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Exception

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Everything posted by Exception

  1. **Please do not try to help if you cannot substantiate it or do not understand what it is that needs explaining yourself.** I say this many times: it is detrimental to who you're trying to help, the sentiment is appreciated, but overall it is unhelpful. In Eclipse Origins, many of the UDTs have Data1/Data2/Data3/etc. The reasoning being that it's rather difficult to store "dynamic" properties, for example, an item type that's a sword might need properties that define its damage, parry rate, block rate, etc, but a healing potion does not need such thing (however, that itself may need a property to store how much it recovers). Item types vary largely, and it'd be wasteful to declare every property, so the MS4 devs took the liberty of condensing down what wasn't shared. It's simply making the best of a rather crippling limitation (In VB6s case, this limitation is lack of [coherent] inheritance/polymorphism which would make this massively easier). (On an unrelated note, this is part of why I dislike many of the attempts to update EO to a more modern language; they retain very bad programming practices that have no place outside of literally making the best of a bad scenario.)
  2. Judging by the lack of activity, I'm going to assume we shall see Joyce be active for about 12 days in 2 months time.
  3. It likely is. Even if you have some minor difficulties, it's still just a case of creating a new tile type and not rendering the fringe tiles where it has that tile type.
  4. https://www.youtube.com/watch?v=sbOKGYDJBeA
  5. @'Jeppe': > […] I've tried following a tutorial but I get the error that Buffs arent a variable […] In other words, you didn't follow the tutorial properly. Go back to your source code before adding it, and follow the tutorial again, this time, actually take your time.
  6. It's possible. Don't think anybody's done it (before anybody comments, no, a roof system is nothing like what is being described here. A closer implementation would be sub-maps/regions). Given the crappy map structure, it would be quite a bit of work. In the end, it probably won't be worth it (all you gain from it is the ability to see who's below you, I guess?), you're probably just better off using multiple maps to represent elevation.
  7. **I highly doubt there is anybody else who can do this effectively for you on this site.** EDIT: just saw your addendum, so this explanation is probably redundant for you, but I'll leave it up for somebody else to read. >! tldr: read the damn valve source multiplayer wiki, it's much more informative than this conjecture. >! **Preface**: there are WAYYYYYYY better implementations than the following (see: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) but having never tried to do any more than the below (which was entirely based on guesswork and conjecture), I couldn't begin to explain any other method anywhere near as concisely as this. >! I have no interest in opening up VB6 again, but I did attempt pixel movement in the past (like, 2/3 years ago. The result was alright, the implementation was less than desirable), and I almost got it to a decent working state (I never finished combat for it). While this has its flaws and probably isn't an ideal implementation, it did work generally, so I can try provide some theory on what I did (ie. _not correct to reiterate again_) to get you started: >! * When the player presses a direction, you send the server a flag to indicate they have started moving. The server then sends to the other clients that the player has started moving, alongside with their position. * When the clients receive this indication, they process movement and move positions themselves. * When the player releases the button for the direction, they send the server a flag to indicate they have stopped moving. The server sends this to other clients, and does a check to see whether the distance moved is correct (as you know the speed and the time taken, it's a simple case of calculated distance = speed * time. If their distance is out of your calculated distance [with a specified tolerance], it indicates that it should be corrected). If not, the server will fix that. The position is sent to the other clients. Because the speed is set, it's possible for the server to extrapolate where they will be at any time during the movement. >! For collision, I let the client do the work (simple bounding boxes for each blocked tile. Could probably have done it better) and have the server verify if that was the case. >! For battling, in theory, it's another case of letting the client do the work (I gave attacks a radius and an arc range, so players could swing in front and it would check within that sector if the opponent was there) and, again, having the server verify and actually execute the attack. I only got as far as having the client do that, no server checks were made, so battling was…interesting. >! Flaws: >! * By letting the client do most of the work, it's relatively easy to circumvent the checks and, well, do anything, for somebody who knows what they are doing. * In an ideal networking environment, this works fine. In a typical networking environment (I did test this), it works fairly well with some occasional jumping from the server fixing the position. In a bad networking environment (ie. lag), in theory, this pretty much falls apart. * lol i wrote this in one go when i had no clue what i was doing and didn't do anything to improve it, it likely sucks. >! Again, to reiterate: there are WAYYYYYYY better implementations than this (see: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) but having never tried to do any more than the above which was entirely based on guesswork and conjecture, I couldn't begin to explain any other method anywhere near as concisely as this. In the event you can't find anybody, you're better off working with the constraints you have. You _could_ reduce the tile size to, say, 16x16 and work from there.
