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cheatking

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Everything posted by cheatking

  1. Dude, don't be an ass. I'm just trying to create a lil bit fun for everyone ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png)
  2. ![](http://www.casinosonline.co.uk/userContent/r2.gif) Send me cash with your bets, next roll is at 12:00 on 2nd April. Good luck!
  3. No. Probably but by the time your game is big enough for that to be a problem you'd have made your own engine.
  4. > Is it full of The Sims drama liez and is everything sickeningly left-leaning? > > SimCity 2000 was sadly probably the peak of the franchise. What no 3000 love?
  5. > wine ??? > > can you give me the link ??? ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) If you don't have a strong understanding of how wine and linux works don't bother.
  6. You can't run eclipse on a non windows vps.
  7. > Nice. Hope to see some cool games in there that I can play. Also please do make sure that no crappy games are added. So, no games?
  8. > Why use isometric movement at all? Just make tiles that give the aesthetic of it. > > You don't really need isometric movement just upgrade to 8 directional movement. > > (Reiners tiles? WHY? They are like looking at nothing, nice detail but it doesn't stand out.) > > Anyway, isometric movement is bad move, must my opinion, just looking at flare tiles (which are much better than reiners). They're not as easy to make you need tomake it in 3D and rendering them as images. > > That's all I have to say, have fun on this topic.
  9. Funny. Memes. Pick one.
  10. cheatking

    Terraria

    Skip terraria wait for starbound to be released.
  11. Wait, people get bots in their games?
  12. > I'm guessing you don't like SimCity, ay Kusy? No he loved it. ![
  13. > Anyone? The computer it runs on may not meet the minimum specs.
  14. > Eclipse or IntelliJ > > Lol I can imagine the hate you must've got from your .net-fanboy friends. Oh yea the JetBrains IDEs are good too.
  15. >! ~The Final Frontier~ >! -Review Of Progress- >! I have spent much time making changes to an already existing base. Which just so happens to be Eclipse Mega. This base is not the most stable nor is it the most qualified, but it's what I chose because I didn't feel like doing all of the work for DX8\. And EM represents the usage of it fairly well. Along with this base are bugs as with everything. My priority is making this the most stable and bug free engine for use. 'm not only fixing that which is broken, 'm adding some things that are relatively new. Simple, but pretty cool, and as you review what 've done, please add a comment of constructive criticism that tells me what you think about what 've done, what I plan to do, and what you'd like to see. Thank you for your time. Enjoy. >! _Working On Consistently_: **Find and fix any and all bugs/errors that I can** >! **THINGS I PLAN TO DO** >! **- Make a converter for items/npcs/quests/players** >! **- Marriage System** >! **- Make different chatbox sizes** >! **- I wanna say Alchemy, because this feature is for combining items in your inventory to create ONE or TWO items.** >! **- Fixed player target when the target logs out.** >! **THINGS 'VE DONE** >! **~~~~~~~~~~~~~~~~~~~~AFTER [3/17/2013.3:47AM]~~~~~~~~~~~~~~~~~~~~** >! - **Made 'E' toggle through editors with nice and simple GUI (ADMIN_MODERATOR and up.)** >! It's nicer and more useful than you may think. You'll see ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) >! - **Server Panel Option for dropping items on death.** >! - **Created a Friends System with working private messages and GUI ('B' opens the Buddy List)** >! > If you have a player targeted, the letter 'B' sends a buddy request. >! > Buddy list updates upon arrival of data. >! > Displays Online/Offline status beside name. >! > GUI for Messaging/Editing friend status(Delete) >! > Double Clicking Name opens panel with Friend Details such as lvls and other stats >! > Only friends can PM each other./deactivate the system. >! > Server panel option to activate/deactivate >! > Limit to 5 requests per every 30 minutes >! (Avoid stalking so to speak.) >! (You get 1 request point back every 5 minutes.) >! - **Fixed PM's.** >! - **Fixed GUI occasionally still visible after logout and log back in.** >! - **The button that opens the inventory has been switched to the letters 'V' and 'N' for whichever you prefer** >! The letter 'B' is now being used for the Friend System >! - **Added custom Success/Empty message colors in the resource editor** >! **- Skill System is now easily customized Server-Side in modSkills with simple directions and easily noticable notations.** >! - **Fixed NPC Check movement error, Subscript out of range.** >! MapNpc(MapNpcNum).num was coming in as a 0 >! - **Fixed Index check error, Subscript out of range.** >! Functions weren't making sure index was > 0 >! - **Darkened up the background colors of the editors a bit.** >! I like it better this way since it's not so bright. And when you're making games all day, you're looking at these forms quite often. >! Hard to tell a difference unless you know what you're looking for, but trust me, your eyes will thank me. >! - **Added skill levels/exp for crafting, mining, woodcutting, and fishing.