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Zappy

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Posts posted by Zappy

  1. Since I plan to show off most of what I make for my little project, I'm just going to make one solid thread where I'll be posting everything ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    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"
  2. … 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?
  3. 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)
  4. 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)
  5. 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)
  6. 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)
  7. 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.
  8. .. 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:
  9. 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!
  10. 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
  11. 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)
  12. 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
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