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Exception

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Everything posted by Exception

  1. > Wow that is not the crystalshire graphics. > > Yes it inspired the colors but i didn't use the crystalshire graphics. There's a difference between inspiration, and blatantly copying…either way, regardless of your opinion, it's still plagiarism to just take something that doesn't belong to you, whether you used the original graphics or not. It's obviously a copy - indirectly, or otherwise - of the original. Leading people to think they can freely use it is just gonna cause people problems in the future, as naturally, Robin and Rory won't be happy with you just using their graphics, and the people using it are going to be called up on it, for obliviously (Note that I said oblivious, not obvious.) using it. =/ Anyway, I can see that the engine is improving over time, although, there are a few silly mistakes that were terribly overlooked.
  2. You can't just take the graphics from Crystalshire! ¬_¬
  3. Here's an extremely primitive house I made, just to test out block placement. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) ![](http://services.glaciate.net/file_host/host/a52f236fb244ecdee3f49600ebcb7f7f.png)
  4. Oh, forgot to post, if anybody wants a little demonstration of the current generation, feel free to have a look. [http://services.glac…1bd322e8007.rar](http://services.glaciate.net/file_host/host/f193072ad513412172d901bd322e8007.rar) It's only 118KB. You require the DX8 runtimes to run it. EDIT: Somehow, I've accidentally created pixel-based movement. xD
  5. I'll try and explain it a bit more… ![](http://services.glaciate.net/file_host/host/b308f807dc67f8e6c7febb613dc1ebe4.png) It's a bit like Terraria, and Junk Jaxx (sp?). You start at the far left of the world, and your main incentive is to explore. The world is infinite (fundamentally speaking.), and it's chunk-based, so, it's pretty lagless. At the moment, we haven't really done any more than graphics, generation for the world (Which consists of nothing more than dirt, grass, stone, tress, and leaves at the moment. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)), but development is going smoothly.
  6. Made short: You don't. Made long: you 'can', but judging by the fact that you're asking, there's not much point on me elaborating on what to do, and how to go about doing that. Leave it as it is, generally, attempting to protect things makes things slow, and will cause problems in future, and then there's the fact it still doesn't protect you from theft, anyway.
  7. > Hey Guys don't blame the people who want things be added on the engine … > > The main reason to their ask is because everytime that there is an update (new version) of EA , we all need to replace the entire code manually in the Engine and that's long and waste our time ... remember when EA first started with alot of versions ... imagine if you had to add everything everytime ! wow ! Which is why you: * NEVER start developing a serious game with an engine that's notorious for many updates/engines that are just starting. Wait until it's near an end-state. * Keep track of your additions. Text-files are low in memory, and are useful for storing code snippets in. * Learn how to actually bloody code, so you can make converters, port the few changes over, etc, when needed.
  8. [media][http://www.youtube.com/watch?v=tV8ZXxypHws](http://www.youtube.com/watch?v=tV8ZXxypHws)[/media] ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png)
  9. One of the reasons why I loved EO, and VB6 and it's available libraries is because I can just run it on my computer, without issues, and I could just make something in about 10 minutes and go. EO3 changed all of that, it became slow, and made it a hassle for me to try and use effectively. I've been slowly rewriting my own copy to be much more efficient, but like I said, slowly. As for the HTML5 and Javascript idea, personally, I would love to make a JS/HTML5 engine someday, but at the moment, I just don't have the time. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)
  10. Noticed a problem with losing the device, and loading tilesets: will be fixed later on. Gotta go. Oh, and… > I was just trying to help out by giving my opinion. 8gb of ram you can buy now for $70 a processor 8 core amd $180 not **very expensive so don't tell me people cant afford or can't have high performance pcs.** Oh, go away. I can't afford to have one, so, there.
  11. There isn't any room for mistakes…it's not like computers function like human, and suffer to human error. It's programmed to load new tilesets when changing maps, and unload anything not in use. It does nothing more, and nothing less, and the only bad thing I can anticipate happening (albeit, a low chance.) is potential texture corruption, which is why I require testers. Another thing you should know, on the maps that I've tested, that use 6 tilesets of the 51, it takes an additional **second** to load. Personally, waiting a second to change maps, which would happen due to latency, anyway, is much less hassle than waiting for ages at the start to just get to the menu. You cannot assume that of every person. EO3 takes about 2 minutes to load for me, and just removing tilesets from the loading procedure alone drags that down to **3 seconds**. Assuming that everybody has infinitely great computers is how abominations like .NET come to exist: the fundamental idea, fine, but it just doesn't work. And, of course, that would be the case, but I'm going on the basis that the people who choose to use this aren't going to be morons, and will just blindly use this without thinking about what they have to do on their part for efficiency. It isn't a miracle solution, and it does require a teeny bit of thought on the mappers side. If you aren't prepared to do that, then there's no point on you using this in the first place. And, who in the hell would use a 50MB tileset? I don't know about you, but all 51 of my tilesets take 15MB..
