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Zopto

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Everything posted by Zopto

  1. yea all other versions will be here also and open source so not big deal….
  2. you can chage screen size to see description full or chage code litl bit(Not bug) 2.i didnt add save code in ini file i will fix it in next version(not bug ) 3.i add 2 same codes on on/off chat and on off option menu mast delete that(not bug) 4\. that was same in project vertigo tnx for info
  3. Ty ! yes of corse you can remove dynamic sprites system.. you need visual basic 6 for that,litl bit hard if you are new,,, hmm you gived me idea maybe i soon make just like [sub version](http://projectangels.get-forum.com/t10-sub-version-of-project-angels) whit just left and right sprites ^^ so any other [ideas](http://projectangels.get-forum.com/t9-tell-me-what-you-want-in-v9) for update?
  4. background picture need to be **same size as game screen** so resize it**>**next go to map editor **>**background layer**>**click on layer**>**then click on game screen.. ^^
  5. > Which is better? Project Angels or PVO? Pvo is clean bugy base …project angels is more stable and more features and bug fixes ^^
  6. > Pretty impresive, too bad migu didn't ported it to dx8 tnx dr.house ^^ **[ramoneknot](http://www.touchofdeathforums.com/community/index.php?/user/36946-ramoneknot/)** yes but is not ready to release any game with it, coz have a major bug on attack –--------------------------------------------------------------------------------------------------- agree whit mortal attack work all work just it dont use multi frames for attack it is like normal eo O.o
  7. Zopto

    Delete pls

    nop it use 32x32 icon(fireball,arrow) for spells
  8. background need to be same size as game screen(you mast resize it) then open map editor >select background layer>click on layer>then click on game screen ^^
  9. lucy now you got vb6 now just learn some things about it…learn basic etc
  10. frst of all you need visual basic 6 to edit source…do you have one? sry for my eng...hope you understude someting xD
  11. hi [LucyHeartfillia](http://www.touchofdeathforums.com/community/index.php?/user/83223-lucyheartfillia/) welcome to the forum! you can use Alatar Quest system if you using EVB/e.o 3.0/(dx8) take this tutorial [http://www.touchofde… +quest +system](http://www.touchofdeathforums.com/community/index.php?/topic/127841-eo-dx8-alatars-quest-system-v12/page__hl__%2Balatar+%2Bquest+%2Bsystem) and if you using eo 2.0/2.3/(dx7) take this tutorial [http://www.touchofde…est-system-v12/](http://www.touchofdeathforums.com/community/index.php?/topic/117080-eo-alatars-quest-system-v12/) you need visual basic 6 to edite source
  12. Zopto

    Delete pls

    here you made type spell projectile set a range and pic of spell then cast spell and it fly to the target and hit it..
  13. Zopto

    [EO] NPC Say

    golf you getting better every day!!!!good job!!!
  14. i totaly forgot about this ….you need to chage code litl bit eo 2,0 is dx7 and eo 3,0 is dx8
  15. Zopto

    Delete pls

    tnx and why LOL? you can find this system in my engine also alot ppl ask for linear spells so i made one ^^
  16. yes you can make sonic game whit this. ^^ but if you want spin effect when runing ![](http://img194.imageshack.us/img194/4071/122233.png) your characters animations need to look like this like vortigem said v8 download link removed (uploading new fixed v8) edite: add new fixed v8
  17. Zopto

