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Exception

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Everything posted by Exception

  1. Items animate, anyway…being server side, this has no influence over the client bltting animation routine.
  2. @Likestodraw: > It sounds like you need some sort of map-animation system. …what the hell are you on about? Did you even bother reading this thread?
  3. At the side-note, yes, that'd be correct, I missed it out by mistake. Another little tip: The code is EXACTLY the same as it would be, you just add another "If Player(Index).Access >= ADMIN_MAPPER (Or whatever access level you want)" to make sure that the access level you want is the only one that can pick it up.
  4. Exception

    DX8 vs 7

    @jcsnider: > DX7 uses an old class known as DirectDraw. It is strictly 2D. It is fast/good for simple 2D games however it does not have support for real transparency/alpha channels and such. > > With DirectX8… the system has more power but becomes more complicated. First, DX8 uses 3d hardware acceleration, in other words, your graphics card. *Direct3D8 (D3D8). DirectX being the complete set of APIs. DX7 has Direct3D7, and DX8 has DirectDraw8, too. * * * Branching on from jcsnider, ultimately, it depends on your preference, needs, and what you're doing. Going by preference, factors that can influence it include your ability to use it, and your general opinion of it. Needs being whether you need to be able to rotate graphics, or have alpha-channels. If you need neither, there's no ultimate reason for using D3D8 above DD7, besides the benefits of using .PNG files. What you're doing being the use, effectively. If you're doing a simple collection of minigames, DD7 can be useful to just initialise and go, and you can have extended support on older computers. (Assume that the only graphic libraries EVER are DD7 and D3D8 for this example), if you wanted 3D games, obviously, you'd pick D3D8\. If you wanted a flashy game with particle effects, rotating graphics, and a few pixel shaders that you can use, again, you'd obviously pick D3D8. * * * TLDR: ultimately, it just depends on your **preference**, **needs**, and **use**. Small game: DD7 (For the sake of an easier time coding it, IMO) Big game: D3D8 (For the sake of PNG compression actually adding up, even if you don't need the D3D8 features over DD7) Obviously it's better for newer computers, you can have alpha channels, you can use PNGs, and you can rotate graphics (and loads more, but being on Eclipse there's no point on pointing them out), but, if you don't actually -need- them, then you can simply initialise an instance of DD7, and go. Your choice. **_Just note, anything here that isn't a blinding obvious fact is either my opinion, preference, and experiences with 'em_**. ;> * * * Footnote: Sorry, but this irks me a lot. It is **DIRECT3D8**. NOT DIRECTX8! DirectX8 refers to the entire collection of APIs for the twenty-first (Well, technically speaking.) release of APIs, being DirectDraw (For 8 and under. Deprecated as of 9, with Direct2D serving as a replacement.), Direct3D, DirectXGI (For 10 and up), Direct2D (For 9 and up), DirectWrite, DirectCompute, DirectInput (For 8 and under. Deprecated as of 9, with XInput serving as a replacement.), DirectPlay, DirectSound, DirectSound3D, DirectMusic, DirectXMedia, and DirectXDiagnostics.
  5. I'm going to assume you're talking about the server. CPS means Cycles per Seconds. Locked essentially caps it, so, only so much cycles can happen per second, in order to moderate it, and stop it from melting down your hardware after prolonged use (lolwut?). Unlocked essentially doesn't stop it, and lets it run as it would, taking full advantage of your processor. @Deathbeam: > I have same question :cheesy: Its not ping so i dont know what is it. And its problem when i before had around 300k cps when unlocked and now i have aroun 2.5k when unlocked when i modified my game a bit? You've gone and stuck in a load of pointless and stupid source edits, that are processor intensive. Simple.
  6. …ignore everybody above me, and just press Ctrl + R.
  7. That tutorial itself is intended for EE/ES. It's the same principle, in that you add the new structure to the ItemRec, save/load it, and send it from the client to the server when using the item editor.
  8. There's a reason why Nintendo don't allow fan-games. The reason for this is because their franchises are trademarked, NOT COPYRIGHTED. What this essentially means, is that their franchises are protected, but because of commonly used names, ideas, etc, it would not be legally viable to copyright them, and so, go for the next best thing: trademarks. A trademark essentially protects the name and intellectual property alone. From the IPO themselves, they say: Source: http://www.ipo.gov.uk/types/tm/t-about/t-whatis.htm > Trade marks are acceptable if they are: > > distinctive for the goods and services you provide. In other words they can be recognised as signs that differentiates your goods or service as different from someone else's. And if somebody else is using their trademark, it isn't **essentially distinctive**, and if Nintendo were to do nothing about it, their **trademark could possibly become public domain, meaning anybody can use it and make money off of it**. Nintendo don't want this in any form, which is why they shutdown every fangame they know about.
  9. @Crest: > @Lenn, > That's just moronic though. You might think it's moronic, but that's more or less the logic that runs through the mind of just about every fan-game idealist.
  10. @Crest: > Where do people get this information that "nintendo allows fanmade games" anyway? They think their understanding of the law around them is what actually makes up the law. Simply put, they believe they're an exception, simply because they believe they're doing something different to overcome said problem.
  11. @Glaceon: > Actually Nintendo allows fan made games as long as there's no profit in anyway. No they don't. Nintendo need to stop anybody using their trademarks at all costs, lest it becomes public domain.
  12. I haven't tested this for myself, but I'd imagine this would work. Server-side, there's a sub called "PlayerMapGetItem". I imagine, with all the other checks, that checks for whether there's actually an item there, whether the player has a free inv. slot, etc, you can add something like: ``` If Item(MapItem(mapNum, i)).AdminPickupOnly = True Then If Player(Index).Access < ADMIN_MAPPER Then ' They're not a member of staff, tell them they can't pick it up. Exit Sub Else ' They are, so carry on as normal. End If Else ' It's not an admin-only pickup, so, just carry on as normal. End If ``` In order to help you learn, I won't tell you what goes in between the commented sections, but having a quick read at the original sub should tell you what goes where, and it should be easy enough to follow.
  13. http://www.unsignedbandweb.com/freeuserbars/index.php There you go, I imagine that's what you're talking about.
  14. But you're essentially misleading people to think it's a game that's way beyond what we expect of you. Develop your own maps and models first, then leave a good impression on whether people should work with you or not.
  15. Exception