** >! Events can give exp to any of these skills. >! Resources can give exp to any of these skills. >! Events can require a certain skill level. >! Resources can require a certain skill level. >! Items can require a certain skill level. >! - **Fixed polearms able to attack through blocked tiles** >! - **Fixed Quest Dialog visibility leaving when the space key is pressed, but popping up above all other dialogs**. >! Can no longer pick up an item while the Quest Dialog is open. >! - **Fixed little bug with event chat bubble text -Event- option not correctly setting to true when needed**. >! - **In case of accidental Rand function misuse, this function now corrects the high and low values** >! To MAKE SURE the high is the high and the low is the low. If they're mixed up, it simply switches them and continues. >! - **Pressing enter after entering password on the login screen will now log you in.** >! - **GUI hidden when in map editor** >! Health bars and such along with chatbox and minimap) >! - **NPC Avoid tiles now block events too.** >! - **Just fixed un-equipping shields.** >! Wasn't allowing it because another GUI cancelled out the sub before the For-Loop reached it. >! **~~~~~~~~~~~~~~~~~~~~****BEFORE** **[3/17/2013.3:47AM]~~~~~~~~~~~~~~~~~~~~** >! - **Fixed item (amount needed) event condition**… >! Wasn't working for taking more than one of an item that wasn't stackable >! - **Added HasItems(index, itemnum, itemamount) boolean function**. >! Returns true/false >! Used in give/take event processing >! - **Added feature to allow resource to give more than one of an item**… >! - **Added feature to allow spacing resource reward amount throughout the attacking/damaging process**. >! - **Added feature for resource health to be random between user set numbers**. >! - **Changed frmEditor_Spell.scrlCool.Max AKA spell Casting time capabilities from 60 seconds to 300** >! Which is 5 minutes >! - **Changed frmEditor_Spell.scrlCast.Max AKA spell cooldown time capabilities from 60 seconds to 300** >! Which is 5 minutes >! - **Changed frmEditor_Spell.scrlVital to a texbox** >! To allow numbers higher than 32767. >! - **Changed frmEditor_Spell.lblDir caption to "Dir: Up"** >! Because that's the default Index on startup. >! - **Changed frmEditor_Spell.scrlDir.Max to 3** >! Because that's all it should be. Otherwise an error occurs. >! - **Changed NPC death exp given calculation**. >! Random within 5, 10, or 20% of set value, options included within npc editor. (Ex. 150 = 142-158) The higher the original number, the greater the difference. >! - **Added Random NPC Health feature** >! Took a good bit of work.. Nothing like the resource was. >! - **Added damage cap** >! Will not show damage higher then the amount of hp the npc has(for players who like to know how much health the kill had) >! Will probably make this a player option Client-Side >! - **Removed ability to delete or edit currency type item on item 1** >! What's the point? It's always currency lol >! NOT a big deal though. >! You can still edit everything else about the item just not the type of item and you can't use the delete button on it. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) >! - **Added damage boost using the combat level of the currently equipped weapon** >! - **Added Walkthrough Toggle** >! Command "/walkthrough" >! Button on admin panel >! For ADMIN_MONITOR and up >! To allow/disallow above average players to walk through objects >! - **Changed heal button on admin panel to heal self when no name is entered** >! - **Add kill counter/death counter. Have not made any ways to display them yet**. >! GetPlayerKills(Index) or GetPlayerDeaths(Index) or >! SetPlayerKills(Index, Value, True/False) or SetPlayerDeaths(Index, Value, True/False) >! True adds the value to the current value, False sets the current value to the value you inputted. >! - **Fixed Spell Class not having 'None' option**. >! - **Fixed Healing Spell with not updating HP**. >! - **Fixed Quest copymemory error**. >! Server/Client QuestRec's were different. Causing an improper placement of variables. >! Quests appear to be 100% error free now. >! - **Fixed Spell editor array data being all screwed up…** >! Wiped all spells and started over, works fine now, something wasn't saved right >! - **Added 'OPTION' for random currency drop, include random percent…** >! - **Brought back ability to attack npc without a weapon** >! Still have polearm capability(which I don't like how it's done but it works so 'll keep it) >! - **Removed the ability to Walkthrough almost anything just because the map is a safezone**, now you'll only walk through players >! I Plan to give player the option to walk through npc's and event's in a safezone. >! - **Added GetItemFromEvent and GiveItemToEvent to Quest Edito**r. >! Now quests can send you to an event to get or give an item. >! Not just an npc. >! - **Added dynamic colors for player's health decreasing during attack**(70%hp+ Green, 35%hp+ Yellow, 34.99%hp- BrightRed) >! Shows Players Health before the hit and the damage done by the npc(Ex. 66 -22) >! Not sure if it would be better to show the what the player's hp was before the hit; then damage, or show what it is after >! and probably not show the damage. >! - **Add follow feature. Uses the target system. Must be beside the player you want to follow** >! Automatically corrects direction, doesn't just MOCK the other player (that would be silly ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)) >! Stops following if more than 2 spaces away. >! Unfortunately if your connection is slower than the player that you are following, you will be likely to fall behind >! and stop following the player due to that. You have to be next to the player to follow them. If you want to cancel >! following the player yourself, just move in a different direction. >! 