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Exception

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Everything posted by Exception

  1. How can something so simple be so unnecessarily implemented…there's no need to send an additional packet (which do add up) alongside movement when you can just play the sound client side as movement is handled; you can just piggyback on that. Backtrack everything you have here and head to **Sub HandlePlayerMove** in **modHandleData** on the client side. Just play the sound there.
  2. If it is set to Sub Main, and you have that error, that means that your code doesn't have one. Either add one, or set your startup object to one of the forms.
  3. Go to Project. Click Properties. In the top-right corner of the General tab, there should be a box that says Startup Object. Set it to where your project starts from. If you have a Sub Main(), set it to Sub Main, if not, pick the form you want to load first.
  4. @'lexkymbeth': > Pokemon (The first season is my fav, + the fact that it never ends… Lost track after D&P) Ooh, forgot to mention. Fell to utter shit for the Black/White seasons (especially the movies), so just skip that monstrosity entirely, but the X/Y seasons have been excellent. @'lexkymbeth': > Sword Art Online 1&2 (I love the idea of VR, I hear everyone hate on this one, but it has a really cool story. I'm a big reader, read the novels as well) I think the main reason is how the first season just u-turned in story entirely. It changed from what was a great action-packed series into some dull uninspired questionable romance. People expected reaching the upper levels to be exciting, and they just opted for time-skips instead. Couldn't even finish SAO, it just got that boring.
  5. Right now, I can recommend Death Parade, Assassination Classroom, Berserk and Angel Beats. All polar worlds apart. If you can only watch one, I recommend Death Parade.
  6. I'm not concerned on the type of economy and whether it's player driven or whatever, my concern is on the inclusion of real-world currency.
  7. @'Gahduvdeth': > What this means, is that every single item in the game has real-world value. […] Feel free to sell it to another player for actual money, […].Even the currency has real-world value. Please, please, please reconsider this: * From a **gameplay** perspective: this means that players do not have an even footing, your game becomes pay-to-win * From an **economical** perspective, this harms you: you end up competing with your own players on pricing if you actually intend on monetising this. * From a **major ****legal** perspective, this can be used for money laundering (YOU would be implicated) which is precisely the reason why practically every online game never, ever considers this model. You may think to yourself "meh, who's going to bother with that on this", but money laundering is a serious crime and not one to chance on.
  8. @'Jeppe': > EO is very buggy for windows 10.. It isn't. It works as well as on any other OS if you install its dependencies correctly. If you don't install its dependencies correctly, what the hell do you expect? :]
  9. This thread is silly and redundant.
  10. Of course… There are many strewn about the forums (most of which provide clear instructions on how to set up). Easily found by using the search function (or adding site:freemmorpgmaker.com / site:eclipseorigins.com to your Google searches).
  11. Had a few offers, but none actually provided examples of previous work as requested. Current offer still stands!
  12. But the position should have been changed before even reaching that procedure. Well. That's how it SHOULD be, it clearly isn't the case.
  13. What I want to know, is what's causing players to go out of bounds from maps anyway. Is movement _really_ that poorly handled? For good measure, you should probably do a check if Player X/Y is less than 0 and exit out of that case, too. EDIT: With that said, well, I don't recall this particular bug ever occurring with EO 2/3 (the nature of it would make it happen when walking right/bottom bounds of a map, which is something that definitely would have been picked up within 5 years). Could this possibly just be a chance with Skywyre + co?
  14. @'BeNjO': > […] The main problem here is that the speed is set client-side. It should be completely rewritten server-side […] There is a very key reason it's not (and never should be) completely server-sided, and why this is always a particularly complex issue (if you think it was so easy, do you not think it would be done by now?). Lag.
  15. frmMain > right click middle panel > "Send to Back" > keep doing so until you see the credits > change
  16. What did you even do to have that bit of code missing…? It doesn't just randomly disappear. Anyway, add it back into your modGraphics (or similar) module. At the top, you'll see a bunch of similarly named variables. Put it back there.
  17. Hello Eclipse, I'm in need of a logo, and all of my current attempts so far have sucked. I'm willing to pay to have somebody make it for me. If you are interested, please show me the following: * Examples of previous works. I'm in need of: * A .PSD (Photoshop [CS5 compatible]) document with the logo in question. Willing to accept .SVG or .AI (Illustrator). * The logo to be pretty high resolution (At least 300 DPI, at least 800px by 800px in size). * Relatively quick completion (15th October would be ideal) I do not need variations, just one large copy broken up into multiple layers (or at least easy to deconstruct if .SVG is the preferred file). I'm not looking for anything complex. I will give details to whoever shows interest.
