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dimx

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Everything posted by dimx

  1. Ill show you if you make another post or keep the conversation in pm as that s off topic here.
  2. That is what is supposed to happen. Now you would need to edit the GUI part manually stretch you frmmain and you need to move the all of the gui parts so that they are not under the screen. If you just wanted to change the form size then you would just need to stretch it to fit the size you want.
  3. Is this the dx8 version that you are referring to because I just checked the source and the above tutorial that I have should work with this as well. http://www.touchofdeathforums.com/smf2/index.php/topic,80930.0.html What is the result that you get? Also I forgot to mention above that you dont need to do this part ``` frmMain.picScreen.width = 800 ' Width in tiles * 32 frmMain.picScreen.height = 608 ' Height in tiles * 32 ``` If you stretch the picScreen manually to that size.
  4. dimx

    An Idea

    I think I made the tutorial pretty simple if you just know your way a little bit around VB6 you should be able to implement it no problem but if you get stuck somewhere just let me know and ill explain.
  5. @Soul: > Yep. The nightly release uses DX8 so the rendering system is different. ~~Oh yea, if you give me a day or two I can make you a tutorial to increase the screen size on dx8\. Ill pm you the post once I make it.~~
  6. Yup what do you need to know I mean what do you already know. If you give me a simple example of what you need I can do it for you and explain the code.
  7. dimx

