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Mohenjo Daro

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Everything posted by Mohenjo Daro

  1. Looks really good. Things I would change: - The path in front of the lower left house is grass, but it should be path/dirt. People going in and out out will kill the grass. - The upper left path that goes to the stream looks weird because you can't see the water. It just looks like the path goes to the trees. Other than that, I think the map is very well done.
  2. It's been a bit since I posted in this thread, and I apologize for that. I've been pretty busy with life, but I've been working on ER as well. *** My current project has been pathfinding. You may ask, "Why?", and the answer is simple: the pathfinding in ER doesn't function across maps. I could have changed it to work across maps, but that would have meant learning how the pathfinding worked, and how the code was written. Instead, I opted to write the code from scratch. It took awhile (and a lot of dumb mistakes), but it is now working. It's currently not *in* the engine, but it is functioning in it's own project, and I wrote it with ER in mind, so it should be pretty simple and fast to add. *** There are two reasons I worked on this instead of making ER actually start: 1) NPCs will directly affect map loading. They will pathfind across maps, and can require the server to load maps. I wanted the request portion of the code in place now rather than figure it out later, so this took precedence. 2) I had to setup how I want the map system to work, so I don't need to figure it out later on. This will make setting the server up a lot faster than trial and error like I had to do with the pathfinding. *** With all this said, ER is still months out, and I don't know when it will be finished. I'm working on it when I'm able, but there's a **lot** of code I need to change.
  3. The default graphics in most engines (ER included) are RPGMaker graphics, and can't legally be used publicly.
  4. @escfoe2 It's still in development, it's just being worked on quietly.
  5. The creator, Skyward, requested the engine be removed. I won't be providing links to it as a courtesy to him. Sorry for the inconvenience.
  6. No, because one tile can't be animated, you need at least 3 for each frame. Animated tiles use the autotile box 3 times (once for each frame).
  7. This is intended. The big box should have 3 tile groups in it. Each of the groups will be 1 frame of the animated tile. If you want animated fire, try using events that change their sprite, or play an animation.
  8. You can add code by using ` ``` ` before and after the code Eg. ``` Code here ``` The forum uses markdown, and more commands can be found here: https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet
  9. @hikaruma Chat is drawn in `modText` in the sub `Public Sub UpdateShowChatText()` It just uses `Font_Default` which is given a value in `Sub EngineInitFontTextures()` ``` ' FONT DEFAULT NumTextures = NumTextures + 1 ReDim Preserve gTexture(NumTextures) Font_Default.Texture.Texture = NumTextures Font_Default.Texture.filepath = App.path & FONT_PATH & "texdefault.png" LoadTexture Font_Default.Texture```
  10. @suky This is what I'll be testing in the next version of ER. With how I'm changing the loading, it might be able to handle a lot of players, but there are a lot of factors that go into it. Only time will tell how many players and maps it will handle.
  11. @suky I'll go through your suggestions and give my feedback: - Factions will be fore players and NPCs. You can set factions up to be allies, neutral, or enemies (I might add a few other statuses, I'm not sure), and you can be apart of multiple factions. - There's already a tab to view who's in your party. I might make some options for it to stay on the screen, but there's no real plans to. - I'm sure I can add an option for some spells to target map tiles. - I don't plan on adding a title system, but you can probably use the faction system for titles. - I don't plan to add boss NPCs, but I might add an option for an NPC spawn to send a message. - I don't have a reason not to add emails/saved PMs, but I'm not sure if I will. - I'll be adding an enchantment system for items, and that will work with the crafting system (enchantments use spells which can act as additional damage). - I don't have any plans to change the music system (except for not restarting the song when changing to another map with the same song). - You can do that with Events (which are already in the engine). - I'm thinking about redoing the whole guild system, but I'm not sure yet. - There should be a quest list gui already if that's what you're asking?
  12. @suky Factions should be in the next version of ER (as well as a lot of other features). I might add rewards for killing a specific faction, and for certain factions killing certain factions.
  13. @suky I've been thinking about races, factions, and classes. I'll probably end up having races be part of the faction system, and make classes use factions, that should allow races (and the other features) without requiring them if users don't want them.
  14. About time someone made this! Great work :) Couple questions... - Can I drag and drop images onto the program to load them? It's usually easier than finding the path. - Can I convert multiple files that are the same size, or have the same number of sheets? - Any plans for inputting the number of sheets in an image rather than the size?
  15. @ssjgod Here's some tutorials that were made https://www.eclipseorigins.com/topic/86346/solid-and-mohenjo-s-tutorial-index
  16. @lokize There are plenty of new features I'm adding, but I'm mostly focusing on converting things rather than adding new thing. I do add features while I'm converting, but that's about it. For more info, you can look at the [Road Map](https://www.eclipseorigins.com/topic/86110/er-road-map) or the [Changelogs](https://www.eclipseorigins.com/topic/86340/er-1-9-0-changelog). I update both of those as I go. I don't really have ETAs on when I'll add things, I just add them as I go.
  17. @lokize I'm not sue what you mean "news functions estimate"?
