Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

balliztik1

Members
  • Posts

    2052
  • Joined

  • Last visited

    Never

Everything posted by balliztik1

  1. http://www.googlefight.com/index.php?lang=en_GB&word1=Renzo&word2=Marsh ;D
  2. balliztik1

    Error(s)

    Overflow in what variable? That merely means you went over a certain value. The RTE board won't help you. Finding which variable did it will. As for the IOCP thing, that's an error that's been around since someone swapped from Winsock. It's a networking thing. Winsock is much simpler, and the IOCP implementation is buggy. It needs to be reverted back to Winsock. Damian has that on a list of things to do to the latest Stable release.
  3. Alright, as I've recently gotten a lot more time on my hands, I've decided to sell myself out as a source coder for individual jobs. **About Me** **Background:** I am a 19 year old college student name Derrick Martin. I live in southern Indiana, in the US, which is GMT-5, or Eastern Standard Time. I live off-campus and either commute to class, or take online classes when applicable. I'm currently on summer break, so I've got plenty of time on my hands. I've been involved with Eclipse for quite some time. I've been a part of the forum for nearly 4 years. I started scripting about a month into my membership, and as soon as the source code came out, approximately 6 months after that if I remember correctly, I began learning to program. **Experience:** Most of my programming experience is amateur, with most of my code released in the tutorial boards around here. I have done both official and unofficial work for Eclipse. Unofficially, I made edits as early as Total Eclipse, and provided support to Eclipse Evolution 1.0 and onward, and am credited in both the "Fixed" Eclipse release and Eclipse Stable. Officially, I did some work for the unreleased Eclipse Evolution 2.8\. I've helped with minor things in Eclipse Origins, and have released, as of this date, two unofficial tutorials for Origins. **Portfolio:** I have the most released tutorials in the http://www.touchofdeathforums.com/smf/index.php/board,87.0/sort,starter.html board (Sorted Alphabetically; I'm on pages 1 and 2). I have the second-most released tutorials in the http://www.touchofdeathforums.com/smf/index.php/board,70.0/sort,starter.html board (Again, sorted Alphabetically with me on pages 1 and 2). Additionally, I have many scripts in the http://www.touchofdeathforums.com/smf/index.php/board,78.50/sort,starter.html (Alphabetically, with me on page 3 and 4), the best/most unique of which can be found in my profile's "About Me" section, here: [Ballie's Profile](http://www.touchofdeathforums.com/smf/index.php?action=profile;u=1081). **Past Work:** I've not been too heavily involved in many games. I instead did most of my work for the public, as shown in my portfolio above. However, I am credited in past works such as [Krusade Online](http://www.touchofdeathforums.com/smf/index.php?topic=20535.0), a project which I helped Kreator with. I am currently working as a developer/assistant programmer for [Elandor Chronicles](http://www.touchofdeathforums.com/smf/index.php/board,459.0.html), which is going great. For Elandor, I have developed a balancing suite known as the "Scales of Elandor" which computes various values and outputs over 20 different variables used to tweak NPCs, items, and even Experience rates. When the engine is completely ready, my responsibilities are to program in the quests, as well as various other "unique" events, like magic items, NPC dialogs, and the like. **Testimonials:** @Robin: > Derrick is one of the few people on here who can match my programming in terms of cleanliness, stability and dynamics. I had originally intended to work on Elandor's programming alone as I usually do, but he's proven himself as being an incredibly skilled and dedicated programmer. > > If you want something done properly, get him to do it. ;o **Job Details** **How often I can work:** I can work pretty much any time needed. Like I said, I have a lot of free time, so I need to fill it with something. Because I'm not looking for a team, but rather individual jobs, I will fulfill them as they come to me and I get the time. **What I'm looking for:** For both scripting and source work, I offer my services for any Eclipse or Mirage release as applicable. I may very well do individual works for non-Mirage engines, but that remains to be seen on a case to case basis. **What I'm capable of:** Source - I've got enough of a grasp on Visual Basic and the Mirage Source to code nearly anything necessary for a game. radicchio or huge requests like making Eclipse 3D or converting Eclipse to an isometric engine will be refused. Most other things should be possible. I have experience in both the logic of subsystems like custom quests and skills, and display elements with DirectX, such as extra paperdoll or sprite frames. Scripting - I've made just about every type of script there is, from quest scripts to skill scripts to unique scripts that serve specific purposes. I can say quite determinedly that if it can be scripted, I can do it. **What you can expect:** Once I take on a job, depending on the length of the work, I will provide screenshots as well as the opportunity to test in-game with me as progress carries on. If a feature is not to your liking, I will alter it to fit your needs before handing over a finished product. All code I write will come with a bug-free guarantee. If any code I write ever has a problem, I will fix it for free. **What I ask of you:** I only ask a few simple things of those for whom I work. I ask that I be able to post screenshots or examples of work I do for my portfolio. If you do not want me to reveal a specific feature I code for you, you may ask that I do not share it. Other than that, I do not ask for much else. I will never ask to be credited in your game. **Payment:** I do not have any set prices in mind for particular code. As it is a case-by-case basis, we will talk out those details beforehand. I will most likely be setting up a PayPal for this purpose. I will be donating approximately half the proceeds from this service to various organizations and groups. I will make sure some goes back into Eclipse to help keep this site running. Another portion will go to a charity/research fund. I will likely put some funding into Elandor Chronicles to ensure its longevity as well. **Contact:** I am on Eclipse daily, so my preferred method of contact is first in this thread and secondly PMs. If you are looking to hire me, I'd prefer you contact me in both ways. In this thread, merely let me know you are interested. In the PM, let me know more specific details. I have several forms of messenger if necessary. Send me your username for whatever messenger service you use and I can get back to you.
  4. To follow up Lollicat's definition, ninja'ing is the act of stealing loot, common in many MMOs. Ninjas are often ridiculed and banned from groups.
  5. Try to ninja someone who spends his days on a ship. The ninjas believed there were monsters in the oceans. They couldn't even set foot on pirate turf without having a superstitious panic attack.
  6. They don't have "Ninja Metal". Pirates have their own genre of maniacal shredding mayhem. :)
  7. I always get a good laugh at your debate posts, Marsh. You're like 110% for whatever side you choose, and you always pull out some crazy figures of speech or situations to support you. "They don't have 'talk like a ninja day'" is pretty priceless. You should be some kind of world leader. ;)
  8. So I just heard some DISTURBING news, Eclipse. It seems our good friends Renzo and Marsh prefer PIRATES! What are they thinki- Nah, just messing. Nice to see you guys agreeing for once. ;) You should pick opposite sides though and make this a huge debate like with the past two polls.
