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Baron

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Everything posted by Baron

  1. custom sites in wordpress are just combining the modules you need and editing the css mostly. nothing you can't handle. also, akimet handles most spam prevention very well and comes standard with wordpress installs if i recall right.
  2. @Ordinary: > Hmmm I'll still have have to look into word press. It looks nice but I know nothing about it still. Thanks for all the suggestions. Most cpanel based web managment interfaces have an option for doing a fully automatic rollout of the core wordpress components to your site also btw.
  3. Not really. Truth be told there are alternatives to their sets out there. Its just easy to lay your hands on oodles of content for theirs, so people use it more.
  4. I stand corrected: Yes, you can distribute games you created with RPG Maker XP/VX or IG Maker, using its included (or added on) materials, as freeware or commercial ware. You are also allowed to modify the materials with other software such as Photoshop, provided they are only used within RPG Maker or IG Maker software, and not sold/or distributed. You can also include your own graphics and music if you wish. Please ensure that those games do not include any material which infringe others' rights. Please note that any modification of the exe, dll, or other game files generated by RPG Maker or IG Maker is forbidden. **Also, you may not use the materials included in the software (or add-on package) within other game engines or software.** Read more: http://www.rpgmakerweb.com/support/faq#top_faq1#ixzz1r5PFaEO0
  5. @Marsh: > There copyrighted. Most people just use them anyway. I thought that as long as you own a copy of the related engine then you have the right to distribute them with games?
  6. @Mr.: > If you can't make a 2D game with eclipse… ^ this. building half decent 3d games without a heavy comp science or 3d modeling background is nightmarish, even with great software. The software might be brilliant, but every rock, every tree, every flower has to be drawn, every character weighted, textured, imported (which can be anything but simple sometimes) and then lit in the environment. There is a reason good 3d games cost serious dollars to make. And as far as low graphics quality 3d games go, unless you're idea is the next minecraft don't bother.
  7. @RedJacket7: > The point of this post: I planned on making a topic showing what my game is about and recruiting people who are interested in helping develop the game (not just programmers) or are interested in possibly playing this type of game. But I've browsed the forums here and I've noticed that if you don't have half the programming done already or are willing to pay someone to do the work for you that no one will even consider it. > > So I'm asking in you, would it be a waste of my time to even recruit/go on? If you're even *considering* dropping the project over a single lost member, you've got bigger issues at play here. No programmer is going to sink hundreds of hours into making your game wickedsick when this thread is bouncing around showing you not even being sure if you want to continue :S
  8. @S.J.R.: > /facepalm. > > Yours faithfully > Stephan. this was done in older versions anyhow, and even the best protection is severely limited in scope. The broader idea is not without merit however, as the .png file format supports alpha channels which given my flash client uses them extensively, are friggin awesome.
  9. @Robin: > Use this time to just learn everything you can. Don't rely on other people. Learn how to program, learn how to design, learn how to write, learn how to present, learn how to compose, learn how to create websites, learn how to bridge software, learn how to create videos… learn anything you can get your hands on. > > If you have a thirst for learning then you'll never have any troubles in life. ^ this. This is important. I personally went with the order of getting / retrieving the data (network design and server side storage and retrieval) displaying the data using "fake data" for testing purposes (client side graphics and HUD, display of items, npc's etc) interfaces for creating the data (map editors, npc editors etc) interacting with data at a higher level(inputs, logic loops etc, chat box interactivity, player trades etc, npc movement etc)
  10. What a fine read. This is a remarkably concise summary of some of the most core elements of a games design, particularly applicable to the environment of Eclipse games. Well written Spork, i look forward to your next one.
  11. @Kittens: > After so many years of the agonizing 'omg guise HM is working on solar eclipse OKAY stop asking when it will be released it will be NEXT MONTH' all I can say is: > > *Maniacal Laugh!* > *Maniacal Laugh!* > *Maniacal Laugh!* Heya monkey, look forward to seeing it in action :) throw me a link when you do.
  12. Baron

    Can you read this?

