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SpiceyWolf

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Everything posted by SpiceyWolf

  1. Great fix. Personally I was going to add that shortjump as a request by a friend to my engines release but i was going to go more along the line of when map# = 0 then it would change a label name to dash and make x and y renamed forward and backward xD
  2. Volvex I am not here often if you need me Find me on skype or send a messege to this profile and wait for a response i can help you personally get it working. Skype: [email protected]
  3. Why are you making a check for map moral on this? Its one easier, and 2 more efficient / harder to screw up or cause bugs if you make it time based logouts anywhere, liek 10 seconds without interuption by any character interaction. the Camp on Everquest could be a good reference to a simple design.
  4. In .net vs VB6 there are MANY differences bro xD its more of a similar syntax deal. Not exactly the same but close enough the IDE usually kinda tells you how to fix it. However as far as the vb6 engines went, they called alot of API features which in .net you mostly want to avoid doing at all costs as they dont function properly. A big reason why they dont work is most of the time that the API functions were called they registered the type requirement as "any" which .net will not accept. Most of how Eclipse engines or mirage for that matter all run heavily weaved with API functions to gain power and features that vb6 otherwise would never be capable of. Aside from getting past what it doesnt have, or rather will not work with, there are alot of things youll need to learn like exception handeling -> Try Catch End Try and other things because alot of code in .net is kept pretty sensitive to the types past in. Everything needs to be exact so you either have to do alot of work keeping track of what is what so nothing cross contaminates OR having alot of exception handlers(which the main difference between those 2 options is speed and readability vs ease of programming and cluttered mess.) Aside if you stay determined i guarentee itll be a worthy accomplishment, an enjoyable learning journey, and youll have a great program for building you game in that will have pretty much microsofts lifespan support. Some tips: Look into pre-made network libraries like networkComms, netcomm, Lidgren, or other things you can find around google. Its okay to learn the string based packet sending and reading, but recommended in something you plan to keep and use, figure out how to make this work under byteconversions. also choose between opengl or directx9, those will be what most benefit you for a 2d engine in .net. If your not worried about the players hassle getting the game up and running… you can always look into vb.net xna support... that will have alot of premade game development libraries(including some for networking i believe) know that in .net your types would be structures or classes, where whichever you choose to use doesnt really matter - By default structures are public, classes are private but they can each be the opposite as well. last tip: avoid COM libraries at all costs, use them and youve just downgraded your project and added requirements for use by the player(which are only 2 bad sides so it does not help at all) EDIT: Forgot to mention that using COM libraries will also make you lose cross-platform compatability support(Mono, or other .net crossplatform supported IDE's cant use COM on OS's such as Linux or Mac)
  5. @MrMiguu Lol I have always wanted a jump system since the elysium diamond days, and a good friend working on a mario fan game explained how it is done(at least his method for doing it in eclipse stable) and I just kinda took that idea and went from there on EO(took some learning how the engine actually worked, as far as the networking went cause it was a difficult concept for me to understand) At any rate though xD Id finally made a Jump system, even though it isnt perfect and figured HEY Ill make a tutorial to tell everyone how to add it(granted they may want to improve on it) so at least its not some super huge mystery anymore :) And Ive never relied on scripts xD always hated them.
  6. Its a client sided animation, the only reason theres interaction with the server is to tell other people that you jumped… YOffset is used to determine stuff with moving between the tiles so your not just teleporting around the tiles... (YOffset is used for pixel movement between tiles in various directions) and so its the server telling the client to animate the yOffset moving up and down with a lack of walking animation to appear jumping. Best methods for making a jump system (probably only way I dont know) is to make the appearance of jumping that while the player is jumping a variable is active that other things in the engine can interact with that variable to give basicly the feel of the character ACTUALLY jumping. @ModMatt, thats why its not TempPlayerRec cause its client side stuff... if u used the server end to keep track then it would be heavy on the network... @Zopto, I havent looked in project vertigo xD I just made this on my own referencing how playermovement worked.. @Kazuto, This systems appearance is like the character(without animation) slides straight up exactly one tile... although it is buggy looking if you try moving at the same time(unless going left or right then it looks perfect... could use with some conditioning for moving up or down to fix the buggy look but this is all i needed to at least create a jump system for a buddy) After the player moves straight up, 1 tile space, it moves back down. The character itself isnt actually moving, its just the picture for his character moving up in correlation to where hes actually standing to appear jumping(Uses gameloop as the timer for moving) Any other questions or comments community?
  7. Okay, I built this inside of Eclipse Final Frontier, but it doesnt use direct X so should work on any version of EO(Crystal Shire and Mirage Source 4 variations as well) Now before we get started I WILL Note, that this is not perfect… took me a long time to develop this cause I had no Idea what I was doing but managed to figure it out xD Anyone experienced here probably could have done this on their own, but I haven't seen anything posted before :) Client Side: Find your PlayerRec type and add this at the bottom: ``` 'Jumping IsJumping As Long IsFalling As Long JumpY As Long ``` Find Call ProcessMovement and put this RIGHT below that line ``` If Player(I).IsJumping = 1 Then If GetPlayerMap(I) = GetPlayerMap(MyIndex) Then Call ProcessJumping(I) End If Else Player(I).JumpY = 0 End If ``` Find Sub ProcessMovement and right above the sub add this: ``` Sub ProcessJumping(ByVal Index As Long) If Player(Index).IsJumping = 1 And Player(Index).IsFalling = 0 Then If (Player(Index).JumpY >= 32) Then Player(Index).JumpY = 32 Player(Index).IsFalling = 1 Else Player(Index).JumpY = Player(Index).JumpY + 4 Player(Index).YOffset = Player(Index).YOffset - 4 End If ElseIf Player(Index).IsFalling = 1 Then If (Player(Index).JumpY In order to allow that interaction. This will force the player to be in jumping in order to do the interaction :) Any questions I'd be happy to answer. any support needed I'll do my best to give!
  8. Dunno if any of you are familiar with Guildwars, but GW has a system where all towns show all the players on that map, and you only go into a private instance when you leave the safe zones…(sorta like a map moral would change whether its a private instance or public) is there anyway to modify this to do that? also i havent tested yet, but does this make a new map pack for every player or something? or does it just make a temp private instance per player within that actual map of the mappack?
  9. > What i mean is.. like if you do VB6 like this > > ``` > Public Sub Things(Byval BlahBlah As Boolean) > If BlahBlah = True Then > Call BlahBlah > Else > Call OtherThings > End if > End if > > Public Sub BlahBlah() > Unload frmMain > End > End Sub > > ``` > then .NET is also the same? The only difference between that code and the .net equivalence is you wouldn't do Unload frmMain, you'd have to use frmMain.Hide because unload isn't a function built into .net!
  10. lol if it works fine why are you posting?
  11. lol just wait a while ill end up completely removing the winsock COM control from this and use natural .net methods and get us some DX9 >: P
  12. lmao perfect ;) I can work with this!
  13. With JC's permission id leave it open source ;) I dont believe in close source applications >: P
  14. > It'd be nice to have a new language on the table of available engines. Though if you're as experienced with VB.net as you say, couldn't you make it yourself? :P Actually Im debating it right now xD If I cant convince JC to save me some time xD
  15. lmao genusis helped me do it one time then i tossed it when i went to linux for a long time so im a bit too lazy to work on it again xD
  16. Not a fan of sidescroller myself, but it is a giant step up from base engine Vertigo-Origins… Id recommend it to people ;)
  17. For anyone interested… I will have EO2 converted to .net soon. I'll keep it in .net 4.0 I suppose for backward compatability (Win XP and such). I'm currently at the very end of what I need to be to give an engine. It will still have parts of vb6 in there... but at least itll work in .net. Currently all thats left to do is fix a problem with loading the frmMain(client side) and frmServer(server side). This will be an OPEN SOURCE release so when conversion is done, people feel free to tear in and start making replacements of the vb6 engines :)
  18. If / when there is a vb.net engine available you shouldnt worry about ever losing support with it. C# is Microsofts baby, it will be alive as long as microsoft is, and even though they may not use it, alot of C# developers that keep the language alive with microsoft support the existance and portability of vb.net as well so it will last right along side :)
  19. No experience in JC's EO 4.0, but if there is a checkpoint attribute or an equivilant checkpoint feature in the event system use those.
  20. SpiceyWolf

