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zomb88

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Everything posted by zomb88

  1. If your still in need of this. PM me the details.
  2. What do you mean hinder the actual gameplay? Block some screen when players are on the map? Btw the guild logos are small… like 16x16 Update to whats happening anyway - Done alot of coding so i took a break to do some pixel work hence the idle animation - Struggling with attacking animations (i started with punching which i think is the hardest compares to shooting) - Also hard to pixel with a laptop D:
  3. The problem was that when a new npc spawns it saves only the npc number in the client side map file. I have it now saving the npc number and the pet owner. It is working fine but is this the best way to handle it?
  4. Playing around with idle animations making some new frames ![](http://gifmaker.me/files/download/home/20130505/00/T1HwTcN44uDhkrFziTa04y/output_kcDOHo.gif) Walking animation ![](http://gifmaker.me/files/download/home/20130505/00/dTTwuzIp5kwQDr7MQlE4zQ/output_S5bUQg.gif) Struggling with attacking animations. Aiming to make the following animations for attakcing: - Punching (melee with no weapon equipped) - Slashing (melee weapon equipped) - Shooting (when guns / attachments equipped) Engine Addition - Guild Logos (display next to guild name above player) - Bug Fixes
  5. search for handlekeypresses
  6. Still looking for a pixel artist to modify existing graphics and add frames or produce robot style sprites (4 directional, idle and attack frames) Also looking for a gui artist to join the project
  7. I cant find them on here anymore i think they were just from rpg maker im not sure though
  8. zomb88