    An Idea

    You can use virtual key presses. I am using EOv2 Open the source and go to modGlobabls on the top add this ``` Public CharSkip As Integer 'How manc chars to skip in string to get to number of steps to move Public PlayerMoveCommand As Boolean 'Starts the playe move command Public DoneCommandMoveing As Boolean 'Ends the playe move command Public PlayerCommandSteps As Byte 'How many steps the player will take with the command Public PlayerCommadDirection As Byte 'Direction op player when moving with the command Public pX As Integer 'Current X position of player Public pY As Integer 'Current Y position of player Public Declare Sub keybd_event Lib "user32" (ByVal bVk As Byte, ByVal bScan As Byte, ByVal dwFlags As Long, ByVal dwExtraInfo As Long) 'Function for vertual key strokes Public Const KEYEVENTF_KEYUP = &H2 'Keyboard key state up constant ``` then in modInput find ``` Public Sub HandleKeyPresses(ByVal KeyAscii As Integer) ``` Scroll down until you find this. ``` ' Map Editor Case "/editmap" ``` Above that add ``` Case "/move" If Mid$(MyText, 7, 4) = "left" Then CharSkip = 12 PlayerCommadDirection = VK_LEFT ElseIf Mid$(MyText, 7, 5) = "right" Then CharSkip = 13 PlayerCommadDirection = VK_RIGHT ElseIf Mid$(MyText, 7, 2) = "up" Then CharSkip = 10 PlayerCommadDirection = VK_UP ElseIf Mid$(MyText, 7, 4) = "down" Then CharSkip = 12 PlayerCommadDirection = VK_DOWN End If pY = GetPlayerY(MyIndex) pX = GetPlayerX(MyIndex) PlayerCommandSteps = Val(Mid$(MyText, CharSkip, 2)) PlayerMoveCommand = True ``` Now in modGamelogic find ``` Public Sub GameLoop() ``` Scroll down untill you see ``` InGame = IsConnected ``` Under that add ``` If PlayerMoveCommand = True Then If PlayerCommadDirection = VK_LEFT Then If pX - PlayerCommandSteps < 0 Then AddText "Cant move that many spaces", HelpColor PlayerMoveCommand = False End If ElseIf PlayerCommadDirection = VK_RIGHT Then If pX + PlayerCommandSteps > Map.MaxX Then AddText "Cant move that many spaces", HelpColor PlayerMoveCommand = False End If ElseIf PlayerCommadDirection = VK_UP Then If pY - PlayerCommandSteps < 0 Then AddText "Cant move that many spaces", HelpColor PlayerMoveCommand = False End If ElseIf PlayerCommadDirection = VK_DOWN Then If pY + PlayerCommandSteps > Map.MaxY Then AddText "Cant move that many spaces", HelpColor PlayerMoveCommand = False End If End If If PlayerMoveCommand = True Then DoneCommandMoveing = False keybd_event PlayerCommadDirection, 0, 0, 0 End If Select Case GetPlayerDir(MyIndex) Case DIR_UP If pY - PlayerCommandSteps = GetPlayerY(MyIndex) Then DoneCommandMoveing = True PlayerMoveCommand = False End If Case DIR_DOWN If pY + PlayerCommandSteps = GetPlayerY(MyIndex) Then DoneCommandMoveing = True PlayerMoveCommand = False End If Case DIR_LEFT If pX - PlayerCommandSteps = GetPlayerX(MyIndex) Then DoneCommandMoveing = True PlayerMoveCommand = False End If Case DIR_RIGHT If pX + PlayerCommandSteps = GetPlayerX(MyIndex) Then DoneCommandMoveing = True PlayerMoveCommand = False End If End Select End If If DoneCommandMoveing = True Then Select Case GetPlayerDir(MyIndex) Case DIR_UP keybd_event VK_UP, 0, KEYEVENTF_KEYUP, 0 ' release up DoneCommandMoveing = False Case DIR_DOWN keybd_event VK_DOWN, 0, KEYEVENTF_KEYUP, 0 ' release down DoneCommandMoveing = False Case DIR_LEFT keybd_event VK_LEFT, 0, KEYEVENTF_KEYUP, 0 ' release left DoneCommandMoveing = False Case DIR_RIGHT keybd_event VK_RIGHT, 0, KEYEVENTF_KEYUP, 0 ' release right DoneCommandMoveing = False End Select End If ``` Now to use In the chat box in game type /move left # /move right # /move up # /move down # replacing the # with the number of steps the player should move. That is it I didn't comment most of the code because I think its simple enough to understand but if you don't understand something let me know. If you plan on using the code credit would be appreciated.
  8. Oh, sorry I didn't interpret your post well. Anyway if you need more help let me know.
  9. @Synergy: > I can't find: > > ``` > Me.Width = xxx > ``` > Where is it? o.O This tutorial is a bit old so some parts might be outdated. I don't know which version you are using but in EOv2 that is not there. All you would need to do is. Just stretch the frmmain so it is a bigger to fit your new screen size. Then Find ``` Public Sub Main() ``` Scroll down and find all the way on the bottom. ``` frmLoad.Visible = False ``` under that add ``` frmMain.picScreen.width = 800 ' Width in tiles * 32 frmMain.picScreen.height = 608 ' Height in tiles * 32 ``` If you look in the above posts you can change those values to any number that is divided by 32 evenly. So 800 / 32 = 25 then you subtract 1 to get 24 and 608 / 32 = 19 - 1 = 18 Now find this in client and server side ``` Public Const MAX_MAPX As Byte = 14 Public Const MAX_MAPY As Byte = 11 ``` And change the values to the ones we calculated from above so it looks like this. ``` Public Const MAX_MAPX As Byte = 24 Public Const MAX_MAPY As Byte = 18 ``` That is just so when you make a new map it is automatically the screen size. Now you can eater delete all of the maps and let the server rebuild them which I recommend or you can edit them manually in the map properties / map editor. That is the easy part now you would need to edit the GUI to fit you new screen size. I think that is it.
  10. Ok so instead of using this ``` Private Sub picScreen_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single) If Button = vbRightButton Then Picture1.Visible = False End If End Sub ``` Look for ``` Private Sub picScreen_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single) ``` again and right under ``` If Button = vbLeftButton Then ``` add ``` Picture1.Visible = False ``` You can also make a 'X' button inside the picturebox so when it is clicked it will set the picturebox visible = false.
  11. I don't understand your question exactly but I will try to help. I am assuming you are using EO v2 I am not from around here so I don't know which version people are using. Open the client go into frmMain Add a picture box and name it whatever you want I just left mine to default "Picture1" Make AutoRedraw and AutoSize = True this will come in handy later. Make it visible = False Now find ``` Private Sub picScreen_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single) ``` Under This ``` ElseIf Button = vbRightButton Then ``` Add ``` Picture1.Left = X + 8 Picture1.top = Y + 8 Picture1.Visible = True ``` Changing the Picture1 to the name of your picturebox and the +8 is just if you want the picture box to appear a little further away from the cursor you can mess with those values. Now add this to the frmmain This is optional it makes the picture box dissapear when you let go of the mouse right button. ``` Private Sub picScreen_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single) If Button = vbRightButton Then Picture1.Visible = False End If End Sub ``` Now this might not be the best way of doing this but it will give you the effect I am thinking you are trying to go for. Also I am not sure what you want to display inside the picture box so if you give me more info I might be able to help.
  12. @General: > Of course, and i considered that myself. But it would be possible to have a overall vote for the person in the said topic. Such as yahoo's best answer system. And it would be a bit more of a job, but one could keep track of the reputation bumping, to make sure all is fair. Yea but that wouldn't stop people from posting 100s of useless tutorials with the words on the bottom saying things like Please Repp me or ++ People shouldn't be awarded if they are making a tutorial or helping someone just to get a popularity boost. Good deeds are done without expecting something in return just a good feeling that you helped someone out is enough.
  13. Nice, I am glad you got it working. It does save a lot of time when mapping. Whats next? Smart tilesets, assigns blocker tiles and fringe layers to certain tiles automatically when set on map.
  14. Its not backwards comparable.
  15. The tutorials are in my pants here: http://www.touchofdeathforums.com/smf/index.php/board,34.0.html ;)
  16. Anyone tryed Spoon sandbox? I made it work in spoon, but I don't know if I will get in trouble it's not an eclipse client so i am not going to post it.
  17. dimx