  9. Mathematically proven. /thread
  10. There were two things that bugged me about NPC item drops in Eclipse Origins. The first was the lack of multiple drops. That had been done in past Eclipse releases and seemed almost necessary to add in. The second has been present for as long as I can remember. I hate the "1 in X" drop chance, particularly because of its inaccuracy. It quickly jumps from 100% chance to 50% chance to 33.3% chance, with no option of between-values. I decided to rectify these two issues I had with a little bit of editing. _This will require deleting all your NPCs unless you code a converter_ **Client-Side** In modTypes, change the NpcRec to this: ``` Private Type NpcRec Name As String * NAME_LENGTH AttackSay As String * 100 Sprite As Integer SpawnSecs As Long Behaviour As Byte Range As Byte DropChance(1 To MAX_NPC_DROPS) As Double DropItem(1 To MAX_NPC_DROPS) As Byte DropItemValue(1 To MAX_NPC_DROPS) As Integer Stat(1 To Stats.stat_count - 1) As Byte faction As Byte HP As Long EXP As Long Animation As Long End Type ``` Make sure to add this to modConstants as well: ``` Public Const MAX_NPC_DROPS As Byte = 10 ``` Next, you'll need to download the attached form files and replace your old ones. If you've changed anything, you can just copy the new controls and code from that file. **Server-side** On the server-side, there's a few more changes. Firstly, do the same steps as above for modTypes and modConstants. Next, we change the logic statements. Find this line in modGameLogic: ``` ' Drop the goods if they get it ``` Make the code underneath that look like so: ``` For n = 1 To MAX_NPC_DROPS If Npc(vNpcNum).DropItem(n) = 0 Then Exit For If Rnd
  11. That's right, folks. All we have to do is nuke the human rights into them. Of course when their people are all mutated, that won't matter. Then, we'll have to nuke the mutant rights into them. It's a vicious cycle.
  12. Who the fuck is shooting us? Oh well, fire our shit!
  13. @Ne[o: > x link=topic=57637.msg644803#msg644803 date=1275674480] > Robin… what about Drop Priority? > Any Idea About This? What do you mean by this? I'm doing a small source edit currently dealing with NPC drops and planning on releasing a tutorial. If it's nothing too specific and something a lot of people could use, I'll code it up when I write the tutorial.
  14. Whoa, WTF. I'm seeing circles. Is that a watermark? It looks really good, but there are a couple issues. The tree roots look kind of awkward, which makes his foot look weird in turn. As Ghost pointed out, his arm, due to the shadows, blends in, making his leg look a bit odd. His right arm looks like it's sticking out too low, as if its coming from his neck instead of his torso. His anatomy in general is somewhat hard to imagine. His legs are far back, and arms far up, and has a rather long neck. It's a little difficult to imagine from this angle. Overall, it's just little things like that that detract a bit. I'd give it a solid 8.5/10, with a lot of potential. It's very well done, but has some problems with the flow of the image.
  15. .List needs a number. Because it's a list, you need to specify an index, like so: ``` If something = cmdType1.List(0) Then ``` Also, you've got some odd syntax there. Are you comparing a list to itself?
  16. @Hybrid.: > I think you shouldn't use bevel and texture effects, try to do something that makes it look flat. > The brown page looks awesome. I disagree. The mountains actually look good for a quick effect. The forests could use work, but hey. I don't like how the water (I assume) is just blank map space. That makes it look awkward. The lack of texture on the grasslands next to the other textures also looks a bit off. Overall it's a nice idea, and a good start, graphically.
  17. Torchlight is single player only. It's pretty much an engine test for the Torchlight MMO.
  18. @Martin: > It needs fire legins. Yes. Leggings of **_pure fire_**. I will not play if this game does not have them. ;) @Shackles: > - Storyline has been written (work in progress) I realize it's a work in progress, but the storyline you've pasted is what Anna wrote as an example. I don't think she meant you could use that. xD
  19. Map 1: This map is very bare. There are indeed a few bits of detail, but they almost seem like they are there just to distract from the vastness of the map. There's nothing wrong with filling a map with blank space. In fact, for an area like a sewer, you'd prefer it to be narrow tunnels. When's the last time you heard of a sewer with wide open rooms bigger than a house? Also, watch your tiles. There's a couple spots when your walls are different colors. Map 2: Again, very bare. I understand what you're trying to do in this map. You are trying to show the transition from temperate to cold climate. It doesn't come across well. The tiles of the bridge switch awkwardly half way through. You have some random spires with trees atop them - I assume to show that the dead trees are now becoming dead trees with snow on them. That is very unrealistic. First of all, a random spire wouldn't develop naturally like that, and secondly, there'd be no way a tree and grass would grow atop it. If you want to transition, do it between maps. It'll save you that mid-map division problem and look a lot better. Also, judging by there being three bridges (or parts thereof) in a single map, it looks like someone has built a connecting path of random spires across some bottomless pit. If it takes more than one bridge to cross, it's probably not the best place to build a bridge. Avoid the blankness in outside maps. It's okay indoors or underground to give a cramped feeling, but having a bridge over nothing is kind of silly. How would they build that bridge, especially given that it's 1) high enough to touch the clouds, 2) strung between very small masses of land, and 3) not even connected, but three separate bridges? Just something to think about because this is kind of an impossible map. Map 3: This map is slightly less bare, but in a bad way. This map seems cluttered. The fences you've put are supposed to define a path through the town, but it's way too restrictive. Your road is about 10% of the thickness of some of the lots the buildings are built upon. On top of that, the whole place is made of stone, yet you have trees, plants, fences, and even the buildings themselves constructed upon them as if that would work. It wouldn't. Add some grass in. It would make no sense to place cobble around everything in a town. The map still lacks many details, and the details that are there are out of place. When I think of a town, I'd expect to see some kind of path, and for detail pieces, maybe a well or bushes or something. Instead, you've got a mailbox that is slightly anachronistic, suits of armor that would never be outside, a random stack of wood in the middle of the road blocking movement, a couple trees that make the fenced in area even narrower, and two shrubs that sprouted in the middle of the road. They don't just not make sense in most places, but also severely restrict movements. Note that I referred to your path as the "fenced in" area. Your path should not seem like it is the fenced in part. It should seem like _the path_ is open, and _the buildings_ are fenced, not the other way around. Overall, it's a decent start, but there needs to be a bit more sense to them. Maps are the visual representation of your game, not a blank piece of paper that you need to fill completely to get the most out of it. You don't need to fill the whole map with just one thing, and you don't need to try to mash too many things in. Just make enough space for some elements to logically fit, and let the rest be paths to walk. If you need detail items, put them somewhere that makes sense, not in the middle of the road.
  20. balliztik1