  12. Welp, I started my side. If you check the commits, you'll find that the **tileset loading** has been done, amongst two other 'fixes'. While we are working to optimise the engine, **I do not recommend** that you **currently** just blindly rip from it at the moment! We still need to test each and every thing we add and fix, with different people, just to see how it goes down! The planned texture loading/unloading systems revamp is massively included in that, as we need to make sure that nobody ends up with any texture corruption, or unloading issues.
  13. Welp, I'll be able to start my side of work from Friday. Expect MANY optimizations into the way the engine loads textures, and severe reductions in memory usage, so you can have loads of tilesets, characters, etc, and not spend about 5 mins waiting for the engine to load, and it won't go using 500K+ amounts of memory. Assuming Stein doesn't start it first, of course. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) I'm also considering potentially removing FMOD for some other less temperamental audio-library, as honestly, FMOD is getting on my nerves, too. xD You can also watch our planned todo-list here: [https://github.com/AwakenedSorrow/Eclopti/issues/1](https://github.com/AwakenedSorrow/Eclopti/issues/1) and feel free to suggest anything that we should look into here.
  14. Disabling MipMaps is as simple as adding ".SetTextureStageState 0, D3DTSS_MIPFILTER, D3DTEXF_NONE" in InitDX8 and DirectX_ReInit. It decreased my memory consumption by about 45K, from 55K to 10K of memory. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons//happy.png)
  15. Oh, and you may want these procedures… ``` Public Function RoundUpTo32(ByVal Number As Long) As Long RoundUpTo32 = CLng(Number / 32) * 32 End Function Public Sub SetResolution(ByVal Width As Long, ByVal Height As Long) frmMain.WindowState = vbNormal 'If Fullscreen = True Then ToggleFullscreen frmMain.Width = PixelsToTwips(Width, 0) frmMain.Height = PixelsToTwips(Height, 1) frmMain.Left = 0 '(Screen.Width / 2) - (frmMain.ScaleWidth / 2) frmMain.Top = 0 '(Screen.Height / 2) - (frmMain.ScaleHeight / 2) Options.ResoX = Width Options.ResoY = Height SaveOptions End Sub Public Sub ToggleFullscreen() frmMain.WindowState = vbNormal If Fullscreen = True Then Fullscreen = False Options.Fullscreen = 0 frmMain.BorderStyle = 1 frmMain.Caption = frmMain.Caption SetResolution Options.ResoX, Options.ResoY AddText "Fullscreen Mode disabled.", White Else Fullscreen = True frmMain.BorderStyle = 0 frmMain.Caption = frmMain.Caption frmMain.Width = Screen.Width frmMain.Height = Screen.Width frmMain.Left = 0 frmMain.Top = 0 frmMain.Caption = frmMain.Caption Options.Fullscreen = 1 AddText "Fullscreen Mode enabled.", White End If SaveOptions End Sub ``` (Apologies for the double post, but for some reason, editing a post removes all of the nesting.)
  16. ``` ' Stop us from going ahead if it's minimised.. If frmMain.WindowState = vbMinimized Then Exit Sub MAX_MAPX = RoundUpTo32(frmMain.ScaleWidth) / 32 - 1 MAX_MAPY = RoundUpTo32(frmMain.ScaleHeight) / 32 - 1 HalfX = ((MAX_MAPX + 1) / 2) * PIC_X HalfY = ((MAX_MAPY + 1) / 2) * PIC_Y ScreenX = (MAX_MAPX + 1) * PIC_X ScreenY = (MAX_MAPY + 1) * PIC_Y If Fullscreen = True Then ActualX = TwipsToPixels(Screen.Width, 0) ActualY = TwipsToPixels(Screen.Height, 1) Else ActualX = Me.ScaleWidth ActualY = Me.ScaleHeight End If StartXValue = ((MAX_MAPX + 1) / 2) - 1 StartYValue = ((MAX_MAPY + 1) / 2) - 1 EndXValue = (MAX_MAPX + 1) + 1 EndYValue = (MAX_MAPY + 1) + 1 Direct3D_window.BackBufferWidth = frmMain.ScaleWidth 'Match the backbuffer width with the display width Direct3D_window.BackBufferHeight = frmMain.ScaleHeight 'Match the backbuffer height with the display height Direct3D_Device.Reset Direct3D_Window DirectX_ReInit ``` That is literally all I use in my resizing code for resolutions and fullscreen (Although, you have to keep in mind that I have stuff drawing to the form, not to the picScreen, and I changed all of the camera constants to variables. I also did a few other things that I can't remember, but this should provide a good base ;>). That's in the Form_Resize procedure.
