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zerohero

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Posts posted by zerohero

  1. Hiya guys,

                   I have finally got around to releasing some of the source from various projects I have been working on throughout my time at eclipse. This is a combination of lots of custom scripts, optimisations and features that I personally have made as-well as those found about the forums. I don't have the time to specifically credit them all but if anyone would like to be credited feel free to ask.

    While this package on its own may not be intricately valuable as it stands I really feel that it has a good chance of being a good framework for people to rip and learn from. 

    What is in the package?

    Essentially this is a single player eclipse client that was never truly finished. I never truly figured out why I started to convert eclipse to a single player engine but hey ho' I did it anyway. This package is by no means complete and WILL NOT export to an exe due to a number missing variables from where I have ripped the core engine apart. However if you do intend to use this engine as a base it wont take much to fix that. 

    Here is a list of the main customisations that I made -

    * Converted to single player
    * My custom GUI elements
    * Particle engine
    * Progressive tiles engine (Resources such as plants can grow over time or decay - reference item editor)
    * Resizable client size
    * Main menu background scrolling map
    * character customization - hair, eyes etc
    * Bass sound engine
    * wasd movement
    * Action text
    * Basic hunger and stamina
    * Item placement script
    * Item Placement range detection
    * Npc object destruction
    * Destructible walls
    * Boss type npcs - Single spawn npcs that will not come back once killed
    * Crafting system with GUI elements for the shop interface
    * Resizeable client window
    * Skills and skill levels
    * Multiple resource based drops and chances
    * Resource collection particle effects
    * Attack animation particle effects
    * Advanced and fast npc path-finding
    * Jumping script (current deactivated)
    * Draggable user interface
    * Multiple shop items with multiple costs and drawing
    * Fast map tile placement auto-tiling refresh

    Probably a heap more too but I forget. If anyone at all finds this useful then I will consider my time well spent. Much of the GUI elements are very much not fixed into place, such as the game gui is all over the place and the menu buttons are non existent, if in doubt try using the keyboard keys!

    **Download-**

    >! [http://www.sendspace.com/file/cc7vy5](http://www.sendspace.com/file/cc7vy5)

    Enjoy!
  2. Just fixed up a heap of bugs guys -

    Fixed issue with text editor sometimes not showing content upon initial opening

    Added new checks when changing selected elements -

    These checks update the tools to the selected elements values

    Fixed .remove compatibility error which stopped the generation process on Firefox and safari browsers (all versions)

    Added border editor to all shapes, now you can create some really unique looking things with shapes

    Fixed z-index issue not increasing so newly added elements would be behind others

    Added new popup message for uploading images to replace the loading box

    Fixed issue with uploaded images urls sometimes being outputted incorrectly

    Fixed text display issue when opening the text editor

    Fixed shadow editor not parsing our correct colour code and producing numerous errors.

    Added shadow editor alpha slider functionality

    Added shadow editor inset functionality

    Thanks for the support so far guys!
  3. Heya guys and girls,

    For several months now I have been working on a game concept and it is approaching the stage now where I would like to start fleshing out the games aesthetic and style. As such I am happy to announce that I am recruiting a **single** talented artist to work closely with me to complete a number of unique graphical tasks.

    The game itself has been constructed using the eclipse engine as a base but has been heavily customised and adapted to suit my uses. The engine I have created is designed for single player game play in mind. The game currently has many unique features that set it miles apart from most others in development and I hope only to push this further in the coming months.

    The core graphical work that I am after is a single sprite, yes a single sprite (the games main antagonist). However a huge part of the games mechanics involve interacting with the environment in a number of ways. As such a considerable number of animations to match actions will be needed. I'm sure anyone with the skills required should be able to easily adapt and change the core sprite. Other graphical elements will be required but getting the core character animations right is defiantly my primary concern. I already have a base number of outsources tile-sets that I am shamefully happy with, but the most unique assets the better.

    This will all be fleshed out in its entirety to anyone showing a key interest in the role.