    Quick query…

    what engine are you using
  9. Bump, updated thread with new additions, set game style and example sprite
  10. Currently i have it working with saving just one pet value to the map file however is there a better way to handle this
  11. I ran some more checks and found where the data is changing which is in HandleCheckForMap and I am pretty sure its the call ClearMapNpcs ``` Private Sub HandleCheckForMap(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim X As Long Dim Y As Long Dim i As Long Dim NeedMap As Byte Dim buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo ErrorHandler GettingMap = True Set buffer = New clsBuffer buffer.WriteBytes Data() ' Erase all players except self For i = 1 To MAX_PLAYERS If i MyIndex Then Call SetPlayerMap(i, 0) End If Next ' Erase all temporary tile values Call ClearMapNpcs Call ClearMapItems Call ClearMap ' clear the blood For i = 1 To MAX_BYTE Blood(i).X = 0 Blood(i).Y = 0 Blood(i).Sprite = 0 Blood(i).timer = 0 Next ' Get map num X = buffer.ReadLong ' Get revision Y = buffer.ReadLong If FileExist(App.Path & MAP_PATH & "map" & X & MAP_EXT) Then Call LoadMap(X) ' Check to see if the revisions match NeedMap = 1 If Map.Revision = Y Then ' We do so we dont need the map NeedMap = 0 End If Else NeedMap = 1 End If ' Either the revisions didn't match or we dont have the map, so we need it Set buffer = New clsBuffer buffer.WriteLong CNeedMap buffer.WriteLong NeedMap SendData buffer.ToArray() Set buffer = Nothing ' Check if we get a map from someone else and if we were editing a map cancel it out If InMapEditor Then InMapEditor = False frmEditor_Map.visible = False ClearAttributeDialogue If frmEditor_MapProperties.visible Then frmEditor_MapProperties.visible = False End If End If ' Error handler Exit Sub ErrorHandler: HandleError "HandleCheckForMap", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` Do i have to save the mapnpc pet data in savemap and then load it in loadmap subs??
  12. I have done that and i have run some tests. The information gets handled server side fine and sends to the client fine and the sub i posted the data is working fine but something else is executed after the handlespawnnpc sub i posted which is overriding it or changing it back to 0/vbnullstring like another call client side in game loop that updates map npcs or something im not sure
  13. Yea they still exist just after the handlespawnnpc sub they go back to 0 or vbnullstring
  14. ``` Private Sub HandleSpawnNpc(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim n As Long Dim buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo ErrorHandler Set buffer = New clsBuffer buffer.WriteBytes Data() n = buffer.ReadLong With MapNpc(n) .Num = buffer.ReadLong .X = buffer.ReadLong .Y = buffer.ReadLong .Dir = buffer.ReadLong .Pet.Name = buffer.ReadString .Pet.Owner = buffer.ReadLong ' Client use only .xOffset = 0 .yOffset = 0 .Moving = 0 End With ' Error handler Exit Sub ErrorHandler: HandleError "HandleSpawnNpc", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` This is the client side HandleSpawnNpc Sub where the data comes in and stores .Pet.Name and .Pet.Owner for client side MapNpc's. If i do a test at the end of this sub the Data is there i can see it but something after this sub is called is overriding or deleting the data. Maybe when NPC's refresh or something in the Loop?
  15. Ive built a bass pet system for a modified version of ER. I have the pet data being sent through the spawnnpc function but after the data gets handled client side within handlespawnnpc after the bytes are read (the data is there until the handlespawnnpc function has ended) but then it is gone must be something in the loop i am missing?
  16. > The data can get corrupted while writing it. The packet can get lost. If that is happening then combat fails, so if you have combat failing why add more stress on the server asking for target details which could be "corrupted while writing it"
  17. > The vitals might be delayed, might get corrupted etc, etc. You should never trust the Clients values. (The client can be hacked.) If the client wants to hack client values then they can go ahead it wont do anything… The vitals come directly from the server and you can display the information through targeting or combat system... i dont see how that is delayed..
  18. all you need is the npc num and its current vitals (which already get sent anyway)??
  19. Why are you adding to server load for this feature? When you can do it just client side.
  20. Few need additions to the engine. Directional Projectiles with rotating. Pet/Summon system Proper NpcVsNpc Combat I have had a chat to a few people it seems there is alot of interest in a robot style mmo like a mechwarriorish style
  21. i take it your using one of the engines on the forums. Look in clsDirectx8 class and then goto the function of InitD3DDevice and change the 2 values up the top ScreenWidth = 800 ScreenHeight = 600 This is in pixels
  22. Well im looking for people to join the project team. Looking for like a browny coloured for a medievil theme or a retro futuristic theme for a robot sort of game. If your interested in joining the project team shoot me a pm and ill give you contact details and show you the progress so far.
  23. After playing around with the eclipse engines over many years and havent set down for a serious project i have now decided to. This is a new game project using eclipse in dx8\. I am currently in the stages of coding features in the engine and making a unique game interface (not graphical side just positioning and how it works) Basically im looking to recruit some members to fill other positions for the project and help come up with a name and to plan the game. Im am staying away from the standard graphics that everyone seems to be using since the release of Crystalshire. The game is going to be similar to a 2D Mechwarrior MMO style game. Where insted of equipping items etc you will equip armor and weapon upgrade etc. The GUI layout is following the layout similar to Guild Wars 2\. Skills and vitals down bottom with target details up the top of screen with chat in bottom left. So if your interested give me a PM on the forums. Features that are completed in the engine are: - Idle animations for players (linked with paperdolls) - 3 Frame Attack animation (linked with paperdolls) - Base Guild System (With Guild Logos Display next to name) - Base Target Details - Vertical Vital Bars - Projectiles (directional with rotating) - Pet/Summon System with spells - Pet Hot Bar for controlling the pet - Proper NPCvsNPC combat - Professions (gathering skills from resources with xp and levels) - MySQL Database Integration Planned Features: - Quest System - Visual Party - Mini Map (proper) - Spell/Skill System Upgrade - Player Trade Upgrade (Auction House / Mail Items etc) - Use Professions for making items Position need to be filled **Pixel Artist - For custom graphics (sprites, items, tilesets and paperdolls)** **You will get some assistance with making these, this is a serious project with the vision of generating some form of revenue.** Current Team Programmer - zomb Storywriter - PeanutButter Graphics Design - Lavos, AnonDesigns Pixel Artist - You? PM Me if you are interested and/or want more details about the game.
  24. Just to a search in your project using ctrl+f and look for screenwidth screenheight or max_x max_y or something like that. Also look through the constants in modconts and just change the values
  25. Thats because there is no picscreen in dx8\. You need to change some const values and by memory i think even the screen has its own recs
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