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Murdoc

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Everything posted by Murdoc

  1. ![](http://i.qkme.me/3fwe.jpg)
  2. ![](http://ngiley.com/wp-content/uploads/2010/05/joker.jpg)
  3. > Nice Ertzel, > > and for this: > > Tell me just 1! bug in EA (what is only in EA and not in EN) and i will give your 1mil USD. Becouse Around 20fps drop is not bug, it is only payment for good looking GUI. I haven't stress tested it myself. But in your poll 14 people said it was buggy, compared to 10 that feel it's stable. The reason I made this statement was because I keep reading people stating that dragon eclipse is buggy (you said it yourself), and yet there is little to no bugs. I know because I've been using it as a base engine. If there really is 0 bugs in ea I take it back. But I find that hard to believe. With more features comes more potential for bugs. Anyway, this is off-topic. So, if you want to discuss it further then pm me.
  4. > I already asked Eragon for this (by Private message) but if anyone else could reply it faster : is there any possibility or a tutorial to add vx 3 framed movement on it ? :/ i really need that :S > > PS: Dragon eclipse dx8 is more stable ? or Dragon eclipse dx7 ? In regards to stability, the dx8 version is more stable.
  5. > Quick Question. Everything works fine, but whenever I play the game my inventory box seems to go wacko. It flashes shots of the other parts of the map back and forth and sometimes the item sprites blink(disappear and reappear). Any thoughts? Nobody else has that problem leading me to think it may have something to do with your vid card, or Direct x drivers. There is code that causes the inventory to refresh (blink), so thats probably normal.
  6. I don't know why people keep saying dragon eclipse is buggy. If anything it's less buggy than EA. On topic: While I commend your efforts, I dont see the point in this custom version. The features aren't really necessary or unique. Besides, if people are too lazy to add these tutorials they are certainly too lazy to create a game. But, I suppose for the pure hobbyist it's alright.
  7. I played for awhile and had fun, until I went to three cities and didn't see any players. Has the player base gone up or is it relatively the same?
  8. > I don't understand what you're saying? That stuff was in a history book, it has nothing to do with Admins etc. GM's and Admins get nothing special in-game except a title. > > As far as the story line I suppose I can put some stuff together, but you have to understand the story itself can be hundreds of pages. That's the reason it was spread out over NPCs and is not directly readable. Regardless of whether or not these are references to yourself and the administration, it's still unappealing game lore or whatever you're calling it. I was giving you the benefit of the doubt in thinking the colors of captains capes, alternate titles, and reference to Lord Zarz being the emperor (a possible reference to yourself as the lead designer) actually had something to do with in game design elements. It's even more unappealing if there is no relevance. Point of what I'm saying is, the presentation of the game's lore sucks. So you don't think I'm just being a stick let me explain: **[background=transparent]After the three-thousandth atomic oscillation zarz decided to take a physical course of defending dimensions.[/background]** "three-thousandth whatchya macallit?" 0.o **[background=transparent]Zarz found a group of twelve Urun men (Humanoid subclass, A13 reg. 120 ref3) of the planet Usolinaon (No longer in existence). [/background]** What are all those letters and numbers? They are meaningless to the uninformed reader. Why is planet "Usolinaon" no longer in existence? How and where did Zarz find these men. I understand you're trying to create some kind of appealing mystery but these details are what will enhance the background stories. **[background=transparent]Military uniform distinctions are as follows; Lord zarz has no uniform by law, but several traditional ones. Child Lords were to wear blue X37 Anti-Energy weapon and Blunt weapon armor, with a small white side cape. Captains have a golden side cape with the sun death emblem (Later developed to be Anti-Phonex propaganda and then changed again after the war was won.)