  8. @'leminhde': > I coundn't find file exe to run it !!! **Short version** I'm going to put it quite plainly: you shouldn't be running this. **Long(er) version** In order to compile and run this, you need Visual Studio (I'm not entirely sure which version as I've not used this. Looking at the solution file tells me Visual Studio 14 _). This project is currently not available for general production use, only C# programmers really can use this and really do much with it at the moment; in other words, anybody who does not have a full idea on what they're doing with this shouldn't be using this. _
  9. @'leminhde': > I don't know how to download from github, please up it on mediafire or something, github doesn't popular in my country -.-! ![](http://p1cs.me/BA.png)
  10. If you specified exactly what happened it may be possible to try and find a solution to recover it (unless if the project and source files literally did corrupt).
  11. E# has been commitless for a week, now. :
  12. I'm no pixel artist, but I suppose it always helps to know the basics for sprite touch-ups/modifying, etc. ![](http://p1cs.me/AW.png) At 1x: ![](http://p1cs.me/AX.png) The one above is assuming that you're working to 32x32, the one to the right is assuming that you're 16x16. For either case: make use of your canvas. Your hearts could be bigger, especially if they have such a relatively large shadow and especially considering that they're to be used (I assume?) to display key information. As stated by Mohenjo Daro; note that curves progress from 1 hop to 2 hops to 3, back to 2 and 1 again. Maybe slightly change the palette. I left it as is, but if I were to modify it further, I would make the outline lighter and the shadows darker.
  13. Reminds me of an old Eclipse game; Aegis. Anyway, I have nothing to say on either side of the spectrum, just wanted to share that. :>
  14. You've definitely improved, it's hard to imagine you were once one of the more irritating members of the site! I do have two qualms though: 1) On your site, your most recent (and generally better) work is at the bottom while the older (and generally worse) stuff is at the top. Please invert the order! 2) Waaaaay too much work is displayed and there are a few that __really__ shouldn't be there (massively inferior quality to the rest like the Epoch Explorer or the PMD Online logo). You should pick only the very best of your work and display that if you're showing your portfolio to prospective clients. I may be in need of a GUI and a logo shortly if what I try making continues to suck, so just throwing that out there. :>
  15. Pretty much like every other project around here, it fizzled out. My memory tells me that the team tried to do far too much and it wouldn't surprised me if they ended up burnt out.
  16. thought i'd pop back for a second. i must say, adding "forum regresses from ipb to mybb" into list of odd things is a new one. that is all. Byebye Eclipse. :>
  17. I think I'm done. I have nothing to offer to this site, and vice-versa. Frankly, it's been a while coming; I'm checking this site on a much lesser and lesser basis, and I've pretty much just point-blank lost interest. Have a nice life, Eclipse.
  18. It's not really an evolution, there's just an extra bench, an extra southern bit of area and an elevated lab. Now, THESE are definitely worthy of being called evolutions of Pallet Town: * [http://foreverxshoddybattle.deviantart.com/art/Pallet-Town-161900368](http://foreverxshoddybattle.deviantart.com/art/Pallet-Town-161900368) * [http://captainarcane.deviantart.com/art/Pallet-Town-109929587](http://captainarcane.deviantart.com/art/Pallet-Town-109929587) Much more town-like; pretty much all of the towns and cities in Pokémon games are underpopulated and frankly, are uninspiring. In my opinion, the towns/cities that the games have done right include Goldenrod City, Mossdeep City, Eterna City, Sandgem Town, Castelia City, Aspertia City, Lentimas Town, and Coumarine City. Please don't do anything like the Kanto towns/cities (they're all fairly small, but that's largely down to the limitations at the time of their creation), and the joke that is Kalos Route 1.