    @Fuu: > Oh, and criticism, please. > [![](http://www.freemmorpgmaker.com/files/imagehost/pics/18cc3c459c809db5370e7c930a2e58f1.png)](http://www.freemmorpgmaker.com/files/imagehost/#18cc3c459c809db5370e7c930a2e58f1.png) > Edited bloody good. The start of Rose is a tiny bit busy and I don't think the internal swirl on the o helps with the readibility of the word overall.
  13. Could be a security setting on your router. Check it doesnt have a section designed to prevent local computers behaving as servers. (won't say that but something to a similar effect)
  14. Baron

    Linear spells

    what error? also i recommend you simplify your code to ease in debugging this problem. ie dim playerDir as long dim tempSpell as long dim vitalmod as long dim spellRange as long playerDir = GetPlayerDir(i) tempSpell = TempPlayer(i).spellBuffer.Spell vitalMod = Spell(Player(i).Spell(tempSpell)).Vital spellRange = Spell(Player(i).Spell(tempSpell).Range Call FireProjectile(i, playerDir, vitalMod, spellRange, tempSpell)
  15. I have to admit I am a huge fan of wordpress. Once you disable some of its more annoying features (like "fixing" your html code you specifically hack for certain pages) it is incredibly powerful. The ease of creating yourself a beautiful content rich site using other peoples work is unrivalled. To clarify: Ive built and actively maintain my companies site. It ranks well and performs even better and it's all built with wordpress.
  16. Baron

    New GUI Layout

    @Eckhart: > Yeah, a lot like Diablo two. I'd take another hint from them and try to make the buttons just simple icons, though that's not completely necessary. What do the skulls in either corner mean? > > It should look awesome once you've done some polishing The corner skulls are your active abilities relating to the mouse click combinations. The menu buttons as icons I think definitely has some merit, I might look into designing it that way instead, see how it looks :)
  17. Ah good choice of description. Amount specifies it well since number could be the item index. Great work!
  18. Well maybe you seperate the two functions if HasItem has existing code references to it, otherwise I would supersede HasItem with GetNumberOfItem. Or even make the hasitem function just run the getnumberofItem function and if the quantity is >1 return true. Up to you really. ie HasITem returns a true false as its function name implies, GetNumberOfItem returns the quantity a player posesses.
  19. Wouldn't it be more useful to return the quantity they have, not a true/false value? GetNumberOfItem(X) seems more useful than HasItems(X,5000) ie (very pseudocode-ish) var ore_count = GetNumberOfItem(Ore); if ore_count > 5 do stuff, else playermsg("you need " & (5 - ore_count) & " more ore.) also would let you do stuff like var items_redeemed = GetNumberOfItem(Redeemable) grant experience = items_redeemed * 500xp
  20. prefer glowcore. it rolls off the tongue.
  21. why not just mod the hasitems function to be a simple count and loop it through each inventory slot?
  22. Baron

    New GUI Layout

    @Domino_: > Reminds me Diablo 2 xD But layout is cool :) I won't lie, heavily inspired from it :) I've always thought they did a crazily good job of that.
  23. Baron

    New GUI Layout

    Hi guys, just thought I might share this for you all. Its the new layout I've hacked together for my game. Its fairly rough right now, with some elements from other games to get the general feel right. The game is going to be largely mouse driven with A* pathfinding and click interactivity for items / objects / descriptions / combat. The four icons are your remembered powers, and correspond to left click alt + left click shift + left click ctrl + left click giving you four "active" powers ready to hand. ie left click = melee attack or talk or interact with usable tiles or move (based on where is clicked) alt + left click = fireball spell shift + left click = lightning bolt spell ctrl + left click = healing spell The top bar is going to be menus, such as inventory, guild, character etc. The secondary bar shall be inventory quick items (potions and the like) Then obviously chat and chat text entry box, health and mana orbs left and right respectively. Would love to hear some thoughts on the layout / ideas shown here. ![](http://www.stripedelephants.com/GAMEZ/ProposedGUI.png)
  24. Baron

    Sign problem

    Stuffed if i know whats up mate, its too hard to try long range debugging. Add some output so you know exactly which line it stops running on, then we'll pull that line to bits.
  25. I agree with the apparent resounding support for glowcore.
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