1. BoDu

    BoDu's tiles :P

    Small update : I think i will realease the rock on how they look right now. I will upload the tileset with them later on if i get at last 5 replys with +thanks of +nice :P
  2. BoDu

    BoDu's tiles :P

    Lol here you got my first little sprite with paper doll clothes on it :P
  3. BoDu

    BoDu's tiles :P

    Well windows 7 paint make's miracols if you think its 3d software or anything else, bleah. At last i finnaly start to get more people that apreciate my work o.o 14 till now and 7 think i'm a noob but i'm curios how good they are :)
  4. BoDu

    [EO] Graphics

    I think .png = dx8 becouse it support alpha blending
  5. BoDu

    BoDu's tiles :P

    Added a few more piece on the tile set: - house - flowers
  6. BoDu

    BoDu's tiles :P

    *Updated the first post. Night everyone.
  7. BoDu

    BoDu's tiles :P

    @Chief: > No, you just ruined the trees. lol i think your right take a look on this one i think its more realistic
  8. BoDu

    BoDu's tiles :P

    Lot thas for voting "noob" action and i hope this tiles help peoples out to make originals games, here its the first alfa of the tiles.
  9. BoDu

    BoDu's tiles :P

    @βluΣ: > what are those things going into the ground? ignore them :)) Here a new tree and a shop i'm working on.
  10. BoDu

    GUI help

    @shengbeng: > How to make my GUI into like this: http://img7.imageshack.us/img7/6025/scrlogin.png > > Thanks for reading,please comment :cheesy: I can help you out. Give me more details. Here its an exemple of client i'm working on :P Conectare mean Login Inregistrare mean Register Merite mean Credits
  11. BoDu

    BoDu's tiles :P

    Wow :P kinda hurt me but i'm ok :) I know that i'm a noob and that's what makes me go foward. Devo: I didn't use any 3d program and i made it 6 tiles of 32 becouse it dose not look repetitive. Thanks for advice. Here its another try:
  12. BoDu

    Game Logo.

    Not the best logo but you can use it a wile till you get an profesinal one. (Btw it's my first one so don't be cruel :D)
  13. BoDu

    BoDu's tiles :P

    *Update: Made 1 tree in two color exemples: * green one = done * blue one = w.i.p Take a look how they look on map :P >! Green Tree ![](http://img807.imageshack.us/img807/3117/map1sa.png) Blue Tree ![](http://img811.imageshack.us/img811/4894/blueones.png) I think i have to work a little more on it :P but not now, later :P
  14. BoDu

