Bonk
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Everything posted by Bonk
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Okay, I've outlined the tree in darker green to make it stand out more, but without being visibly outlined. I also tried the trunk edit, but a 64x64 limit squashed it a little. Here we are: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/960ccfe04da87a49becd4b349c77a300.png)
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Okay, I altered bits of the trees and added some larger pebbles to the dirt track. I also made some rocks and threw them about. I think I'm going to keep it this bright. It looks nicer :). Anyway, here's the screenshot. I'm going to start work on some buildings. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/b468699c67b0f342a8e75ea02450eb0b.png)
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Yay, it worked :D Thanks for the help ;)
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There's a tutorial for WASD movement. I don't know how or even why you'd do the second.
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I did… And: ``` Public Sub SpawnPoint() Select Case Player(index).Class Case 1 Public Const START_MAP As Long = 1 Public Const START_X As Long = 5 Public Const START_Y As Long = 5 Case 2 Public Const START_MAP As Long = 2 Public Const START_X As Long = 5 Public Const START_Y As Long = 5 End Select End Sub ``` It highlights the (index) and says variable not defined. How do I go about defining the aforementioned variable?
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Oookay, tiles are shaping up. I made the grass tufts less distracting. There's also some new trees (Still working on their bushliness). But I digress. Here's the screenshot. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/fb5b3e6bb98a32e0f13febc4dfc94613.png)
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Okay, I blabbered it about into two cases. It now looks like this: ``` Select Case Player(index).Class Case 1 Public Const START_MAP As Long = 1 Public Const START_X As Long = 11 Public Const START_Y As Long = 11 Case 2 Public Const START_MAP As Long = 5 Public Const START_X As Long = 11 Public Const START_Y As Long = 11 End Select ``` I'm guessing that now says (In English :D) there's two cases, in the first, you'll spawn on the first map, on the second you'll spawn on the second. Where do I add code that says, if the player is class one, use case one, if the player is class two, go through case two?
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Hey, you two! @Bonk: > Bear in mind I'm completely new to VB6, so don't laugh at my newbie skills :P Anyway, thanks for the clarification, Tiana. I'm gonna keep at it.
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Hey! Okay, so I'm trying to add new spawn points for each different class. Bear in mind I'm completely new to VB6, so don't laugh at my newbie skills :P Okay, I added this to the ModConstants ``` ' Default starting location [Server Only] Select Case Player(index).Class = 1 Public Const START_MAP As Long = 1 Public Const START_X As Long = 11 Public Const START_Y As Long = 11 End If Select Case Player(index).Class = 2 Public Const START_MAP As Long = 1 Public Const START_X As Long = 5 Public Const START_Y As Long = 5 End If ``` It highlights the index when I try compiling and goes to 'Invalid Outside Procedure". What have I messed up and how can I fix it? Much thanks :)
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Are you sure it's just not the game lagging?
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The top left pixel of the tileset should be the colour that you want to be transparent. If the tileset background isn't see-through, just replace the first pixel with the colour you want.
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Okay, minor bump here, sorry. Here's a screenshot with two versions of the wall, both have been colour-sorted, one has less detail than the other. I'm leaving the decision to you guys, I'm not sure. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/ff311fc9b97ddbcd6cd667b58e928e9d.png) I'm going to make a few modifications to the grass so It doesn't show half of the pattern on the tile edge.
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So the wall needs to be darker at the front, lighter on top and a tad more retro? Also, tufts of grass along the bottom of the wall might look better (Yet again, opinions needed)… I'll have a look into it.
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In the Modifications 2.6 (S) Nova engine, there's a scripted tile option. I'm wondering what does it do? Is it meant for scripting? How do I write scripts for it? Am I completely off the mark? Am I asking too many questions? Anyway, if anyone has a clue, please write back. Thanks :)
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Okay, another update. I altered the tree trunks, changed the wall end and window, and made some new dirt tiles for variation. Here we are: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/6089d6556d34cf21551b98ccb883b967.png) I might use a more simplistic tree style. I think the flowers need a change, too. I'm looking into that next.
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Oooh, it looks like Spore! I'd add more tone to the rocks, flowers and ground tiles a little (Like adding slight contours to the sand). You could also have a see-through animated water pattern above the game. Are you going to use the standard armour slots in EO, or are you going to hard-code an evolution system?
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Okay, I hilighted the left side of the pebbles and slanted the top of the wall. I also removed the second layer of bricks, it looked too wide. It also needed darkening in the inside of the window. I tried adding more pebbles, but in the end it looked too cluttered. Here's the wall, grass and path: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/4b82c2b5c892ab0c051fabf0e90c81f5.png)
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Okay, final update of the night. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/4a8a6a2b7f67eda39354d125faa1bfbe.png) I'm pretty happy with this one, but again, any thoughts are welcome :)
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I see what you mean about the path. I'm going to try a few ideas out with that one. Also, thanks about the grass, it's a simple technique but it looks quite effective. You should probably know that TOA was a massive inspiration behind this. I'm not humping your leg here, but those graphics are truly awesome.
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Okay, I had a thought about the ground, and decided on a more Super Mario Brothers/generic Gameboy RPG style. I need your thoughts on the grass and path. Here it is: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/3ebe1858b689c7a8277a0cea38400628.png) I'm feeling a little more detail is needed on the path, but it's meant to be simplistic. Ah, well.
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@Kusy: > That character looks as realistic as Brolly in his signature. As much as the artwork is nice, you're making shit up Bonk. I didn't say it looked realistic. I said it's an entirely viable character. Anything I say in context to video games would be relative to video games, which, let's face it, aren't realistic. A lot of characters in games aren't properly thought through, but this one is.