  19. > Now keep calling names while you're hiding behind a computer […] ?_? My god, shut up.
  20. > Aside from the technical advantages Linux has, it also has the advantage of freedom. Most of us pretty much don't need the freedom it provides. Why install something, re-familiarise yourself, potentially detriment yourself and suffer from the lack of (or instability of) certain applications if what you currently have works perfectly fine? You're either: 1) Doing what you're already doing on Windows with a different UI with no actual new change. Making the change to Linux was pointless. 2) Trying to appeal to a hipster circlejerk, or require special snowflake status for confirmation/appeasal. Do whatever you please, you're probably blind to the main point of this (necessity, if you were wondering). Security? For the most part, you don't really have to care too much: just keep your antivirus well updated, don't be an idiot and download stuff from random sites, and watch where you store sensitive information/watch who can access it, and you've taken care of pretty much every security concern you could, well, need to concern yourself with. In the instance that you actually do need to use it, wonderful, you'd never concern yourself with these stupid questions. Carry on as normal. I'll stick to Windows because I have literally no need to use Linux and everything I could possible want to do is immediately accessible. I genuinely liked Ubuntu when I did use it, but I quickly realised that I went to the effort for absolutely no reason, I basically carried on using Windows as normal. tldr: * If you are undecided between using Windows or Linux, unless if you just don't want to pay for ~~pirate~~ Windows, you clearly don't have a need for Linux. In almost all use cases, _necessity_ would call for Linux. * if it ain't broke don't fit it.
  21. Literally 99.99% of the people on this site (myself included) have absolutely no reason to use Linux and would not see any benefit from using it. (I hope we can all recognise hyperbole when we see it. Still, 99.99% probably isn't far off.) I can't see why this topic exists, there's nothing fruitful about discussing something that hardly any member on this site has any business discussing.
  22. Hey, the code is open source, let's say there hypothetically was a malicious block of code…wait a minute, you can inspect the code yourself, remove it, recompile it, distribute your new build, and there won't be anything wrong with it! Crisis averted. ofc there isn't a virus in the thing, mirage source has been around for ages, you think nobody would notice "hey, my game is acting jacked up"? lol, never change eclipse.
  23. > I don't quite fully understand how it can be utilized with TCP. Could you explain it a bit more please? ![](http://p1cs.me/AT.png) Source: [https://code.google.com/p/lidgren-network-gen3/wiki/Basics](https://code.google.com/p/lidgren-network-gen3/wiki/Basics) I apologise if my knowledge is a bit dated, I've not used Lidgren in a good few months, but I can't imagine a fundamental like that changing massively. I'm not entirely sure if ReliableOrdered actually does utilise TCP (still), but the main concept is still the same.
  24. I'm looking for a pixel artist. Not for a permanent team addition by any means, but just a tileset (consisting of ~90 tiles) and a template spritesheet. Visually, the graphics are 16x16, but they will be upscaled by 4* (nearest neighbour) so they can't be too noisy. I'm open to any style but minimalist and cartoony. They're for a strategy game quite similar to Fire Emblem. For the tiles, I am looking for a range including grass (+ variations), dirt (+ variations), rivers, mountains, trees (+ variations), hills, houses, you get the idea (the basics). For the sprite template, I'm looking for a 2-frame standing idle animation in all directions and a 2-frame action animation. If you're interested, I'd like to see some examples of work. To contact me, please PM me (and ensure you include examples). If I like your work, we can talk and establish methods of payment.
  25. > @[member=jcsnider] are you going to update this engine ? > […] > > **Active Development?** > I don't know what the future will hold for this engine. I may expand on it and improve it to the standards of EO2 or EO3 but most likely I will leave it here as a simple base and fix bugs as they are reported. Feel free to branch off and add to this project […]
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