    Delete pls

    mortal and golf tnx ^^
  18. Zopto

    Delete pls

    **delete**
  19. hmm yea attack animation is litl bit hard coded and i dont understude it well how mrmiguu made it x.x but now is better then befor like you said i will try to look into
  20. hmm I am not good whit that packet tings if you found out how to fix pm me I will keep looking…what version you trayed?can you pls look v1 if it is there it is not my fault :S?i look in attack sub and chek attack all look ok...... idk if this going to work but try raplace all Public Sub BltPlayer(ByVal Index As Long) whit this``` Public Sub BltPlayer(ByVal Index As Long) Dim i As Long, x As Long, y As Long Dim Sprite As Long, spriteleft As Long Dim rec As DxVBLib.RECT Dim attackspeed As Long Dim TempOnGround As Boolean ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Sprite = GetPlayerSprite(Index) If Sprite < 1 Or Sprite > NumCharacters Then Exit Sub CharacterTimer(Sprite) = GetTickCount + SurfaceTimerMax Call InitDDSurf("characters\" & Sprite, DDSD_Character(Sprite), DDS_Character(Sprite)) If (FRAMES_STANDING >= FRAMES_WALKING Or FRAMES_STANDING >= FRAMES_RUNNING Or FRAMES_STANDING >= FRAMES_ATTACKING Or FRAMES_STANDING >= FRAMES_JUMPING Or FRAMES_STANDING >= FRAMES_FALLING) Then HighestFrame = FRAMES_STANDING ElseIf (FRAMES_WALKING >= FRAMES_STANDING Or FRAMES_WALKING >= FRAMES_RUNNING Or FRAMES_WALKING >= FRAMES_ATTACKING Or FRAMES_WALKING >= FRAMES_JUMPING Or FRAMES_WALKING >= FRAMES_FALLING) Then HighestFrame = FRAMES_WALKING ElseIf (FRAMES_RUNNING >= FRAMES_STANDING Or FRAMES_RUNNING >= FRAMES_WALKING Or FRAMES_RUNNING >= FRAMES_ATTACKING Or FRAMES_RUNNING >= FRAMES_JUMPING Or FRAMES_RUNNING >= FRAMES_FALLING) Then HighestFrame = FRAMES_RUNNING ElseIf (FRAMES_ATTACKING >= FRAMES_STANDING Or FRAMES_ATTACKING >= FRAMES_WALKING Or FRAMES_ATTACKING >= FRAMES_RUNNING Or FRAMES_ATTACKING >= FRAMES_JUMPING Or FRAMES_ATTACKING >= FRAMES_FALLING) Then HighestFrame = FRAMES_ATTACKING ElseIf (FRAMES_JUMPING >= FRAMES_STANDING Or FRAMES_JUMPING >= FRAMES_WALKING Or FRAMES_JUMPING >= FRAMES_RUNNING Or FRAMES_JUMPING >= FRAMES_ATTACKING Or FRAMES_JUMPING >= FRAMES_FALLING) Then HighestFrame = FRAMES_JUMPING ElseIf (FRAMES_FALLING >= FRAMES_STANDING Or FRAMES_FALLING >= FRAMES_WALKING Or FRAMES_FALLING >= FRAMES_RUNNING Or FRAMES_FALLING >= FRAMES_ATTACKING Or FRAMES_FALLING >= FRAMES_JUMPING) Then HighestFrame = FRAMES_FALLING End If ' if we're in water, slow us down If Map.tile(GetPlayerX(Index), GetPlayerY(Index)).Type TILE_TYPE_WATER Then WaterVelocity = 1 Else WaterVelocity = 0.5 End If ' speed from weapon If GetPlayerEquipment(Index, Weapon) > 0 Then attackspeed = Item(GetPlayerEquipment(Index, Weapon)).Speed Else attackspeed = 1500 End If If GetPlayerY(Index) < Map.MaxY Then TempOnGround = CheckDirection(DIR_DOWN, Index) Else TempOnGround = Not Map.Down > 0 End If ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 3) > GetTickCount Then If Player(Index).Attacking = 1 Then If Player(Index).state 3 Then Player(Index).Anim = 0 Player(Index).state = 3 End If Else ' If not attacking, jump/fall normally If Not TempOnGround Then Select Case GetPlayerInertia(Index) Case DIR_UP If Player(Index).state 4 Then Player(Index).Anim = 0 Player(Index).state = 4 Case DIR_DOWN If Player(Index).state 5 Then Player(Index).Anim = 0 Player(Index).state = 5 End Select End If End If With Player(Index) If .AttackTimer + (attackspeed / WaterVelocity) < GetTickCount Then .Attacking = 0 .AttackTimer = 0 End If End With ' Set the left Select Case GetPlayerDir(Index) Case DIR_LEFT spriteleft = 1 Case DIR_RIGHT spriteleft = 0 End Select If HighestFrame > 0 Then Frames_Width = (DDSD_Character(Sprite).lWidth / 2) / HighestFrame With rec .top = Player(Index).state * (DDSD_Character(Sprite).lHeight / 6) ' 6 animation states .Bottom = .top + (DDSD_Character(Sprite).lHeight / 6) .Left = (spriteleft * (DDSD_Character(Sprite).lWidth / 2)) + (Player(Index).Anim * Frames_Width) .Right = .Left + Frames_Width End With ' Calculate the X x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((Frames_Width - 32) / 2) ' Is the player's height more than 