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Everything posted by Coyote

  1. Well, if you are using pre-compiled version of the engine I suggest you find an open source one, since you can enable anything that wasn't in the silver package through code. If you do have the source code then it should be easy to do it. I believe someone posted the source code when it was discontinued.
  2. EO 4.0/4.2 is for me personally a bad choice of an engine to use since it was made with a membership in mind. (Back in the they when it originally released you had 2 types of membership , gold and silver, in order to run your game)...Since a lot of time has passed there is no more support for any of it and the engine itself is open source I believe. Anyway, you should try other DX8 engines (there are plenty that are better than EO 4) like Crystalshire which is Open source. If you made any progress in the game (mapping...) it shouldn't be too hard to write a converter ( at least for tiles not including events, if you use same tile sets ofc) to pass your progress on other engine. If these engines weren't so outdated this would've been an easy fix. I don't remember much of it since it was so long ago and If there is anyone here that does maybe you can get some more help with it :)
  3. Coyote

    Text bug

    Your text drawing seems to be off. As far as I can remember its is the fonts png file problem (At least you can hope it is) , or something changed in the code (Which most likely happened based on the pictures)... As I see from the pictures fonts are drawing too close to each other , cutting each other and leaving dots etc...Idk what engine you are using but if memory serves me you should check the function that draws text and check the letter spacing. After changing the spacing by few pixels I think it should be fine. But start with the font picture because it may be even not cutting the letters properly from the png image.
  4. @zombieunit Have you played it or is it just a consclusion you've made by watching the video. Don't be so toxic. If a guy made his engine (Or even modified it) and wants to sell it, it is not on you to judge. If you are not interested then there is no point in making the engine look worse than it actually is. If you are interested in engine then ask anything but making it look worse because of your own joy is not the way. He is selling his work and what he owns. If you want do same thing for free do it no one is stopping you but atleast show some respect.
  5. Also in SetPlayerExp you are looking for a player that is max level and has exp higher than exp of the next level thats why it doesnt even have a chance to set exp actually. Simply fix is by adding else below if ... then
  6. In SetPlayerExp replace GetPlayerNextLevel with just exp. It is setting exp to the next level needed or something not the exp you want to add when set it. If you have any expirience with vb6 you should've seen this.
  7. Then Its fine. Anyway, from what I've seen it looks cool and very well polished. Will keep my eye on this and see how it goes.
  8. The thing is , are you allowed to use Skywyre as a base? Mostly because as far as I can remember developer of it removed it from the forums.You should check. Anyway, looking good so far.
  9. Maybe , but it showed itself as a useful thing. Crystalshire is probably the best engine ever created with eclipse and it uses this code. There was a topic about this already back in 2012 or 13. For me it showed itself as a better option so. I've tested it and have it running on my game and no issues. Also when using elapsed time you walk slow then really fast and slow again. Its messed up.
  10. Oh, I tought you will never reply.
  11. Because of the time difference between server and client. Some of the engines do have this fix. It is not a problem until you make your game public on other server. Anyway not a problem :) I am glad it helped.
  12. Some hope for you: I had this issue on my pokemon game and one thing that I can say it that old and still used eclipse movement code is crap. If you check robins CS source etc. you can find this simple code that is working great without using elapsedtime that is causing lags in most of the times when movement related. What you should do is to go to the modGameLogic and search for Sub ProcessMovement Now replace old Select case code with this one: Select Case Player(Index).Moving Case MOVING_WALKING PlayerMovement(Index) = 1 MovementSpeed = WALK_SPEED Case MOVING_RUNNING PlayerMovement(Index) = 2 MovementSpeed = WALK_SPEED + ((GetPlayerStat(Index, Agility) + (Player(Index).Level / 25)) ^ 0.4) Case Else PlayerMovement(Index) = 0 Exit Sub End Select When you are done with that go to modConstants and change the value of the WALK_SPEED to 4. You can test the things by changing the value of it. Higher value results higher speed. Should look like this: Public Const WALK_SPEED As Byte = 4 Dont forget to backup your client project and src folder before this in case this is not the solution to your lags. Hope this helps :)
  13. @angelr said in [\[Help\] \- Skywyre Edition v10 \- Shadow](/post/700353): > RenderTexture Tex_Shadow, ConvertMapX(X), ConvertMapY(Y + 18), 0, 0, 32, 32, 32, 32, D3DColorRGBA(255, 255, 255, 150) One way to draw shadow everytime is to remove the 'If hasShadow(Sprite) Then Other way is to scale shadow image by sprite image. I made a quick code that should work. It is based on Sprites width (Because shadow is 32x32 + adding height to calculation would over complicate things) This simply draws shadow based on sprites width. If its bigger than the shadow width then the shadow gets resized to the size of Sprites width x Sprites width. This way quality loss will be minimal. Anyway here is the code: Dim shadowTempX as long If VXFRAME = False Then shadowTempX = Tex_Character(Sprite).Width / 4 Else shadowTempX = Tex_Character(Sprite).Width / 3 End If If shadowTempX > Tex_Shadow.Width Then RenderTexture Tex_Shadow, ConvertMapX(X), ConvertMapY(Y + 18), 0, 0, shadowTempX, shadowTempX, shadowTempX,shadowTempX, D3DColorRGBA(255, 255, 255, 150) else RenderTexture Tex_Shadow, ConvertMapX(X), ConvertMapY(Y + 18), 0, 0, 32, 32, 32, 32, D3DColorRGBA(255, 255, 255,150) End IF Hope this helps :)
  14. What is the internet speed of the server? When you are on local it is much different than on the other IP. Are lags movement based? If so then you might wanna change the outdated eclipse movement code. Eclipse Engine 1.8.2 - Is this old engine or renewal? Try checking the things above and do the speed test on the server. Also provide the link of the engine so I can check the code If possible. :)
  15. I can add it for you to any engine. Not for free tho. Message me if you want.
  16. LaVolpe is super easy to use. Idk what went wrong but in my case adding it to the components and placing on the form was easy. To se image to the control you right click on the image and then properties. You can edit things there. You wont find any image control that is better than lavolpe for sure.
  17. There is a trailer/gameplay on the website. [www.pokemonearth.online](www.pokemonearth.online)
  18. Hello! I've been developing this project for a long time. Not gonna write much you have everything down below. It is made with eclipse as a base. Full Pokemon game with custom features. 6 Generations... You can check it out at [www.pokemonearth.online](http://pokemonearth.online/) ![alt text](http://pokemonearth.online/PEOPatch/SmallSmallFinal.png)
  19. Coyote

    Tile Size

    Possible solution to this. Use CTRL + F inside client and search for 32 and replace it with 48. But before replacing it check if its not for item icons ...
  20. Use LaVolpe alpha image control. Add it in components
  21. @solidlink said in [Coyote's Shop \- VB6](/post/700115): > JC's event system on Andur Engine? :P @coyote said in [Coyote's Shop \- VB6](/post/700105): > Pm me, answering only on PM's.
  22. Got free time. PM me if you want custom features in your engine/game. ........ Also check out custom engines (Dbz and pokemon)
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