  17. Either make it into an array, rather than duplicate it, as in: Instead of ``` Public Verdana As CustomFont Public Georgia As CustomFont Public Helvetica As CustomFont Public Tahoma As CustomFont ``` Make it ``` Public Const MAX_FONTS As Byte = 4 Public Font(1 To MAX_FONTS) As CustomFont Public Enum Fonts Verdana = 1 Georgia Helvetica Tahoma End Enum ``` or move some other structures/UDTs/whatever you decided call them into a new module. For the first suggestion, it does require some rewriting on the loading, unloading, and usage, so take a backup.
  18. So, he's not actually using your work at all? Then why on Earth are you calling him a fraud? He's done nothing wrong, it's your fault for ignoring him asking for prices, and you're just complaining here, acting butthurt, making claims that you've just contradicted! I'm with Agoraphobic on this matter, he's not even -using- your work. I understand you'd be mad for him choosing not to buy it from there, but that doesn't make him fraudulent. >_>
  19. Say, guys, according to Zero, I don't know my way around Eclipse, and I can't program! But, contrary to his suggestions, we could actually use the function **FindPlayer**! It's usage is as follows: FindPlayer("Name of the player here.") It'll return the index of the player, provided they're online/it's correct, and 0 otherwise. It's already in default EO.
  20. They're misused, not overused. RM2K/3 & RMXP look brilliant, unfortunately, not many actually make them look good. As for RMVX, they're fugly.
  21. You either check that you're not exceeding the limit, or you have an error-trap in place, that handles and corrects it. ie. ``` If ThingHere > Limit Then ThingHere = Limit - 1 ``` Or ``` On Error GoTo errorhandler Exit Sub errorhandler: If Err.Number = 6 ' From my memory, this is Overflow. ValueToCorrect = Limit - 1 ' Whatever the hell the resuming line is, I can't remember it. xD Else ' It's a different error, handle accordingly. End If Err.Clear ``` I recommend you use the first method, just for [your] simplicity.
  22. Joyce, I know why it happens. From what I can find, when you decrease the map-size, and send it to the server, MapBlocks(mapnum).Blocks(x, y) is never ReDim Preserved, as a result, it attempts to use this array against an array that doesn't exist, although, it doesn't always happen, which makes me think I'm still missing something out…just haven't tested it yet. xD I'm sure I pointed it out, if I didn't, I meant to, and just forgot. :3 ~~You don't need to~~ delete your maps~~, just click-and-drag the yellow line whenever it happens for now, and lemme go find my fix, quickly.~~ EDIT 2: Actually, if it's from 2.3, to 3, you do, but UpdateMapBlocks is still an issue, anyway. EDIT: In SaveMap, underneath "Put #F, , Map(mapnum).MaxY", adding "Call CacheMapBlocks(mapnum)" appeared to fix it for me. Haven't really tested it enough to say for sure, if I'm honest, so, just try it out. :3
  23. Exception

    Login UI

    There's a LOT of wasted space, and it is rather monotonous. Some colour, and some shrinking would be good!
  24. Before this topic becomes a flame war… **@[Colonello](http://www.touchofdeathforums.com/community/index.php?/user/66139-colonello/)** Basically, it stems to this: if you wish to make a fan-game, the best thing would be to ask for permission from the company that the franchise belongs to. If they say no, your planning should end there and then. If they say yes, which isn't as rare as people make it out to be, then great, carry on. Now, I'm out of this topic, I have nothing to do with the inevitable, g'bye.
  25. How does it butcher their intent to learn? People see the wrong version, find the right version, write down the right version, and learn that the right version is the one they should use. Is that concept -really- so hard/annoying to grasp in a topic with -one- sub? ¬_¬ Incidentally, it was correcting spelling mistakes that helped me remember various functions and data types for VB when I first started learning.
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