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Kay-No

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Everything posted by Kay-No

  1. > So anyways, in short for the subject of this topic: > > #1\. I would love to know suggestions in the possible different ways to make my game look(if not, exact) similar to the primary Screen-capture. > > And, > If I have no new alternate reference to work with from a given suggestion(In other words, if there's nothing to render my current source construction worthless): > > #2\. How might I fix(correct) the cursor position as apposed to how it currently acts with my source edits for screen settings? (Also, a URL link to [a] helpful guide(s) might do me some good, as well.) > > #3\. (ref. : secondary screen-capture) How might I remove the window border(for "real" full-screen) or change the style of it or make it invisible(for a full-screen illusion)? And once again; guide links if any are known of. I would appreciate. (: Why even bother argue about this when he summed everything in 3 short and very simple questions. If you dont like to read his long post about "nonsense" then don't do it? No one is forcing you? Although, i cant see any point in having green font.
  2. @Vus: > can u please send me link on tutorial number 4?? http://www.touchofdeathforums.com/smf/index.php/topic,61133.0.html Dont think it's updated for newer versions, so you might need to edit some.
  3. About the first screenshot, could you describe it a little more how you want it. Because judging by the picture it looks like they used bigger graphics then the standards around here. About the second screenshot. Are you sure you used the right MAX_MAPX and MAX_MAPY values? MAX_MAPX and MAX_MAPY change those to the picScreen (size / 32) - 1. In your case with a picscreen size of 1600x1024 it should be; ``` Public Const MAX_MAPX As Byte = 49 Public Const MAX_MAPY As Byte = 31 ``` You'll find it in modConstants I'll leave the other questions to someone who knows it better. By the way, thanks for a well written topic. ;)
  4. @Sekaru: > I personally would look at things that do that, like HandleSaveNPC or something and learn from them, study it a bit, etc. Thanks, i'll go and check in some of the tutorials that uses npc editor.
  5. @interloper: > you cant use constants because you cant change them Well, nvm constants. Let's call it a value instead. My question is. How do I save a value from npc editor to the npc file, and then make it read from it. If i make a new scrollbar in npcEditor with the values 2,4,6,8,10,12 for example and save it as NPC_MOVEMENTSPEED. Then use it when npc is moving; ``` If MapNpc(MapNpcNum).Moving = MOVING_WALKING Then Select Case MapNpc(MapNpcNum).Dir Case DIR_UP MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset - ((ElapsedTime / 1000) * (NPC_MOVEMENTSPEED * SIZE_X)) If MapNpc(MapNpcNum).YOffset < 0 Then MapNpc(MapNpcNum).YOffset = 0 Case DIR_DOWN MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset + ((ElapsedTime / 1000) * (NPC_MOVEMENTSPEED * SIZE_X)) If MapNpc(MapNpcNum).YOffset > 0 Then MapNpc(MapNpcNum).YOffset = 0 Case DIR_LEFT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset - ((ElapsedTime / 1000) * (NPC_MOVEMENTSPEED * SIZE_X)) If MapNpc(MapNpcNum).XOffset < 0 Then MapNpc(MapNpcNum).XOffset = 0 Case DIR_RIGHT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset + ((ElapsedTime / 1000) * (NPC_MOVEMENTSPEED * SIZE_X)) If MapNpc(MapNpcNum).XOffset > 0 Then MapNpc(MapNpcNum).XOffset = 0 End Select ```
  6. Hello, i've been checking around in the source and saw that there was player movement constants that changed the movement speed of the character. ``` ' Speed moving vars Public Const WALK_SPEED As Byte = 4 Public Const RUN_SPEED As Byte = 6 ``` While i think that the NPC as it is now, is to easy to kite around and not getting hit because of their slow movement speed. Then i thought about making a variable in the NPC editor that determes the movement speed of characters. ``` If MapNpc(MapNpcNum).Moving = MOVING_WALKING Then Select Case MapNpc(MapNpcNum).Dir Case DIR_UP MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset - ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) If MapNpc(MapNpcNum).YOffset < 0 Then MapNpc(MapNpcNum).YOffset = 0 Case DIR_DOWN MapNpc(MapNpcNum).YOffset = MapNpc(MapNpcNum).YOffset + ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) If MapNpc(MapNpcNum).YOffset > 0 Then MapNpc(MapNpcNum).YOffset = 0 Case DIR_LEFT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset - ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) If MapNpc(MapNpcNum).XOffset < 0 Then MapNpc(MapNpcNum).XOffset = 0 Case DIR_RIGHT MapNpc(MapNpcNum).XOffset = MapNpc(MapNpcNum).XOffset + ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) If MapNpc(MapNpcNum).XOffset > 0 Then MapNpc(MapNpcNum).XOffset = 0 End Select ``` If a switch out the WALK_SPEED with a constant that is determed from the NPC editor, would that work? If so, how do i make it to save this constant from the NPC editor to the NPC.dat files and then make it read from that? Im not that familiar with VB6 so dont laugh if it sound stupid. :P
  7. There's a topic right above this one with the same question. Try to use the search function or atleast take a look through the already existing topics. http://www.touchofdeathforums.com/smf/index.php/topic,68778.0.html
  8. @Ambard: > I just erased the parts I did not want to see in photoshop. worked like a charm. Well, if you have a axe that covers the body with different shapes then a sword that wont work? Please show a picture of an armor that covers the whole body, So I can see how you solved it.
  9. Hello, im looking for some rmxp Ground tiles or autotiles. Like shores, paths etc. Thanks. ;)
  10. http://www.touchofdeathforums.com/smf/index.php/topic,66827.0.html Try to search next time. And Why Do You Write Like This? Cant You See How Annoying It Is To Read? :confused:
  11. Hello, while working on my Paperdoll weapons I met a problem. If you are trying to rotate a weapon or w/e it will become blurry and wont look good ingame. I've found this program that will rotate your pixelart without making it look bad. http://info.sonicretro.org/RotSprite It's veery timeconsuming though. But havent found another way to do this. (except by using another image interpolation in photoshop, but that doesnt look good either.) Here's an example: ![](http://upload.wikimedia.org/wikipedia/commons/6/61/Tv_rotsprite.png) > Left: A pixel-art image of a TV > Middle: The image rotated using a nearest-neighbor rotation algorithm > Right: The image rotated using the RotSprite algorithm
  12. @Robin: > Nothing to do with the software. It's actually easier to map in Origins because you've got more layers. > > There people there just actually have high standards. Heh, thats strange. How it could be such a difference. :P Btw, ive seen some maps have sort of light effects. Like this: http://i81.photobucket.com/albums/j205/zanbatou-T-S/somepic.png http://img412.imageshack.us/f/wyrmlairentrance2.jpg/ Is this something that is impossible to implement in the origins engine? Another map that was posted at the forums. http://hypersnake22.deviantart.com/art/Halterock-Full-view-155359644 Pretty sweet. I hope people can learn something by looking through those maps. So we can increase our standard at this forum. ;)
  13. Hello, ive been checkin around in some of the rmxp map gallery's. And I can see that they have a much higher standard then the maps made with/by Eclipse. I havent tried rmxp yet, but is it easier to map with it or how come they keep a higher standard? Ive checked trough many of the maps and I havent seen a single one that looks "bad". Here's an example: ![](http://i58.photobucket.com/albums/g252/xkrimx/BeachcoveRevamp.jpg) With a comment: > @xkirmx- not bad, looks rather pretty. I'm still not a fan of the grass in the rock edge tiles, makes the rocks look like they are foating above the grass. (especially the piece near he cave. > I also don't like floating rocks. There are some partialy submerged rocks in charsets you can use. No real nticeable flaws however it would benefit from a slightly greyer pre-midnight screen tone. Not really the comment you would expect when posting a map like this in this community. :cheesy: Go here for more examples: http://www.neoseeker.com/forums/22121/t1391490-rmxp-map-gallery-vi/29.htm (It's also good for inspiration.) ;) So, is the reason the maps keeps a higher standard because of so many newbs in eclipse community or is it because its easier to map with rmxp? Or any other reason?
  14. Kay-No