  18. @'leebunee': > Hello, > > I would like to use a nonstandard size of sprites. They are 48x64 in a single frame. Is there a simple way to getting these sprites to display correctly in the current EO variants? > > **EDIT: I just realised, could I just enlarge the size of the sprite to 64x64 so that they are classified as big sprites? Please note the date this topic was last posted in. It would have been better to create your own topic. Anyway, EO automaticlaly handles nonstandard sizes, just make sure that your spritesheet is structured correctly and it will do the rest for you.
  19. @'Helladen': > Did you release this publicly? I never said privately. I didn't say anyone did it, cause I never seen it done properly. I did! About 3/4 years ago I did this with Iron Prelude. My apologies, I can't expect you to know that, however why I responded in the first place is covered next. @'Helladen': > Not saying it is impossible to do or that I am the only one able to do it. People always think I think I am better than the world, delusional individuals. And I think that, because _that's the way you come across_. You always present yourself as if everybody around you is wrong and you appear to sneer at those who couldn't do it right, and rather than correct them or offer some steps to improve you'd simply brag about your perfect solution and how bad everything else is. (see: "A lot of people have done it, but they have all sucked. [… no suggestion here other than self plugs ...]") @'Helladen': > I always respond with programming is one of my worst skills. Funny, I don't see that disclaimer anywhere else in this thread. Why is that now relevant all of a sudden if you didn't bring it up before? @'Helladen': > It is more of a design thing. It's more of an implementation thing (As far as I'm concerned, the UI can be made to either re-position itself depending on window size or have multiple implementations for various sizes (as an example, 1 for less than 480px in width, less than 960 in width, etcetc). In the case of multi-platform games, normally a hybrid of the two). Reasoning follows. @'Helladen': > Resizing a form is messy. Most games don't allow this, they also disable the maximize button due to how poorly Windows handles WInAPI. I can agree with that it's messy, however it's not impossible to manage (actually, it's quite easy. Provided it's been implemented well, it's just a case of passing in the size to whatever recalculates the lot for you, resizing your buffers, making sure that it's redrawn, context loss is handled, and a few other generic things). It's just a case of wondering if it's worth the effort to allow users to set the size how they want. For 3D games (which function generally independently from resolution in that they work with co-ordinate space (usually) from 0 to 1/-1 to 1 and the aspect ratio of the window, and because of that handle resizing with little effort to begin with), it almost never is worth the effort. For a 2D game (whether it's managed or not, the co-ordinate space is provided transformed values from the window size, and because of that require a few things to be redefined when resizing), that's more debatable. I think it's worth it.
  20. @'Helladen': > [drivel snip] Speak for yourself. * I managed it with a resizable window. I rewrote the camera "method" to achieve this. As you say, you see more tiles and the maps center. You also see part of tiles correctly. * I (re)wrote the GUI system entirely because the typical CSDE implementation that nigh everybody uses around here makes little sense, is horribly scattered and is unwieldy. It resized nicely and could re-arrange if the window got too small. * "Basically, you don't want to allow the player to mess with the window form size, since it can be sized too small, or cause problems where certain tiles aren't completely shown."? What were you doing even to result in this? Why is it a problem if a tile is only partially shown? The edge of the map isn't the current focus. They can come to that when they walk over it! * "it is bad for the player to have to resize the form manually to what size they want plus it is harder to do.". Create it well enough, nope, not hard to do at all. While I did give players set resolution options, they could resize it as they wanted too. It's no different to putting in their custom size when recalculating where the set sizes were passed. * Overall, this wasn't very hard at all. You rate yourself too highly.
  21. It'd be nice to state the filesize, because it is a bit on the big side for a Mirage game. (The installer is 217 MB).
  22. @'Helladen': > this is why no one has done it yet except Robin. (i did it perfectly well. :
  23. Did I ever say it was an issue? It was an observation. Nothing more, nothing less.
  24. @'GalacticGlum': > Wow! Don't need to get your nickers in a twist… Why you mad? Re-read the very clear first sentence: don't confuse correction for malice. I'm not mad, I just particularly dislike conjecture and am actually, ya know, answering the question correctly. If this site is ever going to move on from the dregs of VB6, misinformation simply will not do.
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