Zappy
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Posts posted by Zappy
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I know it has nothing to do with posts because I'm in the veteran group, and as you can see I haven't been exactly racking up the post count.
It's aaaaaaaaaaaaalll about the time ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) -
… I feel like your advice could be pretty valuable, but I have no idea what you mean, aha. Care to expand/rephrase ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)?
Also, how are these tiles looking so far ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)?
![](http://img10.imageshack.us/img10/6420/25921387.png)
Does the grass work? -
Yeah, I guess the thick black outline could become too overwhelming with a bunch of npcs, players, and items crowding a map.
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Aha, I thought so. The whole time I was trying to figure out a good way to outline it I was thinking "I.. I'm forgetting something here."
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I've gotten mixed messages, I have no idea which one to go with, ahaha. And since the screenshot image was in a different order, I'm not sure which one y'all are referring to at times x) Let's see if I can put a poll up ~!
Probably should have thought of this early, derp.
Thin black outline
![](http://img547.imageshack.us/img547/3087/89787519.png) -
What if the tiles had a black trimming as well ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
![](http://img547.imageshack.us/img547/2076/tiledemo2.png) -
Yeah, After testing it with some test tiles I made, the black outline version seems to fit better. It makes the sprite pop a bit.
I'll post this screenie in the OP ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
Drew some test tiles that may or may not look like what I'm going for…. Mostly just a mock up.
![](http://img35.imageshack.us/img35/4848/tiledemo.png) -
Aha, wish I had some a set made x) maybe I can make something quickly
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I haven't made tiles yet. (I'm trying to get most of the important programming aspects done first) So I can't I really show them on a map :c
If I placed them on the normal RMXP tiles, they seem a bit out of place , aha -
I'm going for a cartoony graphic style here, including the soon to come tiles and items. However I'm not sure which sprite style to go with!
They're very minimally altered, but I'm having a tough time deciding which one should stick!
Style 1, no thick outline
![](http://img401.imageshack.us/img401/4103/29842523.png)
Style 2, thick black outline
![](http://img545.imageshack.us/img545/1313/95629590.png)
Style 3, thick darkened outline
![](http://img69.imageshack.us/img69/4271/11780323.png)
New possibility, thin black outline
![](http://img713.imageshack.us/img713/6076/69368126.png)
The items and such would all be similar to 1 of these 3 different outline styles:
![](http://img27.imageshack.us/img27/5349/itemstyles.png)
Which do you think I should use ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)?
Demo with some mock tiles:
![](http://img35.imageshack.us/img35/4848/tiledemo.png) -
That's all you'd have to do to make it "work", but it'd look crappy
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After staring at my screen for 12 hours, I had a magnificent break through! Nevermind <3
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What's wrong with them? They seem compatible to me ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ohmy.png)
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> Make an animation of her running, now.
Too much jiggling, I don't think I could animate such ferocious jiggling very well ;c -
I posted it in the Op ^
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How do the boobs look now ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)?
![](http://img839.imageshack.us/img839/7157/willowv10.png) -
Unfortunately.. I always have this deep tormenting urge to include cameltoe's in my drawings… :c i think the problem with the boobs is that I misjudged their roundness, and though you probably can't REALLY notice it, it throws you off and makes them look weird. I think I'll fix it. For example, zoom into the bandages and you'll notice I dropped them down a bit to show dimensions. (It turned out to be too much)
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Alright, I will ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) I didn't know if it'd be highly important, since it's only a few lines.
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Hey guys! I've ran into a bit of a jam that I can't really figure out. I need to communicate with the client regarding whether or not an npc or player is currently affected by a D.O.T, H.O.T, stun, etc.
However I'm not sure exactly what to be doing. I assumed I needed to go into "SendMapNpcto" and 'HandleMapData" and add "BufferReadLong/Writelong" to transmit the new variable, but it isn't reading properly… Anyone familiar with doing this sorta thing willing to give a quick lesson ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)?