    Spell Scaling

    When I did this I used the melee damage formula: ``` GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) * Item(weaponNum).Data2 + (GetPlayerLevel(index) / 5) ``` But replaced the str stat with int and the weapon damage with the spell damage: ``` GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Intelligence) * Spell(spellnum).Vital + (GetPlayerLevel(index) / 5) ```(I think it looked like this) By the way, when i made this and just edited the castspell sub, my HOT's and DOT's ticks didnt take affect. So i had to edit all of that too.
  15. @Zabidenu: > Awesome! One little problem though: > > With the tilesets nothing seems to work. Everything has the blue/green background on it and the upper left tile doesn't work. It has something to do with transparencies, right? Very awesome otherwise, thanks! You need to recolor the first tile of each tileset. http://www.speedyshare.com/files/26602409/tilesets.rar There you go. ;)
  16. Nvm, worked great. Had to recolor the tiles though. How did you convert the characters from png to bmp? I've tried using both PS batch and irfanview batch but didnt work. :huh:
  17. Okay, I know what the problem is… If you start placing your resource attributes on map before you clicked "okay" (where you choose which resource you want). Then you'll get this error. Maybe something that should be fixed or atleast be mentioned. So people dont end up like me, spending time on making a really good map and then you have to delete it. :P
  18. Thanks! Isnt this code very strange? ``` Damage = RAND(1, Damage) ``` Like lets say we have a very strong character (end game) , high level, best gear etc and his damage is about 300\. Then his damage would be 1-300. Wouldnt it be better to have something like: ``` Damage = RAND((Damage / 1.5), Damage) ``` Then our characters damage would be 200-300. Edit: Just tried it out and it worked way better. :azn:
  19. @314piwm: > random(min,max) > > Thats where it calculates the damage a player does. Are you using EO CE?
  20. Hello, im trying to balance my caster classes to match my melee classes. Since a spell is always doing the same damage independent of the characters stats and level i've added a spell damage formula based of the melee damage. (just switched the weapon vital with spell vital and str with int) I've added the formula to the spell vital in CastSpell Sub and the Hot's and Dot's player and npc subs ``` Vital = 0.085 * 5 * GetPlayerStat(Index, Intelligence) * Spell(spellnum).Vital + (GetPlayerLevel(Index) / 5) ``` Like this and it works pretty decent. Altough i've seen that the melee damage is randomized and thats where i need some help. I can't find any randomization in the GetPlayerDamage Sub. I know this is a simple way of doing this, so if anyone got better ideas on how to do this, feel free to share. :cheesy:
  21. @The: > Im using the new Eclipse origins. I doubt it will make any difference but its moved my name along with the level very high above the player. How can I fix this? ``` ' Determine location for text TextA = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextB = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 5 TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16 ``` Just to increase the number 5 and 16. 150 and 160 worked for me.
  22. Hello, ive played around some with EO, but there where two features i couldnt get a grip of. The first is NPC shop. Ive created a shop and a NPC as shopkeeper, but i dont know how to link them together. The other thing is the Gold (that you can below the hp and mana bars). Is it a certain itemnumber to work with it?
  23. Hello, what i need is to have option buttons to select class, race and sex on character creation. But im not sure how to do those changes. If i create option buttons; optwarrior, optmage, opthunter. How do i replace them with the ordinary combobox (cmbClass)? Another question If i create optionbuttons; opthuman, optelf, optorc. How do i make them to set a specific sprite on character creation? My vb6 knowledge isnt the best, but i think someone thats decent at it could possibly give me a hint.
  24. Ive seen theres alot of people that requesting scripts. It would be better if you hade a scripts and request script section.
  25. Kay-No

    Platinum

    Ive seen Marsh added a Platinum currency. And i wonder what it is for? cuz you cant buy anything from the shop. And it doesnt work to exchange…
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