    Morbid

    ![](http://i2.kym-cdn.com/entries/icons/original/000/009/832/dafuq-did-i-just-read-meme.jpg)
  16. @DarkBeast: > Sorry I thought you didn't want to do it so cause u didn't respond so I thought you had quit and sorry. … @Time: > « Sent to: Lenn on: Today at 03:04:53 AM » @Time: > « on: Today at 07:15:47 AM » So, you can't even wait more than 4 hours? ¬_¬ lol good luck finding a [free] coder in the time required
  17. So, you PM me with this, to essentially be your coding slave, and to offer you a forget password system for my free coding service, and you can't even wait for me to reply? Forget it, I'm not fulfilling your request. Fulfil the purpose of creating this thread, and be impatient, go find somebody else. * * * http://www.touchofdeathforums.com/smf2/index.php/topic,80901.0.html Right under this topic, is your other topic. Can't you've just edited that?
  18. Locked, done most of the commissions, just have a few to go. I'll open up my shop shortly. =D
  19. He was on topic, there's no need to sound uptight. I got nosy, decided to go and read it, and saw it was gone, but this was in it's place… > Sapepsi: You really cannot pull one off on me Carim •• Get a life ! > really carim roflmao ? > You've become such a child •• And that does put the authenticity of this into question. Still, you're better off learning how to code yourself, there's a slim chance you're gonna find somebody on here to do it for you, especially with nothing on payment (Asides from an incorrectly spelt "[PAYED]" in the title). There's nothing on what you actually want, asides from a vague "you must be active" line. Good luck finding a coder, even though you're better off learning it yourself, not to mention, you can apply it to future projects. :D
  20. Now that the event system exists, and is official, do you think that a board for Eventing Questions & Answers, and Eventing Tutorials could work? We have a board of them for sources, and events can be just as important in creating in-depth and great gameplay, and I think that people can benefit from helpful tutorials on how to use it in detail, and generally ask questions about it, without spamming the Events thread/other boards. So, what do you think?
  21. "@JustinSD: > Lol, some of the people voting for some of these are crazy… > > Its about uniqueness not using RMXP in the same style >.> " the RM2K user said.
  22. This isn't a fix. It doesn't directly fix the issue, it makes a work-around for it, but, it is useful nonetheless for those who forget to change the inDevelopment constant frequently. ;d
  23. @Deathbeam: > Yea but this Origins version is totally bug free, and event system is not totally bug-free, and its not very fast, it send too many additional packets than original eo Correction, this is free of **known** bugs.
  24. Yep, so useful, that you can completely forget to make a reference to the graphics that already come with default EO, and just work out your alignments from that! :D …owait..
  25. Exception

    Solved

    There -is- no table for EXP. Currently, it's a quadratic equation, in the form of (50 ÷ 3) x (_l_ + 1)³ - (6 x (_l_ + 1)²) + (17 x (_l_ + 1) - 12 Where _l_ = level. If you want to change that, you're better off getting a graph, drawing a curve with the ideal values, and getting an equation for it.
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