[/background]** "X37 Anti-Energy weapon"? wtf? I mean, it's an alright weapon name but what does it mean to someone reading? Nothing. It's a blue weapon with a funny name, and "anti-energy" leaves nothing to the imagination. Instead, you should try to give descriptions of how things look and feel. Example: Child Lords wield large, glimmering blue guns that appear machine like. These guns, commonly referred to as X37 Anti-Energy rifles, can fire large proton beams sending their victims flying through the air. Because they are usually on the front lines, these Lords wear blunt-protective armor shielding them from the attacks of military projectiles. Noone dares mess with a Child Lord, unless they are feeling brave. etc Anti-Phoenix propaganda, while it sounds cool also means nothing. You could hint at some kind of conspiracy within the empire or something to make this more appealing. And what is the "war"? Is it a civil , national, or universal war? Who's fighting it? etc **[background=transparent]Elites were to wear crimson red side capes. All other members of the empire were to wear blue side capes in times that called for rank distinction. In all ranks there are two more sub-ranks: Chosen and High. Having the sub-rank of high is determined by your works. Having the sub-rank of chosen is determined by Lord zarz's recognition.[/background]** Too much talk about a multiplicity of ranks, and not enough about why they recieved those ranks and what their importance is in the empire etc.
  9. > I'm not looking for players though. I'm looking for a team. The reason I give details and not a fun little story is because these details are important to the design of the game. It matters to the graphical artist what color the capes are, or what the armor looks like. It matters to the mapper what the setting of the story is. These fine details are what matter to the design team. And those are the only ones they matter to. While you may not be looking for players right now anyone joining your team should at least want to know what the game is really all about, and if it has the elements of success before making a decision. Good stories/histories or whatever are an appeal to any person worth having, not these ridiculously tedious and nearly incomprehensible spewed facts. You should keep these kind of design element ideas to the team, not use them as game lore. I mean it's your game and you can do whatever you like, but I think it's a horrible idea to create a storyline or whatever you wanna call it based on your production team and yourself (Lord Zarz?). To me these are just boring game design details, that make the team feel special, but no player would ever care about in the long run. When I read this as a potential player I feel like all you care about is the "elite" (admins) of your game. There is nothing that makes me think Id want to be a potential player, or even join the team. I'm giving constructive criticism. Take some advice, and don't use design elements that are part of game creation as a part of your lore. It's extremely boring to anyone not involved directly in development or these metaphorical adages.
  10. > The point of posting this was to show that detailed thought had been put into the characters of this game. The story line itself isn't written anywhere (Although if people persist I may write it out) but instead is told through NPCs and quests. What is quoted above is an exert from _The History of the Empire,_ an in-game history book. Even if it's a story within the game and not the main plot, I personally think it needs work to be more engaging.
  11. > What the tits did I just read. I almost died laughing. On topic: I think you over-complicated the details in an attempt to make the story more interesting. For example: **[background=transparent]"Zarz being given the title, “Eternal Lord” (which he later shortened to simply “Lord”). Next there were six “Smaller Lords” (sometimes translated as “Child Lords”), followed by seven or thirteen captains."[/background]** No offence but noone really cares what zarz title was in the past, the alternate names, or how many captains they had. These details are a complete mind-bore to read. You need to think more about what your audience is interested in. Think of W5 (Who, Where, When etc) but dont go into sub-details of sub-details. Historical stories can be interesting, if the reader doesn't have to digest a whole lot of facts that dont't seem to relate, like what kind of underwear Lord Zarz wears etc. And this: "Lord Zarz is also not physical being, but a super natural being whose purpose in creation was the protection of dimensions." What dimensions? What kind of supernatural powers of protection does he display? These are the kinds of details people want to know, not what color the Captains' capes are.
  12. > It broken because I did all like you said work like a charm BUT when i get items that i needed to collect I put that I give to Npc how I do that lol because items are still in my inventory the NPc with the quest is supposed to take You have to create a task 2\. Make it "talk to npc" (the npc you want) and end quest here. Then, in the General section select the item to take on end, and make sure you click the list box and click update.
  13. Murdoc