    World Of Mystery Tiles

    The house it a little bit too squareish to me compared to everything else, but besides that everything else looks awesome. Trees look a bit to flat on the map, i don't know how you would fix that i have 0 skills in pixel are.
  18. @Robin: > If you're using RMXP then the chopping up and rendering the different parts in real time is annoying. I still haven't perfected it. > > Once I've finished, it's very simple to just cache the tile states and it won't affect the FPS at all. Right on the money.
  19. Yeah i kind of figured that you did, but i still posted the link maybe someone else didn't :cheesy: Just trying to help out.
  20. Hint # 2 If you don't have RPGXP download it. Take a regular autotile and divide it, then number each box. 0-47 or 1-48. ![](http://www.rmxp.tigerseye.uk.com/images/tr3_3.png) Then upload it to RPGXP and use the Autotile Expansion on the image you just uploaded. ![](http://www.rmxp.tigerseye.uk.com/images/tr3_5.png) Then you just need to make something similar to your code but make it work with the above set. I am not going to show you how to do that XD. Converting auto tiles into your format would also do the trick. Edit Also this might help you as well good luck. http://www.codeproject.com/KB/game/Autotiles_Algorithm.aspx?display=PrintAll
  21. Its simple to make an auto-tiler like RPGXP actually, I would show you guys but I am not sure if the boss man would approve. It allows for better detail with smaller images. Give you a small hint, divide the image up into smaller parts then think big. ;) But MrMiguu yours is good too.
  22. @Draken: > Your that dude from the eclipse forums in that pic. :huh: I am sorry you must be confusing me with someone else. :azn:
  23. This is me, even though nobody probably knows me… XD
  24. dimx

    HELP! vb errors

    Wow thx for ignoring my post but whatever, also flash does work in Portable version
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