'll be adding the capability to move to the player, follow the player, and back and forth until canceled so you'll be >! able to follow the player no matter the distance bewteen you. Just like NPC's do during attack but faster ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) >! - **Added TopKill Event on the Server** >! 1st through 5th placements are available >! Custom exp rewards >! Dinky/nifty server gui >! 3rd, 4th, and 5th placements are optional >! Custom start message >! Custom end message >! Custom Action Message after every kill (optional) >! Custom Player Message after every kill (optional) >! Custom messages have built in data inserts: >! (1) #1stname# will automatically be replaced with the name of the player who was in first place. >! (2) #2ndname# ^ ^ ^ ^ ^ second place. >! (3) #3rdname# ^ ^ ^ ^ ^ third place. >! (4) #4thname# ^ ^ ^ ^ ^ fourth place. >! (5) #5thname# ^ ^ ^ ^ ^ fifth place. >! (6) #1stkills# will automatically be replaced with the amount of kills first place had. >! (7) #2ndkills# ^ ^ ^ ^ ^ second place ^ >! (8) #3rddkills# ^ ^ ^ ^ ^ third place ^ >! (9) #4thkills# ^ ^ ^ ^ ^ fourth place ^ >! (10) #5thkills# ^ ^ ^ ^ ^ fifth place ^ >! (11) #1stexp# will automatically be replaced with the amount of exp awarded to first place. >! (12) #2ndexp# ^ ^ ^ ^ ^ second place. >! (13) #3rdexp# ^ ^ ^ ^ ^ third place. >! (14) #4thexp# ^ ^ ^ ^ ^ fourth place. >! (15) #5thexp# ^ ^ ^ ^ ^ fifth place. >! (16) #totalkills# will be replaced with all of the kills added up. >! (17) #getkills# will be replaced with the amount of kills needed to end the game. >! (18) #placement# will be replaced with the player's current placement (only for action/player message settings) >! (19) #playerkills# will be replaced with the player's current kills (only for action/player message settings) >! Custom Msg Colors. All ingame colors available >! Built with default Messages (Just leave the message box's blank) >! At some point this might have the capability to give away more than exp, idk yet. I like experiece ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) >! I like the idea of an option to play an animation on the character after each kill, during the attacking process, >! and/or when the game ends. Thinking about it. Won't be hard I think, just not sure if I want to release it to the public. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) >! –------------------------------------------------------- >! -----------Resource Random Feature------------ >! --------------------------------------------------------- >! Pro's: >! -Allows for random health. You set the high and the low. This way the amount of 'hits' it will take to chop down is unknown. >! -Like runescape skilling, resources can give more than one of an item. >! -Allows for random item loot. You set the high and the low. You'll get a random amount of the item you have chosen. >! -Finally, my favorite, loot can be distributed while attacking, not just when the resource is destroyed… That's just >! saying that you will get the specified amount of items given to you one by one throughout the health of the resource. >! So with random health, random amount of items given, and the distribution option, resources are now more realistic >! in effect and create a more enjoyable aspect in the game. >! Con's: >! -If the distribution option is activated, the damage of the tool needs to coincide relatively evenly with the health of the >! resource, meaning if your resource's health is 10 and you want to give 5 items throughout the health, you'll want >! your weapon to do NO more than 1 or 2 damage. The reason for this is because of the algorithm. The code >! divides the amount of health by the amount of items. So if the health is 10, it will be divided by 5\. As you should >! already know, the result is 2\. So for every 2 health points taken away, you will be given an item. If your weapon does >! 10 damage in one hit, you'll only be awarded the final item and not the other 4\. So with a little bit of math, you'll >! be able to figure out how to set up your tools and resources appropriately. Sorry about this but honestly, if you >! don't like it, change it. It's fully functional as is so I don't care. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png) >! –------------------------------------------------------- >! -------------------Release Info---------------------- >! --------------------------------------------------------- >! (Eclipse - The Final Frontier) symbolizes singularity among many. What sticks out in a crowd. 'm running through >! every little nook and cranny and getting out any bug/error there is while adding some rather pleasant and beloved >! features for game makers everywhere. Features that'll bring regular RPG's to the online world. >! 'll hopefully be releasing what I believe to be the most stable version of eclipse around July. >! I know it seems like a long way from now but it'll be worth it. In the meantime. Stick around to see what's being done. FTFY.
  16. You get a picture of a picture of a fat man. I insert a PSP.
  17. Really now? Reaction images? Anyway the only real code changes would be for rendering wouldn't it? It's still a 2D grid, just displayed differently isn't it?
  18. The only harvest moon game I've played was two towns for the DS, it was rather monotonous. This just looks like another survival-style game. Might give it a go if it's cheap / has a demo.
  19. > And also the incline into the cave at the north-east corner looks a bit weird. Explain.
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