    Awesome Idea

    Realistically, that's the tradeoff here. If you don't have the programming skills to turn Origins into what you want it to be, then you don't have the skill to recreate/rip its sprite system for an older version. If you lack the skills to do that, there's not really much we can do. The reason nobody is giving you a tutorial on how to add dynamic sprites to older versions is that no one has taken the time to do it. Robin knows how his system works, of course, and could write a tutorial on it, but it's already in his engine. He doesn't need to. There are several people who could rip the system, too, but those that understand the source enough don't see the point in recoding half of an outdated source to include this newer system. The only way you're going to get this system is to learn to program, or have someone who knows enough about programming, and rip it from Origins. It's either that, or just use Origins.
  21. balliztik1

    Awesome Idea

    As for the question, assuming the "BigSprites" option was too small for you, you'd have to edit in a new sprite size. The reason nobody links you to a specific topic or gives a straight answer is because the code required is absolutely huge. Because of the rather cluttered way Eclipse handles sprites, it takes a lot to add a new sprite size in. Eclipse Origins has dynamic sprite sizing. I recommend you either switch to that, or, if you have the programming knowledge, rip it from there. It's a much better system than what older Eclipse versions have.
  22. balliztik1

    Awesome Idea

    Quit posting topics about this. One is enough. I've deleted 3 duplicate topics from you.
  23. Yes. A MIDI is essentially electronic sheet music. You'll need a program that can read in MIDI format and use sound samples to recreate it with whatever electronic instruments you want.
  24. Yeah, if I didn't need the equipment, there'd be no way he was getting my Greater Elixir of Fortitude. But alas, I needed it.
×
×
  • Create New...