32..? If (DDSD_Character(Sprite).lHeight) > 32 Then ' Create a 32 pixel offset for larger sprites y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - ((DDSD_Character(Sprite).lHeight / 6) - 32) Else ' Proceed as normal y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset End If ' render the actual sprite Call BltSprite(Sprite, x, y, rec) Select Case Player(Index).state Case 0 ' standing If Player(Index).AnimTimer + (FRAMES_STANDING_LENGTH / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_STANDING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Anim = 0 End If Player(Index).AnimTimer = GetTickCount End If Case 1 ' walking If Player(Index).AnimTimer + (FRAMES_WALKING_LENGTH / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_WALKING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Anim = 0 End If Player(Index).AnimTimer = GetTickCount End If Case 2 ' running If Player(Index).AnimTimer + (FRAMES_RUNNING_LENGTH / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_RUNNING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Anim = 0 End If Player(Index).AnimTimer = GetTickCount End If Case 3 ' attacking If Player(Index).AttackTimer + ((attackspeed / FRAMES_ATTACKING) / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_ATTACKING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Attacking = 0 Player(Index).AttackTimer = 0 End If End If Case 4 ' jumping If Player(Index).AnimTimer + (FRAMES_JUMPING_LENGTH / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_JUMPING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Anim = 0 End If Player(Index).AnimTimer = GetTickCount End If Case 5 ' falling If Player(Index).AnimTimer + (FRAMES_FALLING_LENGTH / WaterVelocity) < GetTickCount Then If Player(Index).Anim < (FRAMES_FALLING - 1) Then Player(Index).Anim = Player(Index).Anim + 1 Else Player(Index).Anim = 0 End If Player(Index).AnimTimer = GetTickCount End If End Select ' check for paperdolling For i = 1 To UBound(PaperdollOrder) If GetPlayerEquipment(Index, PaperdollOrder(i)) > 0 Then If Item(GetPlayerEquipment(Index, PaperdollOrder(i))).Paperdoll > 0 Then Call BltPaperdoll(x, y, Item(GetPlayerEquipment(Index, PaperdollOrder(i))).Paperdoll, Player(Index).state, Player(Index).Anim, spriteleft) End If End If Next ' Error handler Exit Sub errorhandler: HandleError "BltPlayer", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```anyway how you check that O.o?
  21. **Update Project Angels v8 :** **Chage Log: >! Add Projectile Type Spell >! Add some chages to chatbox >! Resized >! Screen(Agen)** New Fixed v8 **Download Link: >! **[http://www.sendspace.com/file/zp9aox](http://www.sendspace.com/file/zp9aox)** >! **How to use Projectile Type Spell: >! Frst go to spell editor >! Then chose Type:Projectile >! New window will >! open whit >! Pic,Range,Dmg and speed scrl bars >! note (it use projectile pic >! from projectile folder) >! after that make item type spell >! lern spell >! and cast it ^^** >! ps:i forgot to resize background picture(need to be same size like game screen)**
  22. sry i was offline 4 days….my pc blow up so i buyed new laptop today now i can work agen....and [Urimas Ebonheart](http://www.touchofdeathforums.com/community/index.php?/user/36312-urimas-ebonheart/) tnx but i will not going to add soo much staff in engine fo now ![:mellow:](http://www.touchofdeathforums.com/community/public/style_emoticons//mellow.png) i will just try to fix some bugs and make it more stable…but you got nice ideas there ^^ anyway update **pa v8 ** soon as posoable
  23. **Soon** **in v8:** **Projectile(Linear) Type Spell** (full working) ![](http://img560.imageshack.us/img560/539/346345354.png) (i made that fireball(thing that looks like) fast just to show how spell work) ok here is better picture ![](http://img29.imageshack.us/img29/539/346345354.png) some-bugfix litl gui edite hope you like it ^^
  24. 1\. it is not a bug it use 1 new frame for attack and one walking frame…. like e.o (but i am not shure how mrmiguu make attack animationsi will look into) 2.maybe in some other updates 3.yes it possible (soon)
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