    CrAzY !!

    [http://www.youtube.com/watch?v=bd2B6SjMh_w](http://www.youtube.com/watch?v=bd2B6SjMh_w)
  14. > good thing that I do this crap for free then? I believe the easy workaround would be to use a different format–not such a huge deal. True. And I can't see an eclipse game having more than 5000 copies distributed. Plus, I'm not sure if that even applies to non-commercial games.
  15. Murdoc

    Event System Bug

    > Hi there. > > I'm using the newest version of Eclipse Advanced, based on eclipse origins. > > There is a little bug when I create an event: > > ``` > > [page1] > > Show message: Congratulations, i will give you 1000 gold and 1000 exp. > > Give: 1000 exp > > Give item: 1000 gold > > Switch 001 On > > [page2 (if switch 001 On) > > Show message: you are a good person that saved my life :P > > -- > > ``` > > The problem is that if a player starts pressing control in front of the event after pressing continue, then when he press the actions below are repeated the same times as the player have pressed control. > > So if the player press control 10 times, there will be like 10 windows(one below the other) showing the same message, and when press continue, the actions will hapen 10 times because they are really 10 windows there. > > Can someone help me to fix it? > > Thanks Stop pressing ctrl over and over? If you use show text it stops players from pressing ctrl as well. These are some workarounds I have used. Other than that you have to use the pages of an event, or conditional branches in such a way as to minimize the amount of actions in one part of an event. I can't tell you how to change the code to make it work different though because im not sure.
  16. Murdoc

    Eclipse 3.0 in HD.

    Reminds me of Ragnarok Online.. [media]http://www.youtube.com/watch?v=-c8VZx63MmM[/media] I think if the capping on the screen edge was fixed, and different graphics were used it would look nice.
  17. > Dont you have to pay to use .Mp3's files if im correct for your game? Quote, "Thomson/Technicolor who license various MP3 patents maintain that for all non-personal use you do need a license such as for MP3 playback or MP3 content distribution. Thomson does grant two exceptions: MP3 content distribution for companies with less than $100K of MP3-related annual gross revenue; and MP3 playback in games distributing fewer than 5000 copies."
  18. I think they're often misused really. The mapping standards at eclipse sometimes pale in comparison to those of some individuals. All in all, I think if someone uses them properly a really nice game can be made. Here's a well done map in RMXP: ![](http://img81.imageshack.us/img81/7715/earthcavekn3.png) When's the last time you saw an eclipse title using RMXP graphics that had maps this nice? And as for VX, it can be easy to misuse the tiles because theyre so generic. But here's an example of a nice map: ![](http://img.photobucket.com/albums/v293/Bonobo62/Graston.jpg) My thoughts are that the graphics themselves are not the problem. The mappers are. They are nice for the style they are done in. We get the feeling they are overused becaused they're often used poorly. Albeit, sometimes making nice maps becomes a priority instead of being rushed in an effort to pull off a game in record time. Good mapping takes time no matter what the style of graphics: ![](http://kentona.rpgmaker.net/av/mapfun1.png) This might be an old title, but the mapping is good. When I see bad mapping being done with RM graphics I think what's the excuse? There is plenty to work with. It just needs to be used properly.
  19. > "Because I love Socuine, here's my entry." > > ![](http://i47.tinypic.com/bj4k.png) Very nice. You got my vote ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  20. > Bad news, i'm back ! > > Death dies hard, and jungle, please shoot yourself you ugly bum. Glad to hear you're back! I take it the operation went well..
  21. personally i like the walls n floor.. tree.. meh.. do a more basic trunk style.. and in line with what captain said.. try to make the lighting as consistent as possible
  22. How would I alter the code so an npc cant walk through an event (if walkthrough is unchecked)? If someone can tell what to look for that would be great! edit: solved
  23. Love the pixel art and the way you did the houses. DW1 was the first rpg game I ever played
  24. > Heads up again: I'll be slower for a while as a team member commissioned me to work on some music for his game for a while. I'll be working on requests here at the same time as that. Take your time ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
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