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Sada

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Posts posted by Sada

  1. @Peteyyy:

    > Head is too big and too far forward.

    No, yes it's too far forward.

    @нυи†εя:

    > Boobs looks little bit weird,and her head looks like she got down syndrome.
    >
    > -Hunter

    Yes, no.
  2. 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)
  3. 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
  4. 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)
  5. 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.
  6. Open up modplayer.bas and go to edit, find then search for this
    ```
    Call SetPlayerPOINTS(index, GetPlayerPOINTS(index) + 3)
    ```:) Hope this helped
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