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Bonk

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Everything posted by Bonk

  1. 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)
  2. 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)
  3. Bonk

    Spawn Points

    Yay, it worked :D Thanks for the help ;)
  4. Bonk

    2 questions

    There's a tutorial for WASD movement. I don't know how or even why you'd do the second.
  5. Bonk

    Spawn Points

    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?
  6. Bonk

    Spawn Points

    So that will work, then? :O
  7. 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)
  8. Bonk

    Spawn Points

    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?
  9. Bonk

    Spawn Points

    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.
  10. Bonk

    Spawn Points

    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 :)
  11. Are you sure it's just not the game lagging?
  12. Bonk

    Tilesets

    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.
  13. 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.
  14. 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.
  15. Bonk

    Scripting

    So it can add new tile attributes without cluttering the interface?
  16. Bonk

    Scripting

    So how do I go about scripting them?
  17. Bonk

    Scripting

    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 :)
  18. 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.
  19. 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?
  20. 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)
  21. 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 :)
  22. 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.
  23. 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.
  24. @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.
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