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pastornater

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  1. Constant "knockbacking" might be annoying. Maybe have an option to do it OnCrit? Could be amazing. Altogether very well done. Very organized. I love your style.
  2. 1\. I thought particle effects was a stupid idea… I saw your screenies. I was wrong. well done! 2\. Frame rates can be a factor of many things. - ram: does one version use more -processor: same as above -vid card: -is one doing software and hardware rendering at the same time. -different os might handle the program differently -different gpus might handle some draws better... Lots to consider
  3. I'm assuming I gotta play with this snippet: >! ' If not attacking, walk normally >! Select Case GetPlayerDir(Index) >! Case DIR_UP >! If (Player(Index).yOffset > 8) Then anim = Player(Index).Step >! Case DIR_DOWN >! If (Player(Index).yOffset < -8) Then anim = Player(Index).Step >! Case DIR_LEFT >! If (Player(Index).xOffset > 8) Then anim = Player(Index).Step >! Case DIR_RIGHT >! If (Player(Index).xOffset < -8) Then anim = Player(Index).Step >! End Select >! End If This is in modgraphics draw player. EA
  4. Instanced maps. Copy paste feature for entire events. A+ work sir.
  5. Hey a great feature would be the ability to copy a whole event. Maybe a boolean shift + right click would copy an event on the map and the next left click would place a duplicate of it. Yet another idea, maybe a different boolean could make a reference copy. If you made 5 reference copies then decided to change one, all the others would change as well. I do think the first one I mentioned that just duplicates would be far more useful. Thanks for your great work!
  6. Good Day, I am trying to get my anims to cycle 2x faster than the default. Normally it changes animations once per tile as you are walking. Can anyone help me get it to change anims twice per tile? I have messed with the source extensively and cant seem to pull this off. I dont want the character to travel faster just have his feet move faster. Im using eclipse Advanced Thanks
  7. Modify event system. There is no point creating a new system that has duplicate abilities to the event system. However it might make the people that are demanding a quest system learn more of the functionality of the event system. Maybe make a tick for events that flags them as QUEST. Then have a new editor tab on the admin panel called Quest, it opens a list of all the events in the game that are flagged as QUEST. You can edit them directly from there…. maybe that will make them happy lol
  8. I have put the alpha channels to use heavily in EA. In my opinion its a waste of time developing an engine without the alpha channel. Please no offence to those that have developed solid enigines in dx7
  9. So I fixed the above problem last night. Now I just gotta get the frames to cycle twice as fast. Maybe mess with xoffset and yoffset?
  10. Spend a few hours searching and reading the wealth of knowledge that is already present in these forums. Nobody is gonna build your game for you
  11. I will always be an advocate of Dx8, if for no other reason than the alpha channel. I am much more capable with art and composition than I am with coding. I would take a performance hit, especially a 4% one, for alpha channels because that opens millions of doors of what is possible.
  12. Also the tests show two different games. The actual viewable world resolution prolly would have something to do with both as well
  13. I see you are planning a housing system. I was planning on writing my own, but I was waiting on some folks to finish fine tuning the Instance Map thing found here: [http://www.touchofdeathforums.com/community/index.php?/topic/129648-eclipse-instancing-mappacks-style/page__hl__instance](http://www.touchofdeathforums.com/community/index.php?/topic/129648-eclipse-instancing-mappacks-style/page__hl__instance) I think you will want to wait for that as well, rather than try to reinvent the wheel. Anyway Good luck, and good build, Im downloading it now ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
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