This is in the client
```
Private Sub HandleMapNpcData(ByVal Index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)
Dim i As Long
Dim Buffer As clsBuffer
' If debug mode, handle error then exit out
If Options.Debug = 1 Then On Error GoTo errorhandler
Set Buffer = New clsBuffer
Buffer.WriteBytes data()
For i = 1 To MAX_MAP_NPCS
With MapNpc(i)
.num = Buffer.ReadLong
.x = Buffer.ReadLong
.y = Buffer.ReadLong
.Dir = Buffer.ReadLong
.Vital(HP) = Buffer.ReadLong
.StatusEffect = Buffer.ReadLong
End With
Next
' Error handler
Exit Sub
errorhandler:
HandleError "HandleMapNpcData", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext
Err.Clear
Exit Sub
End Sub
```
This is in the server
```
Sub SendMapNpcsTo(ByVal Index As Long, ByVal mapnum As Long)
Dim packet As String
Dim i As Long
Dim Buffer As clsBuffer
Set Buffer = New clsBuffer
Buffer.WriteLong SMapNpcData
For i = 1 To MAX_MAP_NPCS
Buffer.WriteLong MapNpc(mapnum).NPC(i).Num
Buffer.WriteLong MapNpc(mapnum).NPC(i).x
Buffer.WriteLong MapNpc(mapnum).NPC(i).y
Buffer.WriteLong MapNpc(mapnum).NPC(i).Dir
Buffer.WriteLong MapNpc(mapnum).NPC(i).Vital(HP)
Buffer.WriteLong MapNpc(mapnum).NPC(i).StatusEffect
Next
SendDataTo Index, Buffer.ToArray()
Set Buffer = Nothing
End Sub
```
I have the same extra line in SendMapNpcsToMap or whatever.
I also have the StatusEffect variable declared in both NpcRec AND MapNpcRec, on both sides. -
.. I also enjoy flattery, but don't get me wrong, I'm all for criticism ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
Two characters, but at the same time only 1 character.
![](http://img202.imageshack.us/img202/9189/willowpage1v4.png)
Just wanted to show of some work and make myself feel better c: -
Lol Oh Santa, you never fail to make me laugh ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) <3
The fact that theses are cut up into about 3 or 4 tiles per set practically negates their value.
Convenience is ALWAYS important! -
I'm at work so I can't change the OP right now. Ignore that it says brightgreen, I changed that so itd look nicer before I made these, pretend it just says pink ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Also, this is only REALLY comaptible with eo 3 with dx8, since my animations use transparency. The crit animation may not look the same because I used another animation to play below the sprite that I did not create
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yeah, I'm just using your work as a guide so I don't have to search. I'm just turning the costitem/costvalue's into arrays ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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Aha, nice. I was going to make something similar to this to emulate "Crafting" ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Now I can be lazy <3 You're the best
Denoki! Show off thread~
in Show Off
Posted
Let's start things off with a fantastic logo, woo hoo!
>! **V1**
>! ![](http://img5.imageshack.us/img5/818/logozls.png)
>! **V2**
>! ![](http://img24.imageshack.us/img24/8343/logov2py.png)
**Current Logo ( V3 )**
![](http://img707.imageshack.us/img707/4543/logov3k.png)
Screen Shots
>! V1: Some testing tiles, not completely satisfied with them, but they're a start ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
>! ![](http://img9.imageshack.us/img9/3442/testdxd.png)
>! V2: Touched up the grass, completely remade the rocks~!
>! ![](http://img15.imageshack.us/img15/6909/test2ey.png)
**Recent Screenshot**
![](http://img811.imageshack.us/img811/5525/test3jz.png)
- Added Trees
- Added Flowers
- Removed outline from grass
>! ':Changelog']
>! _Update 1.0.0_
>! - Started posting~
>! - Revised Logo twice
>! - Updated tiles
>! - Renamed project "Denoki!" from "Dekonia"