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blkcrow

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Posts posted by blkcrow

  1. making a moba game with eclipse will require a lot of work and a big part of the engine should be rewritten you are better off starting form scratch. Also its not such a good idea trying to make a clone of the most popular game in the world right now which also is free to play. Unless your game has something really unique nobody is gonna be interested in it
  2. > Well a couple of days ago I was gonna get this no doubts about it but seeing as how enemies can't cast spells meaning you can't have real boss fights is a turn off.   How could the leave out such a basic feature?   I want to make battles that encourage group combat like raids but how am I supposed to do that without enemies that cast spells and pose a real threat

    Keep in mind that the engine is fairly new. Just because there isn't on currently doesn't mean it will never be one. As you said its a basic feature so chances are its gonna be implemented in a later version
  3. I found this in EO 2.3.

    In the client HandleDataSub is declared like this

    ```
    Public HandleDataSub(1 to CMSG_COUNT) As Long

    ```
    where it should be like this

    ```
    Public HandleDataSub(1 to SMSG_COUNT) As Long

    ```

    This causes the client to crash with a subscript out of range error on start up if  SMSG_COUNT is greater than CMSG_COUNT
  4. Latest version is out.

    Press the v button to toggle VSync and the f button to toggle the FPS lock. I have also added some more fonts in the font folder to change the ingame font change the name of the font you want to "font.png"
  5. > I would have posted a screenshot but the game window kept crashing while the rest of the game hogged up my entire processor. The game coding must be horribly inefficient, since what I was see on screen was not as demanding as the client was.
    >
    > FYI, I was getting >2K FPS on my crappy laptop.

    The code for the game (player, enemies, bullets, etc) is indeed inefficient since i just throw it together for testing purposes but shouldn't be that inefficient it takes only about 15% of my cpu at 2.60Ghz with 680fps. I should have limit the fps but it seemed weird that i will only get ~600 fps even if i didn't draw anything on the screen. Anyway the next version will have an fps cap and an option to uncap them
  6. Haven't been working on this much but i have some updates.

    * Added better support for bitmap fonts. Now they look much more better
    * Started planning the GUI classes
    * Started working on an Input Engine
    * Did some optimizations on the way the Graphics engine handles textures
    * The bullets and the player has been speed up a bit also enemies fire bullets more frequently

    i wont upload the latest version yet till i fix some problems with the game lagging when the fps are locked

    > -snip-

    added you in the high scorers
  7. its probably because you are trying to save a string that doesnt have a constant length make sure you declare all your strings like that

    ```
    Whatever as String * CONSTANT 'Where CONSTANT is any constant usually NAME_LENGTH in eo

    ```
  8. to read and write strings you need to declare their length like this

    ```
    Dim Name As String * 30

    ```
    thats why eo declares all its strings like that

    ```
    Public Type TypeName
    Name as String * NAME_LENGTH 'where NAME_LENGTH is a constant'
    End Type

    ```

    if you dont specify the length of the string the program wont know how many bytes to read/write
  9. > I'm not sure if the bullets are meant to be super slow?

    I will speed some things up in the next update (Bullets, players, enemies) to make the gameplay faster. I will probably add more types of enemies and some asteroids too
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