    Please either reply to this thread or personal message me. I do not have time to waste so applicants should provide -

    - Why your interested in taking up the job, (Just stating for some cash is fine)

    - Clear examples of previous work

    - Weekly hours you will be able to commit

    - Any potential conflicts of interest / other projects

    Payment is negotiable and will be via PayPal and nothing else. I have done transactions on these forums before I can provide reputable vouches if need be. Anyone showing a real interest in the project and having the skills to back it up I would love you to consider joining me to develop the project to completion and share with any of the success it may have.

    Looking forward to any applicants,

    Zero.
  4. There is a tutorial already on this. Next time I suggest searching for it - [http://www.touchofdeathforums.com/community/index.php?/topic/128599-adding-event-system-23-into-20/](http://www.touchofdeathforums.com/community/index.php?/topic/128599-adding-event-system-23-into-20/)

    Essentially what you want to do is remove the old one and just paste that one in. In your not upto the task why not just use eclispe 2.3?
  5. I tested this out and the method he uses here is pretty much exactly the way in-which I would of gone about adding this kind of functionality. Although I have yet to thoroughly test it through it seems to do the job. Anyone off put with changing this amount of code in their project shouldn't probably be doing it in the first place.
  6. Doowd is finnaly back online and better than ever!

    The tool has almost been completely re-designed with an entirely new user interface and improved design.

    Doowd is still 100% compatible with ebay too!

    here is a quick image of the new GUI in action!

    >! ![](http://www.doowd.com/wp-content/themes/biggestnews/images/how-works/powerful-tools.png)

