DJMaxus
Members-
Posts
403 -
Joined
-
Last visited
Never
Content Type
Profiles
Forums
Calendar
Everything posted by DJMaxus
-
@Justn: > Thanks man.. it's been working fine the old way but since all my weapons have skill growth I will atleast try the select case out :) That's great to hear, glad you pointed that out. Still haven't tested both to check for any differences, but select case seems much cleaner.
-
@SAubryTV: > Thats the problem i dont have VB6\. Thats why i cant do it. I highly recommend you get VB6 before attempting to create a game with CS:DE, or EO for that matter. Anyways, here is a version of CS:DE that comes compiled. http://www.mediafire.com/?d2i4aolisjdy0dl Good luck man.
-
If I remember correctly, animations are what hold the sounds. If you set an animation, your attack will have sound. As for items having their own sound, this is something you'll have to edit into your source. Have it play the sound when you initiate the attack rather than after it hits and the damage is calculated.
-
@Justn: > Ok in this part of the tutorial with all my extra weapon types added I just used the same ' Proficiency damage bonus calculation 's for every weapon type.. It works but that seems like a lot of checks. Someone suggested adding a select case for it instead? Is that the best way to do or is having that many checks not bad? I re-added this tutorial recently and I see what you mean. This was the way I did it in MRDE and it didn't seem to give me any problems. But having a select case may prove better for that section. ``` Select Case Item(weaponNum) Case Sword GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) * Item(weaponNum).Data2 + (GetPlayerLevel(index) / 5) + (GetPlayerSwords(index) / 5) End Select ```Since I am removing the Else function for normal weapons, this would require that every weapon you have in the game be selectable for skill growth, otherwise just add in another check for normal weapons so it can still calculate the damage properly.
-
It's in there, you just need to render it.
-
CS:DE for dummies comes compiled. But seriously, compiling is as easy as pressing File > Make client.exe If you have vb6
-
Here's an alternative. Open up any form in your project and go to its properties on the right. Find "Icon" and select an icon to use. Once you have it set, click Project > EO Properties (its the very bottom selection just in case it says something different) When its open, click the "Make" tab. To the right you'll see an option to set the icon for the game from a form, choose the form you selected earlier and that's the icon for your game.
-
@Rew: > Yes, but Im noob in source editing.. Just go to the character creation window and delete the options to select male or female. Right click and delete just like anything else.
-
Take a look http://www.touchofdeathforums.com/smf/index.php/board,76.0.html
-
Follow what I say here: http://www.touchofdeathforums.com/smf/index.php/topic,74178.msg795914.html#msg795914
-
Finally got around to updating this thing to work for EO 2.0, it seems some were still having trouble with it. Follow the first post and you should be able to get it working in EO 2.0 with no problem. I also fixed a few bugs along the way. - Combo Box variables not saving - Recipe frame not loading when Recipe is selected - Item description for recipes shows you what items you need, and what tool you need to use - Included a new frmEditor_Item with the project - Fits to work with other tweaks made from EO 1.1.0 - 2.0. Still run into an error? Let me know and I'll fix it.
-
A quick way would be to just delete the option to switch genders, and call "Male" something else.
-
@vincent329: > alright so i seen an old file for the CS:DE that robin made i was able to make the client and server files for it so i can run it but the question i have is if there is away to make it so the sprite has the 4 frame movement that Eclipse Origins has in it's system. I answered this a while back and didn't feel like typing it out again. Here it is: http://www.touchofdeathforums.com/smf/index.php/topic,74178.msg795914.html#msg795914
-
Damn. *checks Mediafire* Ok.
-
Don't give up hope pal. I made one of these for CS:DE, here is the link. http://www.touchofdeathforums.com/smf/index.php/topic,77052.0.html It is very basic and I created with the intent of other people expanding upon it. It only allows for gender and hair customization. For eyes and other options, you can just re-follow the tutorial, only using eyes instead of hair. If you want to use this in EO, you can follow the same general procedures, just handle the graphics the way EO does, it'll work the same way.
-
He's talking about the error that shows up when extending the size of the map in CS:DE Here's a fix: http://www.touchofdeathforums.com/smf/index.php/topic,74303.msg797041.html#msg797041
-
http://www.touchofdeathforums.com/smf/index.php/topic,58493.0.html
-
There's no generator for any of those. There are tons of graphics all over this site for you to use, start here: http://www.touchofdeathforums.com/smf/index.php/topic,37984.0.html
-
Use the RenderText sub. There are many examples throughout the source code.
-
Provide some more info here in this topic about the project, it'll spark more interest. Sure we could go to the site, but not everyone wants to, a good overview is effective. @ScoPro: > -HIRING ANYONE!!! (NO DUMMY'S ALOUD) xD *Dummies *Allowed
-
Just use function GiveInvItem in sub CheckPlayerLevelUp.
-
Fixed a bug, the original post was updated. If you have already implemented the tutorial, replace your DrawHair sub with the one in the first post. Thanks.