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Growlith1223

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Everything posted by Growlith1223

  1. you can play minecraft with that intel gma version i know that
  2. edit: i should also mention that if the new line is created, it has no effect on loading the player in the server. it still loads the original title, the char editor can't load it for some reason. the recs are the same, everything
  3. Im making a character editor, got it to load everything but a certain String it loads everything fine but when it comes to that line, it acts like it was unable to read anything in the binary for that data. The string it should be showing is "Newb" but it puts nothing into the textbox. when i save though, it literally creates a new line for the title. even though there already is data for the title. i have tried everything, i be stumped by this :I
  4. Run the game in the Visual Basic 6.0 IDE, when the error occurs, click on "Debug" it will take you to the line of code that has errored. when you get that line, post it here and we may be able to fix it
  5. this is looking very nice so far. keep up the good work on this engine!
  6. >! ![](http://eclipseorigins.com/community/filehost/96e8da5d88d79ef12e9233a17b3e73e7.png) Thought i'd post my desktop again lol
  7. Method or Data member not found means it doesn't exist. add the control to the form and it should go back to normal. the tutorial should have stated to add a scrollbar if it didn't.
  8. ah lol well, nice job on the picture and your game :P
  9. ``` ' Speed moving vars ' Public Const WALK_SPEED As Byte = 2 Public Const RUN_SPEED As Byte = 4 ``` modconstants. go from there
  10. i am loving that main menu.
  11. really liking the style of the game. can't wait to play
  12. nicely done. i like the colors you chose
  13. when running in the ide, it should give you a message stating the error, and 3 options below it. there should be a debug button. click that and it will show you the line that errored.
  14. there is also a component module whatever thing that you can download to get the same effect.
  15. For the resource drawing. i already went over that.
  16. ``` Select Case Dir Case DIR_UP ' Check to make sure not outside of boundries If GetPlayerY(index) > 0 Then ' Check to make sure that the tile is walkable ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_UP + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_RESOURCE Then If Resource(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Data1).ResourceType = 4 Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerY(index, GetPlayerY(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If Else ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerY(index, GetPlayerY(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Case DIR_DOWN ' Check to make sure not outside of boundries If GetPlayerY(index) < Map(mapnum).MaxY Then ' Check to make sure that the tile is walkable ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_DOWN + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type = TILE_TYPE_RESOURCE Then If Resource(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Data1).ResourceType = 4 Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerY(index, GetPlayerY(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If Else ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) + 1).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerY(index, GetPlayerY(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Case DIR_LEFT ' Check to make sure not outside of boundries If GetPlayerX(index) > 0 Then ' Check to make sure that the tile is walkable ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index)).DirBlock, DIR_LEFT + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type = TILE_TYPE_RESOURCE Then If Resource(Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Data1).ResourceType = 4 Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerX(index, GetPlayerX(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If Else ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) - 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerX(index, GetPlayerX(index) - 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If Case DIR_RIGHT ' Check to make sure not outside of boundries If GetPlayerX(index) < Map(mapnum).MaxX Then ' Check to make sure that the tile is walkable ' Check to make sure not outside of boundries ' Check to make sure that the tile is walkable If Not isDirBlocked(Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).DirBlock, DIR_RIGHT + 1) Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_BLOCKED Then If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type = TILE_TYPE_RESOURCE Then If Resource(Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Data1).ResourceType = 4 Then ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerX(index, GetPlayerX(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If Else ' Check to see if the tile is a key and if it is check if its opened If Map(GetPlayerMap(index)).Tile(GetPlayerX(index) + 1, GetPlayerY(index)).Type TILE_TYPE_KEY Or (Map(GetPlayerMap(index)).Tile(GetPlayerX(index), GetPlayerY(index) - 1).Type = TILE_TYPE_KEY And temptile(GetPlayerMap(index)).DoorOpen(GetPlayerX(index), GetPlayerY(index) - 1) = YES) Then Call SetPlayerX(index, GetPlayerX(index) + 1) SendPlayerMove index, movement, sendToSelf Moved = YES End If End If End If End If End If End Select ```
  17. 1\. im working on it right now. 2\. in Sub Render_Graphics, there's a small section at the top that draws all the graphics to the screen. look for the Resources. above is the Player and NPCs, being as how they are first, the players get rendered first, which means anything will be above it after that render. to fix this, just copy/paste the resource drawing to somewhere above the player drawing.
  18. could you specify as to what you are trying to acomplish?
  19. go into the ide, find the currency picturebox or whatever screen that should pop up, and select "Set to top" or whatever it was
  20. what happened? someone rage over spilled milk and admins didn't like it?
  21. Have you tried it with a new source? also make sure to do breakpoints in the vb6 ide. they help a lot when fixing errors(imo).
  22. go into the data files folder of the client, look for the graphics folder, and then open it, there are various folders. Tilesets - for the terrain graphcics stuff Characters - Player and NPC graphics Items - Item graphics and all that good sutff. look in each folder and you will figure out where each thing goes :P
  23. > There's still a better way to add fluctuation; not making it rely on a random variable but actually your stats. I don't know about you, but when I play a game and get stronger I like that to actually be reflected. You could do something like you deal somewhere between 75 - 100% of your physical or spell damage, instead of tossing in a random variable you have no control over. At least with that kind of fluctuation as you level up and get better items your damage will reflect it. hence the reason it's a formula with level and strength in it. otherwise it wouldn't be worth using at all
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