Sada
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Posts posted by Sada
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Everything seems to be in proportion and the shading is done well, bit ordinary though.
Good job :) -
Thanks a lot :) I tried pretty hard to fix the problems that were said to me about the previous one, I think I fixed the shading up too.
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School girl Sada?
![](http://img860.imageshack.us/img860/3729/sadaschoolgirl.png) -
Her shoulders are too wide.
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@Peteyyy:
> Head is too big and too far forward.
No, yes it's too far forward.
@ýÅø†εÑÂ:
> Boobs looks little bit weird,and her head looks like she got down syndrome.
>
> -Hunter
Yes, no. -
![](http://img189.imageshack.us/img189/974/sadal.png)
Sada the Chobit! -
Update!
Things completed:
- Basic movement
- Standard bullets
- Basic laser functionality
- Animation system
- parralax scrolling backgrounds (space junk infront of the planets, one layer infront of you)
- Depth determine what order object is drawn in
- Started on queue for combo's -
Okay so it's not much so far, but here's an early screeny!
![](http://img192.imageshack.us/img192/7803/shipproject.png)
This is an experimental game i'm making in c++ and direct x 11, which combines elements of fighting games like blazblue with standard space shooters like Raiden.
Gameplay will be like a standard space shooter except you use combo's to fire missiles, do counters, use lasers, and other cool things in your arsenal.
Double tapping directions will allow you to boost in the specified direction, blocking etc will also be a gameplay aspect.
You fly around like you would normally, killing hordes of spaceships (till you get to a boss fight), then once you are up to fighting the boss, it'll feel more like a fighting game because they will have combo's, abilities, health bar etc.
Blocking and shields will only block a portion of the damage, and can be overloaded.
New screeny :D
![](http://img218.imageshack.us/img218/8766/gameprogress3.png) -
Obviously it does have a default value, you are blind.
Go to the form on the server then click on the tab which shows the slider you just added, then go to it's properties and go to default value, change this to 100. -
http://lmgtfy.com/?q=visual+basic+6+tutorial
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It would require a lot of fiddling with the source, a lot of code relies on the character having a class.
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The game looks great, when can we expect a demo?
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I'm new, heh don't even know why i'm bothering posting in this… *oh god another forum member *face palms** Howdy!
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So how has the progress been βluΣ Ã¯osΣ? If your having problems remember to look back at the topic you made "different classes start in different positions" and souls response, if you combine the knowledge you learnt there with the hint I just gave you, you should be able to work it out! :)
offtopic: Thanks cowin :P -
Hey everyone i'm thinking of developing a spell system for EO similar to the one used in the game magicka (but ofcourse target based rather than aiming). For those of you who haven't played magicka i'll give a quick rundown of what they do.
You are given access to multiple elements (Water, fire, rock, electricity etc etc), with these elements you can put them together in different combos to create different types of spells then you can choose to either use it in aoe, on your sword for your next attack, self cast or just aim it.
different elements don't work together such as electricity and rock, they cancel each other out.
Some elements such as fire and water mix to make hidden elements like steam.
So in this topic I wish to discuss the design aspects and ways you would personally go about coding something like this in regards to the EO engine.
The things which come to mind are perhaps an array of size 5 (more or less depending on the amount of elements used) which gets filled up with different element ID's (which would take up spell slots) as you add the element to the combination.
The current spell system could still exist with some tweaks (such as self cast damaging spells and the ability to change features of a spell depending on it's form, eg, aoe, self cast etc)
then you would need to have a giant list of different spell combinations which rather than being spells learnt they would be accessed if the code (spell combination) was given to them.
There would also need to be a global cooldown for each element addition (so players don't cheat and make macro's) and perhaps a mana cost per element type addition to the combo.
This is just my current take on the idea if anyone has anything to add, change, or to just scrap my design all together and come up with a better way of acheiving this or discuss alternatives please post with your ideas and maybe soon this will come to life! :D -
You need to start learning this stuff on your own, i'm going to give you some hints… but not tell you how to do it.
