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donovanvaught

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Everything posted by donovanvaught

  1. Love the Tut! I'll definitely use this for my game, it's perfect for appearance!
  2. Hey Captain Wabbit! a million thank yous for the code, just have a question though, is there a way I can have the damage done by the arrows go through the TryPlayerAttack codes first? I want the arrows to be affected by the formulas there…. any help is appreciated! :) and thanks again for the amazing feature!
  3. ^ to Shadow I ask what you mean, in the tut you decide which frame to use, so you can just add more frames onto the sprites for attack, but you have to adjust the other codes accordingly. To everyone else, still wondering about showing other players the attack animation
  4. so has anyone figured out how to have other players see the attack animations. I have found a solution to fully animated attacks thanks to the help I received here [http://www.touchofdeathforums.com/smf/index.php/topic,75911.msg815909.html#msg815909](http://www.touchofdeathforums.com/smf/index.php/topic,75911.msg815909.html#msg815909) . But can't grasp how to get the server to send this animation. any help is appreciated.
  5. WOOOT!!!! Ok, first off Baron, A million thank yous for giving me a leg to stand on. I hugely appreciate that you didn't spoon feed me the code, after a hour or so of tinkering, I got the code working swimingly. I used Dim AtkTimer As Long to create ANOTHER variable that played off the ORIGINAL Player(Index).AttackTimer . Below is a slow version proof-of-concept. ``` ' Check for attacking animation If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then AtkTimer = (GetTickCount - Player(Index).AttackTimer) If AtkTimer < 250 Then Anim = 4 End If If AtkTimer < 500 And AtkTimer >= 250 Then Anim = 5 End If If AtkTimer < 750 And AtkTimer >= 500 Then Anim = 6 End If If AtkTimer < 1000 And AtkTimer >= 750 Then Anim = 7 End If If AtkTimer >= 1000 Then Anim = 0 End If End If ```Second, I'm sendin you some damn cookies, Baron :cheesy:, you have singlehandedly brought my production out of a black whole. Third, I hope Liger sees this and finds it useful as well. Last, anyone else hoping to use this code that is a noob should know 2 things, 1) the numbers above should be altered to adjust the speed of the animation. 2) Learning and understanding the code to the best of your ability is a reward in and of itself. Now, I just need to see how to have other players see your character animate…
  6. gladly, the code was simply a replacement of the regular 'Anim = 3' code in BltPlayer on the directdraw7 Module in the client code, I haven't altered the server code yet because I want to take one problem on at a time. Though I remember seeing elsewhere that it is important to do this so other players see your own animations.
  7. OK, so I've been racking my brain and staying up late nights to try and figure this out, but I can't. In theory the code above should work, right? The program waits for a few milliseconds, anims the frame, then waits and does the next frame, boom, animation. But upon tweaking the time, I noticed that it is not waiting the allotted time before showing the first frame, and then does not show any more, just holds the first one for the duration of the attack. I've searched and read and read and searched, but there's just no jumping off point, if ANYONE can give me help, I'll be eternally grateful. All my production is at a stand still because of this :sad:, the combat system is the most important part of my game and I can't move forward without getting this to work first. Again, any help is greatly appreciated.
  8. well, for now I'm trying to get the animation to work. So far I have this code: ``` If Player(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If Player(Index).Attacking = 1 Then For i = 1 To 4 If AtkTimer + (500) < GetTickCount Then Anim = i AtkTimer = GetTickCount End If Next i End If ```Loops just crash so I tried For To, it seems to work but the animation looks like it goes blinding speed, all I see is a twitch, I'm pretty sure the 500 up there means .5 sec, if I'm wrong please correct. Anywho, I'm stuck trying to figure out how to perfect this, the frames right now are just some walking frames and an attack frame, as I don't want to commit all the art until the code is right. The equipment I have on gives an attack speed of 1000 (1 sec?) so I tried changing the timer to 250 (1000/ 4 frames) but still yielded same result.
  9. Thanks a million, :cheesy: I have had that Idea myself as well! great minds think alike, eh? ;) My only pitfall was that I couldn't quite figure out how to implement a timer in just the code, without having to create a physical one on one of the forms… I tried to do a loop, adding plus one for each cycle, which activated when attacking=1, but then got lost on doing a timer without making the object on the form. any specific help on that would be great! And again, thanks a million for the help DJMaxus! Also, as far as the apologizing goes, I have witnessed my share of flame wars getting in the way of actually solving problems, on more than a few threads, always like to avoid those as much as possible. Both questions still up for grabs if anyone has any other methods or ideas! :cheesy:
  10. First off, hello everyone, I am glad to be a part of the forums and am very excited to be working on my first game. Unfortunately, I have hit a snag. A thousand and one apologies if I annoy anyone for asking a question that seems to have been asked before, but I ran into a problem. Attack Animations, not 1 frame, several, a smooth animation showing a regular attack. I found someone else asking this a while back, a tutorial was linked but it has since been removed or I can't access it for some other reason. I've searched the forums over and over wording it differently and only found attacks with ONE frame. So this is my first question, can someone help me with this? Second, I also wish to have combos in my game, where a person can press attack within a short enough time to produce a string of different attacks. I also wan't a "smash" attack, a stronger, slower attack set to a separate button, that can also be placed in combos. Again, I have searched extensively, (It's been 2 weeks of looking at least an hour a day) and cannot find (exactly) what I'm looking for. I have some knowledge of code and am getting very familiar with Origins, but I lack any starting point, I am out in the middle of nowhere with this particular idea, and have no information to help me. I deeply and sincerely thank anyone willing to help, and apologize again for anyone I annoy. Remember, we were all noobs once….. :embarrassed:
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