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mrmiguu

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Everything posted by mrmiguu

  1. Does anyone remember the bug where if the map size is just one larger than the default 14x11 (e.g. _15x12_), the camera is offset one entire tile to the right/bottom? Well, it exists in PV and the vanilla copy of EO 2.0\. It's something that was never reported to Robin (probably never found). If it was reported, it don't remember seeing any fixes for it. The funny thing is, it only exists because making any map just one measly tile larger than the screen size has never seemed like a practical idea to developers. The point is, though, it exists in all vanilla versions of EO 2.0. My head hurts just from the idea of digging into Robin's mechanism of camera offsetting to fix this. It's one of the last of two bugs left PVO. The other bug that I have yet to fix is when animations are displayed on monsters that die from final hits, the animations drop one tile down.
  2. mrmiguu

    DAX Engine

    Why are you showing only an FPS of 30? What are you using for your graphics library?
  3. > Or atleast add scripting. I would vote in favor of this. (Maybe [this](http://www.vbforums.com/showthread.php?445218-How-to-run-a-VBscript-from-VB6)?)
  4. What do you mean, Kyrie? You can script with EO4?
  5. That makes complete sense, kibbelz. I guess I, too many times, just plop'd variables in without anally forcing them all into index format. Will add that to the list! _EDIT:_ _Updated the main post's v1.1.3 bug list to represent… well... the current list of bugs_
  6. Okay, another bug here: > * If the map is just one tile larger than the static non-scrolling map size (15x11; normal static size is 14x11), the map will improperly scroll
  7. ~~I found a new bug already! (Yay.)~~ **I fixed it already . . .** > 1. map_A has a width of 30 tiles > 2. map_B has a width of fewer tiles (29-) > 3. You're on map_A, x-tile #30 > 4. You step on a warp tile that warps you to map_B, (0, 0) > 5. During the move, the game at one point registers your character on x-tile #30 for map_B > 6. x-tile #30 does not exist within the width boundaries of map_B (only map_A at this point)
  8. **[update]** Version 1.1.3 is officially out! I fixed long term bugs that were hindering my enthusiasm. This is probably one of the last updates I'll ever have to do to this engine. Thank all of you for supporting it along it's progression. Please report any questionable bugs immediately. > - Newly-created players' sprites now render (was fixed with the anim/desync fix?) > > - Cleaned up some x and y offset resetting code > - Fixed InertiaSpeed value overflow error (RTE: 6) > - Made DropDown into a player-specific variable to prevent animation desync 'Items floating in-air' is not a bug. I left that like that to give the engine a clever gameplay quirk.
  9. Superb, thank you. ~~Unfortunately, I don't think I'll be able to cope with using EO4 since walking through players is impossible and there's no way for me to change that.~~ Nevermind, it seems that players can walk through each other.
  10. I'm wondering if there is any way for me to disable click-to-move with the current version of EO?
  11. > By your logic, you saying that it is just my opinion is also just your opinion, though. ;p > Ark is saying that an opinion cannot be "wrong" because it is an opinion, however you can disagree with someones opinion. Ark just likes to be very wordy and tries to sound smart so it's harder to understand what he's saying. Fine then…
  12. > Opinions are incapable of being _wrong_, they are opinions–you merely disagree! >_> That's just your opinion…
  13. I like what you're doing here, Zopto! I think it's cool of you to show interest in the side-scrolling ORPG scene.
  14. > By off I meant bad, but whatever. Well I think your opinion is wrong, but whatever. > Wayyyy too long. I got seriously bored after 2 minutes, let alone 51/2. > > Also, I agree with Ark; it's a bit busy and some of the sounds are piercing and rather overwhelming at times. However, on the whole it's quite good. These are good points. I'm going to remake it into a shorter, more-concise track. The piercing sounds are irritating, I agree. I'll have those fixed up as well ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) I want to thank most of you guys for your constructive input. It'll help for a more pleasurable listen – as perverted as that sounds.
  15. > Intro is too ducking long. > Yeah, the intro is too long, and there are a lot of notes that clash throughout the track and just make it sound off. Whatever instrument plays the overall melody does not merge or flow well with the synth in the background, and it is somewhat uninteresting. But good try, I suppose. Yeah, I know what you guys mean. It should be simplified and streamlined. However, the "clashing" of notes and whether or not they work with the so-called "synth" in the background is my call. If anything, it'll just get shortened and simplified to around a minute/2-minutes long. Thanks for your input, though.
  16. > Link not working ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) It's working now for sure. It might have been something when I went to sleep.
  17. This is going to be the epic introduction music/opening symphony to the game. I'm mainly here to get blind praise and show-off what I've been doing for the past year: music production. I'll be composing the entire OST myself, so let me know if you guys are bugged by what you hear so far. [http://mrmiguu.com/l…ca/01 Intro.wav](http://mrmiguu.com/lostica/01%20Intro.wav) Or alt. link: [http://www.mediafire.com/?eqta5admo1cq48a](http://www.mediafire.com/?eqta5admo1cq48a)
  18. Yeah, I apologize for that. It's the latest bug. It's another one of those that can be fixed by refreshing your character's sprite or relogging in. There's also another one accompanying it, but it's kind of obscure. It'll RTE you, but after once, it doesn't happen again. It's when you log out and log back in with a new account.
  19. Yeah, sorry for being a bit smug earlier. Programming can get very frustrating when you're working with someone else's base. > BTW Mr.Migu are you still working on Lostica Online? I plan on using PVO as a base. So, that's a 'yes'. **EDIT:** I've fixed an RTE (_rte:6_) that would pop up if you would relog into the game with another account/character. I wasn't allowing the player's _.inerting_ variable to reset in similar instances when its close-cousin _.moving_ would reset appropriately. Just one more to go before the next revision release. Let me know if you guys find any bugs/errors. I appreciate you looking out for them.
  20. This is pretty much the only thing I saw: > Please ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png)Anybody !!!! HELP ME !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) > > Please Somebody put the Quest ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png)System to Project Vertigo… ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) > > I already Try 6times But Alwa ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png)ys not working and its make my Head wanna BLOW !!!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) > > Please dont Ask what is the Error i get, Because th ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png)e erroris toMany !!! ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) > > I HOPE YOU GUYS CA ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)N…THANK YOU ! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) I'm sorry, but that's not my job. Just take a break. We all get frustrated. If you learn to successfully do it by yourself, you'll be happy with what you can do on your own.
  21. > Tile based movement has been dead for how long outside of RTS's? C'mon, guys. Break away from these long-dead or dying practices! Maybe that makes Eclipse original? Why try to be like other engines in terms of features?
  22. That's fine. When I get more curious about it, I'll figure out what to do. Thanks, though.
  23. If I were to use the event system – from your guys' knowledge -- would it be easier to transfer the event system over to the current PVO, or to install PVO into what is the Eclipse Event System Engine?
  24. > Just curious, any plans on adding the event system by chance, or any other features? I might rework the engine to the event system version, but how stable is that version? I wasn't too crazy how the map freaked-out when it was loading (the tiles were caught being rendered). I don't plan on adding any more features. When players drop items in the air or monsters do, I don't consider that a bug. It's part of the engine's personality.
  25. > Welcome back man, best of luck with PVO. Thanks. How's the 2nd dimension treating you?
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