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Savant

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  1. These are awesome! Thanks for sharing. Um is there a possibility of ripping them as .PNG's for the transparency? I think converting them from the bitmaps and choosing black will probably degrade the quality.
  2. I found it, but I dunno what to do with it really. It's been a long time since I've programmed in Java, and none of my class projects were nearly this massive.
  3. It might be a bit more complicated if you are trying to make the projectile "home" in on the target as the target moves. If you animate the projectile movement so that it's almost instantaneous, then you can probably get away with just keeping the vector between the player and the target. Like I said, I can see some fun, innovative systems with projectiles being handled like arrows are in EE2.7, so I think there's merit in keeping that as an option. But obviously some sort of support for pathfinding of animations would be epic too!
  4. So, after thinking about it, I have some fun ideas for a game where projectiles behave like "arrows" in EE2.7 (i.e., they travel in a straight line from your player and hit whatever it encounters first). But pathfinding of the projectile images would be great, too. I'm more interested in just the movement of the image, rather than the projectile itself. In other words, I'm not concerned that the projectile location itself is updated as the image travels. I just would like the "illusion" that the projectile is traveling towards its target. I guess it would be great to have options? :)
  5. Question for HM, most likely: Does EE3.0 inherently support pathfinding for projectile animations? For example, if I am at location (X1,Y1) and my target is at location (X2,Y2) and I cast a spell like a fireball, would the engine have the capability out-of-the-box to animate the projectile image towards my target (even if he's not in one of the four cardinal directions)? Somewhat related to that, if my target moves while the projectile is en route, can the engine readjust the projectile's final destination to compensate? Thanks!
  6. Awesome. I will PM you with some work that I might want to outsource to you once EE3.0 is out.
  7. slym, do you do sprites and paperdolled items as well?
  8. HM has made an EE3.0 server in Java.
  9. I'd like to reiterate the wish for visual hotkeys. Gh0st's source edit [here](http://www.touchofdeathforums.com/smf/index.php?topic=34648.0) is pretty sweet as is, but I think it might be cleaner and easier to work with if a hotkey action bar was inherent in 3.0, with possibly having some hotkey variables in the Character type? Adding effect icons to display when you have buffs/debuffs on would be great, too. I'm thinking this will be more doable in 3.0 anyway, with the ability to Sadscript objects, but hey, if it's in 3.0 out-of-the-box, even more awesome!
  10. I'd love to have some sort of visual cue of what your current target is. Like a little flashing arrow over your current target or what not.
  11. A couple of bugs/issues off the top of my head: - I don't know if this has been fixed in EE3.0 already, but the fact that non-AOE spells from the spell editor don't seem to work is definitely something to look at. Godlord posted a source fix, but it would be great if that were already incorporated into EE3.0. - I've noticed that when I am using a bow, the first time that an arrow hits a target, there is a distinct pause in the client (maybe .5 to 1 full second on my machine) before the hit is displayed. This only seems to occur the first time I hit with a bow/arrow after loading up the client; all the hits afterwards seem to not have this lag. I'm so pumped to see the new EE release!
  12. Savant

    Dynamic Items

    Wouldn't a checkbox only allow for one specific modification/buff to an item? I think MrMiguu is wanting to be able to modify an item in any number of unspecified ways.
  13. Savant

    Dynamic Items

    You're essentially talking about each player having their own individual sword, rather than them having a reference to the same sword, right? I dunno if that's possible without some intense source editing. Currently, each item is a dat file that is referenced for stats and damage and what-not, and a player's inventory/equipment is simply a set of references to those shared dat files. In order for you to make it "dynamic" like you're proposing, you'd have to somehow modify the source so that each player's inventory points to a unique set of items that is not shared with any other player. At that point, you'd probably want to reference a database, rather than having literally hundreds or thousands of dat files.
  14. @Simius: > I am on the dev team. We are close to finishing. I like the sound of that :)
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