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donovanvaught

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  1. pretty small, but willing to pay for good work. It depends on the work and how much is done, willing to pay per hour or per sprite. I'd rather negotiate pay through PM and after seeing if I can get the kind of sprites I need though.
  2. Yumi thanks for the reply :cheesy:. You have nice background art but I'm in need of character stuff right now, and the chars I saw were very small. If you don't mind, do you have any larger human work? something with a bit more detail would better represent if you have what I need. The size I'm looking for is about 50-64 pixels wide by 55-68 pixels tall. Thanks again for posting!
  3. sorry about that fellas, hire does mean I will pay, I'll edit the original post
  4. Looking for a pixel artist who can do one or more of the following: Character sprites for 2 types of male (lean and/or muscular) Character sprites for 2 types of female (athletic and/or curvy) various item paperdolls (equipment, weapons, etc.) Enemy sprites This is a paying gig. If you can do anything on this list reply to this topic or pm me with example(s) of your work. The style that I'm looking for is kinda half anime half western, but I am willing to take other styles as well. Also the game is NON-isometric, working in Eclipse Origins. Thank you and I look forward to your replies.
  5. Hello Again Everyone! Long time no see! Mostly because I've been working on the graphics for my game. So no code for a while. But during my graphics work I was finding myself unsatisfied with the way the walking animated. My question is simple but the answer is alluding me. How, in the code, can I make the (standing) frame stay showing longer in between each step. I only want it to show about a tenth of a second longer than it is (100) or maybe a little more. Just enough to make it smoother between steps. As usual any help is greatly appreciated, and thank you in advanced!
  6. Hi Keny! looks like you put a piece of code on the wrong program, this code: ``` Buffer.WriteLong SAttack Buffer.WriteLong attackingplayer SendDataToMap GetPlayerMap(Index), Buffer.ToArray() Set Buffer = Nothing ```isn't supposed to go in the client. That code goes in the server handleattack sub right after the other chunk of code, (the one that has the attackingplayer = buffer.readlong). Then the client should already have i=buffer.readlong in the handleattack sub. sorry if my wording in the tut was a little confusing, I'll edit it a bit. :)
  7. having other players see your attack [http://www.touchofdeathforums.com/community/index.php?/topic/125081-global-attack-animation/#entry807983](http://www.touchofdeathforums.com/community/index.php?/topic/125081-global-attack-animation/#entry808282)
  8. OK! Think it's time for me to give this a shot! On another thread Robin chimed in and, along with his usual type of response :''( , pretty much explained that Origins already does this, it's just missing a few pieces of code. So here goes… **CLIENT:** In the client we already have a packet being sent by the CheckAttack sub ``` Set Buffer = New clsBuffer Buffer.WriteLong CAttack SendData Buffer.ToArray() Set Buffer = Nothing ```**CLIENT:** This code just needs to have the index information of who is attacking to be sent to the server ``` Set Buffer = New clsBuffer Buffer.WriteLong CAttack [b]Buffer.WriteLong MyIndex[/b] SendData Buffer.ToArray() Set Buffer = Nothing ```**SERVER:**Next the HandleAttack sub in the server needs to receive this info (P.S. don't forget to Dim buffer) ``` Set Buffer = New clsBuffer Buffer.WriteBytes Data() attackingplayer = Buffer.ReadLong Set Buffer = Nothing ``` **SERVER:** Then have the server send that info right back to the client (best to have this right after the above) ``` ' Send this packet so they can see the person attacking Set Buffer = New clsBuffer Buffer.WriteLong SAttack Buffer.WriteLong attackingplayer SendDataToMap GetPlayerMap(index), Buffer.ToArray() Set Buffer = Nothing ``` **CLIENT:** and last….guess what? there shouldn't be any last! this code should already be in the client's handleattack sub: ``` Set Buffer = New clsBuffer Buffer.WriteBytes Data() i = Buffer.ReadLong ' Set player to attacking Player(i).Attacking = 1 Player(i).AttackTimer = GetTickCount ``` If you've done all this right (and if I've written these instructions right at 3a.m.) then all players should see your attack frame! (p.s. for animations this should also work) Well, That's all folks! Be good, and don't thank me(maybe a little) but thank Robin most of all!
  9. Done and Done, I owe you again Robin, I had to go all the way back and look at original release (I've changed SO MUCH) then had to go in and tweak it to work for my animated/combo system, but it's starting to work, just need to do a few more tweaks… Thanks again Robin!
  10. Well from what I've seen so far, bltplayer handles the rendering of all the players on the same map as you. So seeing that, I placed code that would find out who is attacking, set them to attacking on my client, then blt THAT player, with attacking set (along with the attacktimer) it should render the person attacking, but it's not blting properly, it only shows the first frame until my character attacks, then it "catches up" so to speak.
  11. so has anyone tackled the global animations yet? I've been busting butt on it, and only making glitchy solutions. Hoping to get pointed in the right direction….
  12. Done and done. Thanks again Robin! :) I went ahead and consolidated all the loops (about 2 or 3 extra). There were more than I thought ( a couple from copied in features, including a projectiles loop). So now it all works properly, and now I know the damage a simple line of code can do. So to double check about the backups though, would I just copy all my source files to have good backups? or should I be doing something else? no pressure, just curious. Once again, thank you so much for the help! :cheesy:
  13. Thanks for replying Robin, I was hoping you'd show up. :cheesy: As for the loop, I tried removing that code, and it still didn't resolve the problem, I'll check again to see if there's something I missed (probably did). As for backups, I tried that before but kinda got lost in the forward momentum of coding, I'll take your advice and get back to it :). It's not that I want to give up (I am having so much fun coding and learning), that's why I'm here looking for help. I was just worried that something was corrupted and no amount of code would fix it, I've made a LOT of changes to the code and made many of my own features. But at the end of it all you're right, I'll be more careful next time, and hopefully this time I can make it through, you've made a great engine and I really like what I can do with it, I never knew how rewarding it was to code! I'll re-check and rework the source with your info in mind, wish me luck, be back with the results… :cheesy:
  14. Well, I don't have any maps, just a lot of edited source code that I don't want to lose. So not sure how I can copy to fresh EO. As for the version it's 2.0 (that's what it says in the changelog). The code I've changed recently is the serverloop. just the update player vitals, it updates every 1 second instead of 5 (changed it back and didn't fix problem), also added to updatevitals to check for poison, remove health, and cause death if applicable (removed it temporarily and didn't fix the problem either). Tried both at once, still couldn't fix it. I'm at a loss, I've done SO MUCH WORK on the source code, I don't want to have to go back and redo it, don't think I could even begin to find it all. I hope someone can help me figure this out, thank you again for your fast replies.
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