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Vortigem

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Everything posted by Vortigem

  1. > …so...yes? ![](http://i3.kym-cdn.com/entries/icons/original/000/006/026/futuramafry.jpg)
  2. > …can you make Sonic Games with this? ![:huh:](http://www.touchofdeathforums.com/community/public/style_emoticons//huh.png) It would take some additional modding to create a _spin_ effect while sprinting, hurdling down onto enemies to cause damage etc. However a "sonic" style game is much closer with this source than any other (eclipse wise).
  3. Vortigem

    Paying

    It's the preferred way. Otherwise you are asking for home/mailing address and personal info. That doesn't go over well with people.
  4. I like the 3d feel, graphics work nicely. Where are you getting your art from? Keep going with it!
  5. You still come to the forums, even though Anna doesn't.
  6. My previous coder left me with an unfinished product after attempting to add 2 additional equipment slots (non-paperdolled). **I need a programmer to do the following:** * Correct/finish adding the 2 additional equipment slots, as well as clean up any found bugs/issues along the way. * Create a resistance attribute for spells (ie: Resist Magic). We can discuss the details in a PM. I'll be paying in cash via paypal, I'll give you the opportunity to name your price based on time/effort and quality of the finished product. I need this source up and running again to continue my development. This specific source is based on Eclipse Reborn (DX8). Cheers.
  7. I tried doing this to a CS:DE based source and I'm receiving Server-side a RTE 9 Subscript out of range whenever the client attempts to log in. Any ideas? I've only added 2 items; Necklace & Ring and followed the tutorial closely. Here is the order: None = 0 Necklace = 1 Helmet = 2 Ring = 3 Armor = 4 Weapon = 5 Shield = 6 Consume = 7 Currency = 8 Spell = 9 Unique = 10 (not that they are necessarily related)
  8. > I need some help… Can't pick up items o-o Spacebar
  9. I think what MA means is, delete the now "green background color" into a transparency. This easily done with Gimp or an art program of your preference.
  10. Vortigem

    Iphone Game

    its the beginning of something monstrous !
  11. By using separate sprite files, is it more efficient on the client or less? It would be more convenient for spriting if it was all on one sheet.
  12. Yeah some of these guys in charge of doing TESO also created DAOC, which was a great game. [media]http://youtu.be/HpPE3rTcXIA[/media] It was 3faction pvp with large scale castle combat, as well as dungeon raids, tradeskills etc. Massive game for its time. It was typical to have 200 players on a raid to kill a dragon, and wipe.
  13. You should place traveling merchants camped around that lightgrass/sandy patch, that sell/buy loot.
  14. If you are using a Dx8 engine (an easy way to tell is if your sprites or tilesets are in .png format), [gimp](http://www.gimp.org/downloads/) is a free and fairly easy to use tool you can use to remove the white background.
  15. Generally the stature of a persons character depends on their personality and the actions they choose, or lack thereof.
  16. Try this Link: http://www.touchofdeathforums.com/community/index.php?/topic/131622-run-time-error-solutions-339-429-activex-etc/
  17. I don't agree with locking a topic after a deadline, sometimes subjects may be completely valid to continue or address after a length of time. People get their [hanes](http://1.bp.blogspot.com/_YF5nVoSoFtQ/TLS_o9sr3UI/AAAAAAAABeU/A9gr0nUaXyI/s1600/hanes.jpg) in a bunch just from seeing similar topic titles as it is.
  18. Vortigem

    Map editing

    Shift + Right Click will teleport you around as an Admin (some engines anyway) saves you some walking time. When you're building a map, think of it a lot like painting a picture. Start with the top, or background and work your way forward so you conflict less with Fringe. Simply take your time or you'll get burnt out doing it too. If you do 1 map a day, you'll have 21 maps done in three weeks. That's not terrible progress in the long run of things. Players appreciate hard work when it shows. Now developing your own tileset for an ORPG… That's where the time REALLY begins to sink.
  19. Basically, if you open a source and say you want to put (in the character window) the WEAPON at X -20, Y + 10, you can't do it because the code for player equipment isn't split up, its combined to automatically be put into columns.
  20. Evening ladies and gets, I'm looking for a hand again. I've spent this past weekend drawing up my GUI and I'm in the process of customizing my engine now. Here is the problem I'm at (apparently simple, though I'm here to get my hands dirty, most of my knowledge is in the Art side of my project). Specifically I'm working on the character window right now. Robin wrote his code into a ?loop, which automatically separated Equipment/Icons into columns which conflicts with my design, at this point I need to be able to manually adjust them in the window. I've already converted the attributes which now look like such: ``` [size] RenderText Font_Default, "Strength: " & GetPlayerStat(MyIndex, Strength), X + 183, Y + 73, Yellow RenderText Font_Default, "Vitality: " & GetPlayerStat(MyIndex, Vitality), X + 183, Y + 84, Yellow[/size] [size] RenderText Font_Default, "Intellect: " & GetPlayerStat(MyIndex, Intellect), X + 183, Y + 106, Yellow [/size] [size]Etc.[/size] [size]Now when [/size][size]Public Sub DrawCharacter() gets to [/size][size]DrawEquipment I want to be able to place the equipment manually, much like the above examples. It seems as though [/size][size]GetPlayerPOINTS may need the same thing (for the +'s that show next to attributes while spending points after each level).[/size] [size]Any ladies or gents have a moment to help an ambitious artist out? Many thanks![/size] ```
  21. The original map size in CS:DE is 24 x 18\. After changing the following: Server side & Client side ``` Public Const MAX_MAPX As Byte = 24 Public Const MAX_MAPY As Byte = 18 ``` to Server side & Client side ``` Public Const MAX_MAPX As Byte = 48 Public Const MAX_MAPY As Byte = 36 ``` (for scrolling maps) Tile(s) selected no longer follow the cursor in the _client game screen_ while using the map editor outside of the top left 24x18 portion of the map. The farther you walk out of that area the more the selected tile(s) move away from the cursor and eventually off the screen. Can anyone help me isolate the code which causes that and correct it?
  22. > The Earth is almost **constantly hit by asteroids, but most break up high in the atmosphere**. Granted this is the largest one recently, a one about the size of a football pitch also happened to fly pretty close to the Earth a few hours ago, so it's not that big. > > Considering it was about 5m across and it caused that damage, it makes you appreciate how much energy they release. Just imagine the one which hit ~65ma (K-T Extinction Event) around Yucatan (Chicxulub, Mexico) which was a little under 200km in diameter. There are Meteorites, Meteors and Asteroids. If we were hit my Asteroids constantly we would all be dead….
  23. > Someone estimated it had an energy release of about half that of the Hiroshima bomb, which is quite small for a meteorite.. For a meteorite its rather large, being that Earth sees 5-10 of them a year. Also while there was no direct impact, a (small) portion following the blast hit a lake in Chelyabinsk. [http://c498390.r90.c…ole-500x281.jpg](http://c498390.r90.cf2.rackcdn.com/wp-content/uploads/2013/02/Hole-500x281.jpg)
  24. Meanwhile on the news, they cover an event like this for 40 seconds, then spend 10 minutes talking about whether or not Pres Obama hinted that his daughter might start dating during the state of the union address. Naturally the Pope declared that he wanted to resign earlier this week ![:lol:](http://www.touchofdeathforums.com/community/public/style_emoticons//laugh.png)
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