Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Surma

Members
  • Posts

    16
  • Joined

  • Last visited

    Never

Posts posted by Surma

  1. > I think most of us are just wondering why spaceships have attributes like willpower; intellect is questionable as well.

    Ya, the stats will all get changed to reflect a space game. I'm mostly just getting the engine coded and graphics in place for now. Ambard has stopped working on it currently to get Ambardia Reborn back up. Once he has AR up and running we will be developing the space game fully.
  2. Whenever I copy and paste code my paste in vb6 does not keep the formatting. I have to manually go in and ad spaces and tabs.

    Is there some way of pasting the code and maintaining the codes format?

    Thanks

    example:

    ' player ProjectilesPublic Sub BltProjectile(ByVal Index As Long, ByVal PlayerProjectile As Long)Dim x As Long, y As Long, PicNum As Long, i As LongDim rec As DxVBLib.RECT    ' If debug mode, handle error then exit out    If Options.Debug = 1 Then On Error GoTo errorhandler        ' check for subscript error    If Index < 1 Or PlayerProjectile < 1 Or PlayerProjectile > MAX_PLAYER_PROJECTILES Then Exit Sub        ' check to see if it's time to move the Projectile    If GetTickCount > Player(Index).ProjecTile(PlayerProjectile).TravelTime Then        With Player(Index).ProjecTile(PlayerProjectile)            ' set next travel time and the current position and then set the actual direction based on RMXP arrow tiles.            Select Case .Direction                ' down                Case 0                    .y = .y + 1                    ' check if they reached maxrange                    If .y = (GetPlayerY(Index) + .Range) + 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub                ' up                Case 1                    .y = .y - 1                    ' check if they reached maxrange                    If .y = (GetPlayerY(Index) - .Range) - 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub                ' right                Case 2                    .x = .x + 1                    ' check if they reached max range                    If .x = (GetPlayerX(Index) + .Range) + 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub                ' left                Case 3                    .x = .x - 1                    ' check if they reached maxrange                    If .x = (GetPlayerX(Index) - .Range) - 1 Then ClearProjectile Index, PlayerProjectile: Exit Sub            End Select            .TravelTime = GetTickCount + .Speed        End With    End If        ' set the x, y & pic values for future reference    x = Player(Index).ProjecTile(PlayerProjectile).x    y = Player(Index).ProjecTile(PlayerProjectile).y    PicNum = Player(Index).ProjecTile(PlayerProjectile).Pic        ' check if left map    If x > Map.MaxX Or y > Map.MaxY Or x < 0 Or y < 0 Then        ClearProjectile Index, PlayerProjectile        Exit Sub    End If        ' check if we hit a block    If Map.Tile(x, y).Type = TILE_TYPE_BLOCKED Then        ClearProjectile Index, PlayerProjectile        Exit Sub    End If        ' check for player hit    For i = 1 To Player_HighIndex        If x = GetPlayerX(i) And y = GetPlayerY(i) Then            ' they're hit, remove it            If Not x = Player(MyIndex).x Or Not y = GetPlayerY(MyIndex) Then                ClearProjectile Index, PlayerProjectile                Exit Sub            End If        End If    Next        ' check for npc hit    For i = 1 To MAX_MAP_NPCS        If x = MapNpc(i).x And y = MapNpc(i).y Then            ' they're hit, remove it            ClearProjectile Index, PlayerProjectile            Exit Sub        End If    Next        ' if projectile is not loaded, load it, female dog.    If DDS_Projectile(PicNum) Is Nothing Then        Call InitDDSurf("projectiles\" & PicNum, DDSD_Projectile(PicNum), DDS_Projectile(PicNum))    End If        ' get positioning in the texture    With rec        .top = 0        .Bottom = SIZE_Y        .Left = Player(Index).ProjecTile(PlayerProjectile).Direction * SIZE_X        .Right = .Left + SIZE_X    End With    ' blt the projectile    Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Projectile(PicNum), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        ' Error handler    Exit Suberrorhandler:    HandleError "BltProjectile", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext    Err.Clear    Exit SubEnd Sub
  3. @Night©:

    > This is made from Eclipse Evolution… It is nice but I suggest on transfering on EO...
    > But it is your choice... :)

      It's 100% EO. It is also in its infancy and the buttons need to be changed to reflect more of a space theme.
  4. There is a much better way of having signs in your game with no source editing or having to delete any maps.

      Just make a friendly NPC say whatever you want your sign to say. Then make a new character sprite that is just a picture of a sign and place your NPC inside of some NPC blocks.

      Works fantastic for me and looks great as well.
×
×
  • Create New...