    PvP - Item Loss

    If you want a decent vb6 engine with SQL support, look into vbgore or greentail.aside youd be left with going without whatever said feature your looking for or grabbing a custom engine so you may program. Observing the code and misc. tutorials online for certain things should give you an idea how coding works so you may begin your own career as a programmer :)
  21. This is why we need a version in VB.net ;) GUI is always a draw the translation but as far as general text… .net can autohandle translations if you tell it to xD
  22. lmao dr.house actually the modem part isnt always true… Some modems have settings and stuff u can access...which in those cases you have to disable them by putting it in bridge mode.
  23. SpiceyWolf

    Lock Classes

    lol Orcywoo… i havent used EO 4.0 only peeked at it, but unless it has a built in class editor(from client side admin tools) with an option, or when you open the class files server sided txt files(it would have something that says locked= 0) then it doesnt have an ability to lock classes.
  24. Really I have nothing against JC's engine its a great idea to have a community suggested development… but really should only be used by anyone who refuses to dedicate a little time now and then to learning coding. If you want an engine you will have good - full control over, learning coding and looking in the custom engines for an open source engine is your best bet ;)
  25. Theres multiple options… 1 can be use hamachi for connections if your game isnt really "big" 2 can be to check your modem and router settings. If a router has an option for dynamic or static IP you may try bridging the modem so full control is left to router for settings and letting the router hold a static IP for you... and the last option i can offer is use No-Ip As long as you have your no-ip setup it wont matter what your ip changes to because people will only need the no-ip address to connect which goes directly to whatever IP that address is being hosted from. Hope this helped!
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