  18. @lokize A realistic estimate at this point would be around January-February. I'm still working on it when I can, but I'm basically rewriting the engine at this point.
  19. @solidlink I don't plan on adding custom vitals (since that would require scripts to use, and ER doesn't have script support).
  20. I'm getting back into the groove. I'm slowly working my way through areas of code, bu I am making progress. There are a few less behind the scenes things I'm working on that will be very useful for making a game: *** **Resource Progression/Trees:** - It will be possible to have a resource have multiple stages based on the tools you use on it. - Eg. --You can chop a tree down with an axe to get logs and be left with a stump. --You can burn a tree down to get charcoal and be left with a burnt stump. - Different stages can regenerate into separate stages. - Eg. -- A stump will grown into an injured tree. -- A charred stump won't regenerate into anything, you have to remove the stump for something to grow. *** **DoTs and HoTs:** - There is no max number you can have applied (it is still limited by the server memory) - Use separate classes from each other *** **Buff/Debuff System:** - It will be possible to have multiple (as many as the server has memory for) buffs and debuffs on an NPC or player - These buffs/debuffs can affect things such as... -- Vitals, vital regens, speed, attack speed, damage, EXP, AI, behavior - The buff/debuff can multiply, divide, add, subtract, and set the value -- Eg. --- HP = HP * 2 --- HP = 1 --- HP = ((HP + 10) * 1.5) / 3 - The order of buff/debuff effects depends on the order they are applied in. The code just loops through the list and applies them in order of the collection. There will be an effect that adds the buff/debuff to the beginning of the collection. *** This is a lot more in depth, but I do try to keep the [changelog](https://www.eclipseorigins.com/topic/86340/er-1-9-0-changelog) up to date as well, so feel free to check that out every so often as well. I don't usually go so in depth about changes, but I felt the need to since these will be very apparent to users and devs. (As a side note, I do plan to allow item enchantments that will be a mix of a buff system and spell system, so that should be cool as well). Have a favorite change from these? Mine favorite is the resource tree, that will be a lot of fun to use.
  21. I'm slowly converting the arrays on the server to use classes holding collections. I have switched from using actual collections to using dictionaries, this is because dictionaries (using numeric keys) are faster than collections, and they are easier to get the key of an item from. I still don't have an ETA on release, but I'm still working on 1.9 when I can. My goal is to release it before the end of Summer.
  22. I have a bit of an update for ya'll. I've been working on an generic saving and loading code. This code should be able to load any collection I give it, and load it as well. So instead of the map saving/loading being extremely long and needing the user to add any new data added to the rec, it will be automatically added, saved, and loaded. *** I've been wanting to do this for awhile, but I kept seeing posts on forums saying it was impossible, and I didn't have much reason to try it until this upcoming update. I was shown a post on the AGD forums asking about this very thing, and I decided I might as well give it another try. *** *** ![Saving and Loading](https://s26.postimg.cc/imjvx2ug9/Saving_and_Loading.png) The image above is showing the same data saved and loaded with the different methods. The first method (the top data) is saved and loaded by the current method in Eclipse (each member of data is hard coded in the saving and loading subs). The second method (the bottom data) is saved and loaded by being looped through and has each member automatically saved. The same code that saves Players will save maps, NPCs, resources, etc.. *** *** **NOTE: ALL CODE USED WAS IN A TEST PROJECT** I'll be showing the recs and data used in the code to show what the saving/loading code is able to do, but I won't be showing off the code for it. That's about 300 lines that I don't fell like pasting here (and another 300 lines if I include some of the code for using class names). Here's the Player declaration: ``` Public Player As New clsPlayer ``` Notice that the Player is a class (the class just holds collections, so it can be considered a collection rather than a class, but both are objects and treated basically the same). *** Here's the Rec that the clsPlayer collection uses: ``` Public Type StatRec Name As String Value As Long End Type Public Type PlayerRec Name As String Vital(1 To Vitals.Vital_Count - 1) As Long Stats As clsStat End Type ``` As shown, it uses a String (length isn't defined), Array, Long, Class (this is another collection that doesn't have a set number of UDTs ), and UDT. And, as you can see in the above picture, the saving/loading has no issue with the strings or collections. The Name 4 data doesn't have Mnd or Agi stats (I left those out to test the collection size), and the saving/loading had no issue with that. ***
  23. Not currently, and probably not any time soon. I'm guessing you saw an EO4 or 5 video. 4 was discontinued, and 5 was never finished or released.
  24. I could see it working well in a game, but it all depends on how you implement it in the world, story, etc.. It would give your game a unique trait, not many other games have classes based on elements, or I can't think of any, at least.
  25. @coonclan The temp folder should be created when there's an update (to the updater itself or your program), and it should be deleted after the update is finished. I'll look at the code again to make sure this is the case, but I'm pretty sure it is. There was a bug with the updater before that made the updater constantly try updating itself, so make sure you have the latest version (I'm pretty sure I fixed all the links for it). If the updater keeps trying to update, then you don't have the current version.
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