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Exception

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Posts posted by Exception

  1. What do you want?

    **Want to just make it look cool?** Just rename the lot and make sure you call the right file extension in the source code. File extensions are largely useless; files are identified from magic numbers at the start of the file (for example, JPEGs will always start with "ÿØÿà JFIF"/FF D8 FF E0 nn nn 4A 46 49 46 00 01).

    Do note that EO checks file extensions in a few places (music selection in the map editor comes to mind), this is in place to stop users from doing stupid things. Make sure to remove or rename that if you do go ahead.

    This very obviously will not stop anybody from opening up graphics in their favourite image editor and offers no protection against anybody that can use File Explorer.

    **Want to stop others from easily using your assets?** Do note that it's impossible to completely stop it. Work out whether it's worth the effort.
    You'd need to encipher your assets and decrypt it in memory during runtime.

    How? Afraid I can't really help you there, I'm blissfully unaware of the options available for VB6\. Just google "image encryption/decryption vb6" and see what pops up.
    http://www.vbforums.com/showthread.php?404980-Your-Own-Encryption-Algorithm&highlight=Decryption looks eh.
  2. @'GalacticGlum':

    > **Estimated Release Date**: _December 22nd, 2015_

    _Waaaaaaaay_ too optimistic.

    @'GalacticGlum':

    > I have finally made significant progress

    @'GalacticGlum':

    > Features!
    >
    > * Accounts
    > * Player Movement
    > * Map Loading/Saving
    > * Map Editor

    Debatable. These can all be done in a day.
    ok maybe not a map editor, but: Tiled

    @'GalacticGlum':

    > *** All the code is commented!**

    Not a feature.

    @'GalacticGlum':

    > Planned Features!
    >
    > * Combat
    > * NPC's & NPC Editor
    > * Spells & Spell Editor

    Probably should have done at least 2 of 3 these first before even alluding to this…

    @'GalacticGlum':

    > * Galactic UI Framework
    >
    >
    >
    > What is this? Could you provide more information on what you can do with it, what it provides out of the box, what it doesn't, maybe some basic benchmarks with a decent number of controls, etc?
    >
    > @'GalacticGlum':
    >
    >
    > > Screenshots! - _Updated as of 11/15/2015_
    > >
    > > >! ![](http://i.imgur.com/MqgGISB.png)
    >
    >
    > This reaffirms that this is being showcased far too early. Being realistic, there is still a chance of this being shelved, you want to make considerable progress so you could know what you are in for, first.
    >
    >
    >
    > * * *
    >
    >
    > I am being critical, and that's only because this type of topic is nothing new to this forum (blow your load announcing some project, show minimal, if that, progress, eventually get bored, drop, ad nauseam). By all means, prove me wrong, I would love that, but this is just repeating trends.
  3. @'Officer:

    > Eo 3 isn't complete dx8 as it could be so i highly suggest not copy and pasting code from there or even referring to it, rob make a engine on here a while ago completely dx8 i suggest taking a look at that one.

    errrr what.
  4. @'Helladen':

    > How did you decompile?

    Programs written with the .NET framework are (practically) fully decompilable to C#/VB.NET/CIL itself/IronPython/etc.

    http://www.telerik.com/products/decompiler.aspx
    http://www.jetbrains.com/decompiler/
    http://www.red-gate.com/products/reflector/
    http://wiki.sharpdevelop.net/ilspy.ashx
  5. Suppose I should write a follow up to http://www.freemmorpgmaker.com/thread-85435-post-942385.html#pid942385

    So, since then, I've worked out generally better (and easier) ways to handle things, but https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking will remain probably the most accurate well documented theoretical implementation available.

    * The server stores a remote position and the velocity. The remote position sent out to all clients.
    * The client stores a remote position and a local position. Upon receiving the remote position, the client interpolates movement between the current local position to the remote position provided. When moving, the client sends this indication to the server, and likewise for when it's stopped, forcing the server to update its remote position.

    That's it for fluid movement. It won't be pixel-perfect exact (and most definitely will not follow the exact path in high latency situations), but it will not be jumpy at all provided you interpolate between the remote and local position. 

    **I'd argue that fluid movement is more important than getting whether somebody else is walking in strange arc motions is more important. **

    As for combat, most people will disagree with this, and rightly so as there are better ways, but I find it works for the movement technique described above. For the best experience, hit detection should be done client-side, with the server to confirm that this is the case (here's where the stored velocity comes into play, you can extrapolate where the player will be and where they were in a previous state). This means that the clients will hit what _they_ see. In reality, they were probably a few pixels off, but there's only so much that can be done.

    I won't say that it's extremely hard to code, frankly, it's basic 16-year-old level maths and fairly decent logic to follow. It's just a hassle to get working properly.

    Alternatively, you could just set your tile sizes really small (say, 8x8) and work with that to simulate better detail.

    As for providing code, I have no intentions of touching VB6\. I'd be glad to explain any concept in further detail if you ask.
  6. 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.
  7. 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.
  8. @'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.
  9. @'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.
  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. 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?
  12. @'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.
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