    BoDu's tiles :P

    Maybe i'm not the best artist you can fiind but you can use this tile set for free and i think it don't look that bad. I hope to add more element to it. I attached the tile set and an exemple of the map right here. Thanks for all the comments and have fun.
  15. * Update! Working to get a cool client form effect. Take a look under "Hehe i think you will like this:"
  16. @Sekaru: > I mean translate it to English so people can understand it and learn from it rather than just copying and pasting. Ok i posted the code too and added some explication, after i'm figure out how to fade out the client i will do an english version too.
  17. @Sekaru: > Nice nice, though you may want to translate it to English just for convenience. Hm what do you mean ? :P Source uploaded, i will make a guide later on how to add it manually.
  18. *Edited NVM i fixed it and it works. 5 min to upload the source
  19. **Fade In/Fade Out** _Vb6 Form_ client source donwload: [**FadeIn/FadeOut Source**](http://www.touchofdeathforums.com/smf/index.php?action=dlattach;topic=70789.0;attach=17693) Hehe i think you will like this: >! Project: ~~1\. Invisible Form - Done~~ 2\. Invisible PictureBox and visible Picture for an nice and cool effect - Working On >! ScreenShot >! >! ![](http://img709.imageshack.us/img709/2865/workingon.jpg) * ~~Fade In - Solved~~ * Fade Out - Working On * ~~Tutorial - Done 80%~~ Here you got the code progress > 1\. Make an new mod named "**modTransparent**" and add this: > ``` > Option Explicit > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > > Private Const GWL_EXSTYLE = (-20) > Private Const WS_EX_LAYERED = &H80000 > Private Const LWA_ALPHA = &H2 > ' look on the alias to see what this function do "exemple Alias "SetWindowLongA" > Private Declare Function StabilesteLungimeFereastra Lib "user32" Alias "SetWindowLongA" (ByVal hWnd As Long, ByVal nIndex As Long, ByVal dwNewLong As Long) As Long > ' same here take a look on the alias > Private Declare Function StabilesteAtributiiStraturiFereastra Lib "user32" Alias "SetLayeredWindowAttributes" (ByVal hWnd As Long, ByVal crKey As Long, ByVal bAlpha As Byte, ByVal dwFlags As Long) As Long > > ' here you got the function that make magic happen :) > Public Function TransformaSablon(Form As Form, TransLevel As Byte) As Boolean > StabilesteLungimeFereastra Form.hWnd, GWL_EXSTYLE, WS_EX_LAYERED > StabilesteAtributiiStraturiFereastra Form.hWnd, 0, TransLevel, LWA_ALPHA > TransformaSablon = Err.LastDllError = 0 > End Function > > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > ``` > 2\. Add two timers on "frmMenu" and name them "PrimulTimp" and "AlDoileaTimp" and set the Timer interval to 5 on both. > > 3\. Open frmMenu and add this: > ``` > Option Explicit > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > Dim TLevel As Integer > > Private Sub PrimulTimp_Timer() > > TLevel = TLevel + 3 ' set it between 1 and 5 (1 for slow and 5 for fast) > > TransformaSablon Me, Val(TLevel) > > If TLevel = 255 Then > PrimulTimp.Enabled = False > End If > > End Sub > > Private Sub AlDoileaTimp_Timer() > > TLevel = TLevel - 3 ' set it between 1 and 5 (1 for slow and 5 for fast) > > TransformaSablon Me, Val(TLevel) > > If TLevel = 3 Then ' set it between 1 and 5 (1 for slow and 5 for fast) > Unload Me > End If > > End Sub > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > ``` > 4\. Replace "Private Sub Form_Load()" with this one: > ``` > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > Private Sub Form_Load() > Dim tmpTxt As String, tmpArray() As String, i As Long > > AlDoileaTimp.Enabled = False > > TLevel = 3 ' set it between 1 and 5 (1 for slow and 5 for fast) > > TransformaSablon Me, Val(TLevel) > > ' If debug mode, handle error then exit out > If Options.Debug = 1 Then On Error GoTo errorhandler > > ' general menu stuff > Me.Caption = Options.Game_Name > > ' load news > Open App.Path & "\data files\news.txt" For Input As #1 > Line Input #1, tmpTxt > Close #1 > ' split breaks > tmpArray() = Split(tmpTxt, " > ") > lblNews.Caption = vbNullString > For i = 0 To UBound(tmpArray) > lblNews.Caption = lblNews.Caption & tmpArray(i) & vbNewLine > Next > > ' Load the username + pass > txtLUser.text = Trim$(Options.Username) > If Options.SavePass = 1 Then > txtLPass.text = Trim$(Options.Password) > chkPass.Value = Options.SavePass > End If > > ' Error handler > Exit Sub > errorhandler: > HandleError "Form_Load", "frmMenu", Err.Number, Err.Description, Err.Source, Err.HelpContext > Err.Clear > Exit Sub > End Sub > '**************************************' > '**************** BoDu ****************' > '***********Fade In/Fade Out***********' > '**************************************' > ``` > 5\. Save and it should work. If you don't have access on vb6 or you just don't want to add it by yourself you can download the client source from down here. Enjoy and use it with pleasure.
  20. BoDu

    BltPlayer Sprite

    @Rose: > You'd just set the Player.Anim to whatever frame you need it to be. Starting at 0 with the default rmxp format it goes from 0 to 3\. 0 being the first frame on the left, 3 being the last frame on the right. And these are separated into rows by the Player.Dir. So just adjust the algorithm that splits the character file into 4 rows and frames to load the new frames and then put them into action wherever you want them to come into play. Wow, thanks i will try that. I was playing with the actual Player Animation, and bring the walking, runing, standing and attacing in the line for each side. I saw that they divided each side by /4 and there are 4 frames and i want to see if i can get what i'm looking for with the actual sprite sistem. If not i will try your way. P.S. Btw your exemple req 1 line with all side and all action frames right ?
  21. BoDu

    EO 16x16 tiles

    @Rhythm: > is there a way to fix this ? > > Edit: acutely it doesn't change only the tile size it changes the sprite size and the item size and everything else to 16x16 > I think there its a way to change only the map editor to 16x16, and let pic_x and pic_y unchanged becouse they are used in a lot of codes.
  22. Maybe you have to let everything blank did you try that? My bf ruter didn't had an pass and an account, took me 5 days to fiind that out. * Or try Admin and pass 1234\. Hope it helps.
  23. BoDu

    EO 16x16 tiles

    An screen with what happen when i modificate them. It let me select 16x16 but it change the ingame resolution too. I think there its a way to change only the map editor to 16x16, and let pic_x and pic_y unchanged becouse they are used in a lot of codes. And you have to change the size of tiles that will be show into the picscreen. I think that's why it changed the resolution. Its making the 16x16 to a 32x32.
  24. BoDu

    EO 16x16 tiles

    @BoDu: > I'm not sure, but i think i saw how they handle to set 32x32 tile into the client source. Take a look. *Edited Here you go : ``` ' Tile size constants Public Const PIC_X As Long = 32 Public Const PIC_Y As Long = 32 ``` But i think you have to change a few thinks in other place too. Make the changes and see what happen. *Edited I edited it and it is working, but you will have to change the mapeditor to 16x16 too. I will take a look later if you can't solve it by your own. (hope i can do lol)
  25. BoDu

    EO 16x16 tiles

    @Rhythm: > How can i made so EO can support 16x16 tiles and is it hard ? I'm not sure, but i think i saw how they handle to set 32x32 tile into the client source. Take a look.
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