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nneader

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Posts posted by nneader

  1. No worries.  I'll take a look at the script option.  I just thought it might be easier/faster to use jpg or png transitions instead of actual using game assets in story telling.  Take a look at one of my personal sites and how I use pictures to tell a story for an example of what I am talking about.

    [www.lifeinwow.com](http://www.lifeinwow.com)  Look at the journal. 

    > Maybe I'll make a tutorial or something.

    A tutorial would be great!

    Also I found these tutorials [http://www.rpgmakervx.net/index.php?showtopic=1125](http://www.rpgmakervx.net/index.php?showtopic=1125).  This should help me out with Events.

    Thanks again for a wonderful engine.
    nneader
  2. Hello,

    First of all…amazing piece of work you have here!
    I was wondering if you will be expanding the cut scene area of the events?
    This may be already introduced somewhere or can be done in another way...if so, please disregard.

    I was thinking it would handy to have a button (name it "scenes") in the cut scenes area (events form) that could bring up an image (png, jpg, etc).  This image would be a scene from the main story or a quest scene and would have text in the chat window (or just text on the image itself).    I attached an image to show you what I am talking about.

    >! ![](http://img513.imageshack.us/img513/2460/scenes.png)

    Another option for this event would be to go to the next slide or just end it (the "continue" text). 

    Also, an option for a one time play for this event in case you do not want the character to see this scene again.

    I am not versed enough in VB to do this and may be an easy addition to implement.

    I was just throwing this out there….if it sticks, great...if not, no worries.

    Again,  I think this event system is awesome.

    Thanks,
    nneader
  3. Oh yeah, I get what you are saying, but, I have not gotten that far.

    I am still trying to make the exe out of the client code.  When I try to make the .exe  in VB6 that is when I get the compiling error.

    Here is a rar of my client files if you can look at it…
    [http://www.mediafire.com/?c9vvizq13apijj3](http://www.mediafire.com/?c9vvizq13apijj3)

    nneader
  4. I want to make sure I am naming the right frame….which one would it be? 

    Looking at the screen shot of the item editor from your OP, are you talking about the newly added frame that has the name "projectile" on it?

    Sorry about the questions, I am really new at VB6.

    Thanks for your replies  :cheesy:
  5. I have tried this 4+ times and keep getting a compiling error.
    It highlights the Frame4… in the below code and also the Frame4 in the code following it.

    >! If frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_WEAPON Then
        frmEditor_Item.Frame4.Visible = True
        With Item(EditorIndex).ProjecTile
              frmEditor_Item.scrlProjectileDamage.Value = .Damage
              frmEditor_Item.scrlProjectilePic.Value = .Pic
              frmEditor_Item.scrlProjectileRange.Value = .Range
              frmEditor_Item.scrlProjectileSpeed.Value = .Speed
        End With
    End If

    I am implementing  this in a clean Eclipse 3.0

    **Can anyone upload Eclipse 3.0 with this already inserted?**

    Thanks,
    nneader
  6. @Whack:

    > Works fine, only error I could see is that when double click an item to unequip it the image is still visible until you click a different button and go back to the character window.

    **My Solution**   (worked for me)  NOTE the red code. 

    Replace:
    DrawInventory
    DrawEquipment

    with the code in RED

    in **modHandleData**

    >! Sub HandlePlayerWornEq(ByVal Index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
    Dim buffer As clsBuffer
    >!     ' If debug mode, handle error then exit out
        If Options.Debug = 1 Then On Error GoTo errorhandler

        Set buffer = New clsBuffer
        buffer.WriteBytes data()
        Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Armor)
        Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Weapon)
        Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Helmet)
        Call SetPlayerEquipment(MyIndex, buffer.ReadLong, Shield)

        ' changes to inventory, need to clear any drop menu
        frmMain.picCurrency.Visible = False
        frmMain.txtCurrency.text = vbNullString
        tmpCurrencyItem = 0
        CurrencyMenu = 0 ' clear

      frmMain.picInventory.Refresh  'KEEP
        frmMain.picCharacter.Refresh    'KEEP

        Set buffer = Nothing

        ' Error handler
        Exit Sub
    errorhandler:
        HandleError "HandlePlayerWornEq", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext
        Err.Clear
        Exit Sub
    End Sub
  7. I have an idea and wanted to know if anyone has implemented something like it….
    Here is my idea:
    In the Char screen I want 2-3 slots that are named (upgrades).  The upgrades can only be equipped when another item is equipped.

    For example, if a gun is equipped, an upgrade of the scope (which will improve some stat of the gun) can be equipped, but only if the gun meets the requirements of the upgrade.

    Anyway, if anyone has any idea, examples, or can steer me in the right direction, it would be much appreciated.

    Thanks,
    NN
    :cheesy:

    Edit:
    Changed title to reflect question.
  8. I am not the best at VB.  :confused:
    Could you expand on this or maybe give me an example of where this is used?

    Thanks!

    Edit:
    Ahhh >>
    is this what I need to do?
    [http://www.touchofdeathforums.com/smf2/index.php?topic=71688.0](http://www.touchofdeathforums.com/smf2/index.php?topic=71688.0)
  9. I screwed around with my char screen and all seems good until I unequip my items .  The picture of the item is still there until I go into another screen (inventory for example).  When I hop back into my char screen the item is gone…just like it should be.

    Where would I look for this "refresh" (or redraw) issue?

    Thanks!
  10. Is it possible to make the whole list show in a ComboBox?  I want to get rid of the vertical scroll bar.

    I have looked however, can't seem to find an anwer.

    Thanks,
    NN
  11. @Lenn:

    > Rather than do that…why not make an actual tile animation system, or add a new tile-type in the editor that allows you to place animations on the map?

    I 100% agree, however, I thought the item way may be perfect for me at my programming lvl.

    I want to eventually get a tile system going…...
  12. @Likestodraw:

    > It sounds like you need some sort of map-animation system.

    That is exactly what I am doing AND it seems to be working like a charm.  I am using the existing item animation that is already in play.    I have 32 x 32 "tiles" that sit on top of the ground and on top of the fringe…so my animation can play at any level.  May not be the greatest system, however, it is a system  :cheesy:

    The only downer is that to build a 64 x 64 animated tile, I need 4 items.  Oh well, small price to pay.

    Peace,
    NN
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