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donovanvaught

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Everything posted by donovanvaught

  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.
  15. Just to update/bump. I have now tried it on several different computers and the problem persists. It's also notable that I seem to only have the problem when I click on scroll bars, anywhere on them, and they act erratically and it even freezes up the program. Every scroll bar throughout the program is effected, the frmmain, all the editors, everything. This is a real problem for me and I can't track down what is causing it, I've commented out several recent changes to the code but it isn't making a difference. Any help is greatly appreciated, thank you.
  16. thnx for fast reply. :cheesy: but no, just tried default eclipse, and it works fine. Just my version suddenly decided to do this. It started this morning, which is why I stated my most recent changes. any ideas?
  17. Hey all, just to be short and sweet, I have some knowledge of code but need an expert to explain what might be going on. For some reason, the mouse is sticking when i left click on any scroll bars, it is only happening in eclipse. I tried to think what code I might have altered that would do this but can't figure it out. The most recent code I have altered is the updateplayervitals and a small tweak in serverloop. If anyone has any idea what's causing this, I'd love to know. Thanks in advance for the help!
  18. Thanks for the reply Soul, funny story, was just coming back to say that I solved the problem when I saw your post. Anywho, I checked client side and it finally clicked that there was a check to make sure it fills an empty status slot, this same check was running when trying to turn off an affect (therefore the slot wasn't empty, so it didn't get set to 0). So long to short, I fixed it. Thanks again for the replies!
  19. Bump Still wondering if anyone knows how to show animations to the rest of the players on the server. Any help is appreciated. :)
  20. No, your vb6 is not broken, you need to do 3 things 1) Make sure you are editing in vb6 :star: 2) compile the changes into the exe or run from vb6 (the play button) to see changes :star: 3)Try real hard not to anger robin, he will make your soul cry :sad: I'm sure there are other steps but try those and get back to me, I'm sure we can figure this out. Good luck! :cheesy:
  21. If you haven't got an answer yet I think I know what's happening, If it's the equipped items that are dissappearing then the culprit might be the checkequippeditems sub in modplayer on your server. ``` Sub CheckEquippedItems(ByVal index As Long) Dim Slot As Long Dim itemnum As Long Dim i As Long ' We want to check incase an admin takes away an object but they had it equipped For i = 1 To Equipment.Equipment_Count - 1 itemnum = GetPlayerEquipment(index, i) If itemnum > 0 Then Select Case i Case Equipment.weapon If Item(itemnum).Type ITEM_TYPE_WEAPON Then SetPlayerEquipment index, 0, i Case Equipment.Lower_Armor If Item(itemnum).Type ITEM_TYPE_LOWER_ARMOR Then SetPlayerEquipment index, 0, i Case Equipment.Upper_Armor If Item(itemnum).Type ITEM_TYPE_UPPER_ARMOR Then SetPlayerEquipment index, 0, i Case Equipment.Second_hand If Item(itemnum).Type ITEM_TYPE_SECOND_HAND And Item(itemnum).Type ITEM_TYPE_WEAPON Then SetPlayerEquipment index, 0, i End Select Else SetPlayerEquipment index, 0, i End If Next End Sub ``` Mine will look different from yours but basically if you don't have your new items here they'll be removed on logout. This code checks the equipment slot and then removes the item if it doesn't belong there (from what I understand).
  22. Well, the stun was just an example, but if you must know I changed the stun mechanics. I have a total of 25 special affects (including stun) so I needed them to all be in the same place for more concise code. So now, instead of stunduration I have the PlayerRec.Status and the status data has .Type (stun, etc.) .Time (Gettickcount + Duration) and .value (like damage for poison). You can see in the code that it's not too different from what was there, it's just flexible to handle multiple affects.
  23. Hello all! Coming to you with a problem that I can't seem to find a solution for. I have a Data type for players that is set when you attack someone. Let me break it down, Weapon has affect (let's say Stun), when attacking a player, if the conditions are right, the victim has his Player.Status.type set to Stun, and the Player.status.time set to gettickcount plus a duration. all this info is being set properly (most of the time), and the packet is set up properly (same packet that sets the value in the first place), but it isn't resetting after the time runs out. Here is my server loop code ``` ' check if need to turn off Affect For s = 1 To 25 If GetTickCount > TempPlayer(i).Status(s).Time Then TempPlayer(i).Status(s).Type = 0 TempPlayer(i).Status(s).Time = 0 TempPlayer(i).Status(s).Value = 0 SendAffect i, s, 0, 0, 0 End If Next ``` I've been getting intermittent problems while setting up the Affect system in my game, so any help with this is appreciated. Any other info needed just ask. :)
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