Open up modPlayer.bas in the server.vbp then go to the sub routine called onDeath, It's in there. -
Is there anything you would have changed coding wise? I'm still getting the hang of vb6's syntax.
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You can easily change that, if you read in my post, it says to remove titles you just remove that case from the select case.
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Hey guys this is my first tutorial so I hope you all enjoy! :)
I only starting using eclipse a few days ago so if there's anything in their that you believe is pointless or done wrong please show me the light!
What this peice of code actually does is simple, add access tags above players heads [Admin] , [Mod] / [GM] etc.
It also changes the colour of the players name according to their level.
Color code is as follows
>! <= 10 levels lower = green
< 5 levels lower = yellow
> 5 levels lower and < 5 levels higher = white
> 5 levels higher = blue
>= 10 levels higher = purple
If pk is on their colour is overrided and turns red.
Open ModText.bas on the client source.
Replace the sub DrawPlayerName with the following.
```
Public Sub DrawPlayerName(ByVal Index As Long)
Dim TextX As Long
Dim TextY As Long
Dim TextX2 As Long
Dim TextY2 As Long
Dim Title As String
Dim color As Long
Dim Name As String
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Select Case GetPlayerAccess(Index)
Case 0
Title = "[Ac.0]"
Case 1
Title = "[Ac.1]"
Case 2
Title = "[Ac.2]"
Case 3
Title = "[Ac.3]"
Case 4
Title = "[Ac.4]"
Case 5
Title = "[Ac.5]"
End Select
If Player(Index).PK = False Then
If Player(Index).Level <> Player(MyIndex).Level Then
Dim LevelDiff As Long
LevelDiff = CLng(Player(Index).Level) - CLng(Player(MyIndex).Level)
If LevelDiff < 5 And LevelDiff > -5 Then
'White
color = RGB(255, 255, 255)
ElseIf LevelDiff < 10 And LevelDiff >= 5 Then
'Blue
color = RGB(0, 160, 230)
ElseIf LevelDiff >= 10 Then
'Purple
color = RGB(120, 50, 120)
ElseIf LevelDiff > -10 Then
'Yellow
color = RGB(250, 240, 0)
ElseIf LevelDiff <= -10 Then
'Green
color = RGB(60, 190, 50)
End If
Else
color = RGB(255, 255, 255)
End If
Else
color = RGB(255, 96, 0)
End If
If Title <> "" Then
' calc pos
TextX2 = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(Title)))
If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then
TextY2 = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16
Else
' Determine location for text
TextY2 = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4)
End If
' Draw Access
Call DrawText(TexthDC, TextX2, TextY2, Title, color)
End If
Name = Trim$(Player(Index).Name)
' calc pos
TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(Name)))
If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then
TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16
Else
' Determine location for text
TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight / 4) + 16
End If
' Draw name
Call DrawText(TexthDC, TextX, TextY, Name, color)
' Error handler
Exit Sub
errorhandler:
HandleError "DrawPlayerName", "modText", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
```
To change the name of the tags above the users head change the string under each of the cases, or to remove the tag from above their head completely remove that specific case.
Lastly Screenshot!
>! ![](http://img59.imageshack.us/img59/6505/eclipseorigins.png) -
Yeah something along those lines, i'm not sure where you're declaring rebirth and where it's value is coming from but you should probably have a rebirth variable saved for each player to see if they have been reborn (so you'd need to save it in their player file) then check if that individual players rebirth was equal to true or false.
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Yeah your graphics are for the most part pillow shaded, other than that, maybe some leaves or broken twigs?
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Do you mean the amount of experience each monster gives? Or the amount needed per level?
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A switch statement would probably be preferred here (select case in vb I believe?) if multiple classes are involved.
[EO] RS2 style name colour changes (Access tags included)
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