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iSnow

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Posts posted by iSnow

  1. Robin went off to work on his new version of Crystalshire and Nin Online with Rory. Robin did what he was supposed to and moved on, he retired from his developer position and it was handed off to JC Denton and later Rob, Exc, And Sek.
  2. If you want to play a cube based game with FPS elements, I recommend Ace of Spades classic. Jagex bought out the game and they did everything wrong with the new version on Steam. But, if you go to www.buildandshoot.com you can play the version before their work started and it was free and wholesome. Some servers have Counter-strike maps as well, I recommend it.
  3. As Budweiser said. If we're going to do something like that, make it worth the while. I think that if you go as far as rewriting the engine you'd have to seriously come up with a better networking than it has now (Can't imagine you couldn't) and be able to make the editors and their functionality better. As long as this gets the systems in place to be around the same as EO2.0 Feature wise, we're all good.
  4. Forge seems really dominant, unfortunately, but that's because it's a good toolset, and the MC community can't be arsed to optimize.

    I recommend:

    -Balkon's WeaponMod: Adds an advanced combat system and weapon usage mechanic. New weapons and new combat.

    -Flan's Mod: Guns, Planes, tanks, cars, bombs. You get where that is going. Has addons for nerf guns, WWII vehicles, and look at that, MW3 weapons/items

    -AtomicStryker's Ruins: Adds new ruin structures that appear in your world, lots of them.

    -SkyrimCraft: Adds shouts, Mobs, shops in Skyrim style, items and armor/weapons.

    -Pixelmon: Adds Pokemon to Minecraft, great combat and actually has capturing mechanics and over 140+ Pokemon currently.

    -Clay Soldiers: Little minions of clay that do tons of things and are crazy fun to watch.

    Those are some good ones, most are Forge-required I believe though, just going to have to live with it. As for utilities. OptiFine, TooManyItems, Recipe Book and Shelf Mod (Look up: Risugami's Mods) are very useful.

    Hope this helps out.
  5. Looks great, truly. Although,when you are at 'what we do' and hit the 'what we've done' link at the top, it partially scrolls to the contact section. I'd guess your going to replace it with a section for examples of work but just so you know. Some separation between the paragraph header of a section and the paragraph itself might be nice.
  6. Transfer the current event system onto your existing platform. There is a tut by Sotvotkong about it,adding Event system 2.3 into 2.0, but, since this is 2D you might want to grab our own copy just to be sure you get everything covered. Regardless, it's easier. But if you did that you would have to explore writing the DX8 class from 3.0 into your build yourself and it's features, but that's assuming you would explore that.
  7. The item dropping in the air actually is kindof cool, because a Mega Man like sidescroller would absolutely benefit from something in it's style.

    I'm very glad you continued this MrMiguu, really. The Event system is good, not buggy as far as it's been seen thanks to JC Denton's development process. I wouldn't add all the commands, considering some aren't too suited, but it's worth trying indeed. Anyway, glad to see this revived, perhaps DirectX8 is a possibility in the future? Or projectiles? My personal love would be able to boot this up and create something similar to Mega Man.
  8. Simple answer: Don't buy that monstrocity. Asus, Acer and Toshiba have Netbooks that are more up to date. I have no idea why that thing is manufactured nor for what price, unless your in a country where this might be available in most places.

    If your really bent on getting that, call the distributor and ask.
  9. A code generated strucutre as Sekaru said. It would load the data of this building from presumably a .dat file, and copy it to the map location after sufficient checks. You'd also need an instancing system unless this is for a warp scroll like in Torchlight.
  10. In the place of DimenXion (I am head Developer at Voltisoft), I'll clarify some of your questions.

    Compensation is going to be provided, as we currently stand, once our projects see profit. The work of the team member is legally kept as their property until compensation is provided to consider their work Voltisoft property. So if an artist creates art for a project under our name and for any reason at all the project is no longer able to continue, the work is returned to the artist and is not used without permission by the team. I must remind you all we are an indie group looking to our name out.

    DimenXion is the head of Voltisoft in general and is a Web Developer providing the website and our documentation/email services. He also leads development on the Navarius Online project. We at voltisoft come from a background of Graal Online, Deloria, and our own personal projects from before the team was founded as developers. We are currently coming to release games in general and we have a project (Naya Online) making the transition off Eclipse but is under heavy development for a much larger release.

    Our appeal to the market right now is the 2D market and we specialize in RPGs and RTS games. Our mission is to innovate the genres we know and love with a different view, be it on the 2D plane or the 3D battlefield. We all have different skills at Voltisoft and our departments have people with experience overviewing what gets done regarding a certain section of development. We look to release the the Navarius project's main release in the early months of next year using Eclipse as our base.

    I hope this explains some of our background. We are knew, but our team has had experiences all their own and now we have joined together to do what we love together. We hope any developers who consider Voltisoft look for an experience of creativity, bright ideas, and friendly staff.

    On Behalf of the rest of Voltisoft.
  11. So, with the new engine, we should look at some things most MMOs have, ranged combat.

    Projectile weapons are quite important in my view, and should be integrated into the combat system instead of our current source tutorial that does direct damage (Wabbit's work is great, regardless) in place of actual stat calculations. I think NPC AI that can target using ranged weaponry would be great too.

    I think it's pretty simple to understand what I mean.
  12. The easiest way of a pass-under tile is to remove the ability for players to run into eachother, and make it so when they step on this tile, they become invisible, and return to a visible state after they get off the tile, and of course remove their player to player blockage, thing is though they could walk into the bridge overhead, this is 2D now, that would be a 3D rendering idea. So it's not possible in my mind with what Eclipse is right now.
  13. Voted for Rob Janes, I see his visions of Eclipse going very far for the community, but may the best man win.

    On that topic of UI, UI is NOT the seller of a game or engine, nor should it be. It should be what the game does well or what the engine provides for the developer, and a UI is not the biggest concern, if anything this should be looked at last.
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