    >! * Identified “is not allowed by Access-Control-Allow-Origin.” case when loading templates, added new failsafe to counter this
    * Added entirely new, dynamic grid overlay system.
    * Added Grid will no longer be display when loading a template
    * Fixed a critical bug when loading background images, thanks to the report by usbekits
    * Fixed ‘overflow’ issue in template generator resulting in templates not displaying exactly how they were created.
    * Fixed issue with borders causing a validation error when set to transparent.
    * Fixed display issue in order control when setting the object to transparent
    * Fixed HEX colour converter issue misfiring and causing an error
    * Removed all previous user data! Sorry but no existing templates would be anywhere near compatible with the new system
    * Fixed issues with the image up loader firing before the upload had finished causing problems with the finished upload as-well as the image not displaying entirely in some cases on ei.
    * Fixed issues with video urls sometimes getting modified whilst generating
    * Fixed issue where naming templates would pop up out of the viewable window
    * Cleaned up some logic issues in the main tools html
    * Added new detector for mobile devices, specifically touch based ones (ipads, kindle etc)
    * Added the ability to scale the client by holding down the scale button instead of having to repeatedly click it!
    * Fixed issue when scaling the client bigger than the current screen and scrolling not kicking in
    * Removed the custom select bar controllers for mobile devices fixing a compatibility error.
    * Changed the canvas scaling and positioning calculation to much faster and dynamic.
    * Added mouse-wheel-scrolling to the design canvas
    * The canvas can now be scaled infinitely without the scrollbar bugging out
    * Fixed grid display error that would cause it to overlap the main controls
    * Completely reworked the scaling system -
    * - Completely new gui for the scaling and selected object, should now be more visible ad intuitive
    * - Added six dimensional scaling
    * - All scaling is now processed by a single function
    * - Scaling now uses a more accurate aJquery command to detemine the exact shape and sizze of objects
    * Added a new object calibration method, rotation! You can now freely rotate your newly created objects on a 360* acess for an entirely new
    * set of effects and views of objects such as shapes and images!
    * Added completely new preview system so you can view your templates exactly how they are within generating them first!!
    * Streamlined the template generation system to work much faster and more stable. Now only creates one user file instead of two
    * Pre-defined variables have been completely removed in favour of the new dynamic element creation system
    * Updated the main website to the lastest wordpress version (3.5.1)
    * Added new light box feature to site instead of images opening in new pages or tabs!
    * Cleaned up the login and registration form code
    * Registration forms will now fall-back errors to the same page instead of opening in a new page
    * Fixed the link-back at the bottom of generated templates not displaying correctly or overlapping templates
    * Finished the first interaction of the copy and paste functionality. It does not currently work with the undo and redo buttons but clones and element so that it can be used multiple times yet maintains all standard customisation options.
    * Fixed timing issue where clicking an element whilst deleting another element would delete them both
    * Fixed IE bug that would stop page loading due to incompatibility when injecting the scaler objects into templates
    * Added line element with rotation to the object menu
    * Fixed issue with floating logo in navigation intruding on other page content, now uses an invisible div for on click events.
    * Fixed issue with template name validation when generating
    * Changed the way that generated templates preview so that it will scale to the browsers width, Meaning full screen previews!
    * Reworked the homepage shadows to look much fancier!
    * Fixed depth sorting bug incrementing + 1 adding an extra character instead of increasing the existing value!
    * Reworked template editing option to load directly into the canvas
    * Added depth sorting to alignment scalers so that they are not overlapped by other objects in the canvas
    * Optimised templates delete option in the user profile page so that a page refresh is no longer required
    * Added visual feedback and notice when deleting a template
    * Added new check if template has loaded or not, if the latter block operations that could cause errors
    * Identified and fixed issue where the background of templates click detection would mess up when loading a new template
    * Fixed issue when re-loading a template containing videos that prevent the videos from being edited
    * Fixed issue with text editor messing up screen resolution and scrolling page in chrome browsers
    * Fixed issue with head image selector expanding in chrome browsers to the full page width
    * Added new failsafe to the tool selector to prevent errors
    * Fixed display error on chrome and IE browsers in both the template generated and preview page
    * Fixed display issue when loading a fresh template a caution message would appear
    * Addressed issue with the tool-box container overlapping some template elements
    * Fixed critical issue when generating templates on IE and Firefox browsers that the output would not pass its variables correctly
    * Fixed issue when clicking cancelling loading a template it would load it anyway
    * Fixed up loader issue where the up loader was successfully uploading a file but failing to give back the client the correct name (For example of there was duplicates on the sever the file would be uploaded with a unique id but the unique id would not be returned)
    * Control bar will now when clicked remain highlighted until the corresponding menu is closed
    * Added new global double click check to dynamically detect text and open it straight into the text editor!
    * Fixed issue with deleted template sometimes staying in their current directory
    * Changed create button to re-direct to login page instead of homepage
    * Worked on the loading system to now load into the environment foreign user templates as-well as temporary user created templates (trial)

    Come check doowd out at - [http://www.doowd.com/](http://www.doowd.com/)

    Its free to use and instant access, registration literally takes 10 seconds.

    Any bugs be sure to report them, preferably on the forums

    thanks guys,

    Zero.!
  7. Long story short, this is not a good solution and will be terrible at best if you ever did get it implemented with the functionality you are after. You need dx8 to truly do what you are trying. A detailed answer would only give the same conclusion, trust me I tried.
  8. Ive been testing this in 3.0 quite allot recently on a large map (100x100) with 15 npcs chasing me and the performance improvement over the current path finding system is quite substantial. In just sheer fps sniders path-finding would tank my fps down easily from 60 to 43 whilst this holds steady at around 55.

    However If you do intend on using this In 3.0 you will need to replace the mapblocks functionality with the pathmatrix one used by this pathfinder, and keep that updated. Also a onblockaway check is required when targeting the player or it will go crazy.
  9. The same way the player is drawn to the screen, you just render the texture you want to the required x and y coordinates and then depth sort it in your code so that the objects you want bellow the button are rendered first.
  10. Experience in eclipse and level experience requirements are calculated from a set formula -

    ```
    GetPlayerNextLevel = (50 / 3) * ((player.Level + 1) ^ 3 - (6 * (player.Level + 1) ^ 2) + 17 * (player.Level + 1) - 12)
    ```

    You would need to program your own paremetres to create a system like you mentioned.
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