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Tameric

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  1. Giving support is giving support. Kay-No is a fine example. You didn't ask politely, you came across as-if trying to flame me. And I am so glad that I never saw you in the forums of Elysium. > You're the one who brought this on yourself, kid. If you believe that much, then you obviously don't realize how you come-across to people when you post. I didn't ask for your support.. I made that clear twice. Kay-No is better support than you. And I would say more than half the community is, too. I asked politely for you to leave my thread. I seek help in someone else. I don't want to deal with you. Good day, and I'll be on-topic now. So please, stop changing this into an argument. Just go and be about your busy day. I don't care to be a bother of it.
  2. Well for one, I didn't take 40 minutes to write anything, I've been busy with other activities, I don't just stay on a forum all my life whoring around and hijacking peoples help threads. I didn't ask *you* to take any time out of anything, in-fact, I specifically said I would rather have someone help me who is more understanding than you. What you encourage is being douche-bags. Elysium had a far better community that didn't treat newcomers like crap. I'm not the one who seems to like _"My little pony"_? I wouldn't be talking, if you're the one who has it in your signature. And I actually did explain what I was having trouble with, but you're too busy trying to flame me that you don't bother to try and see it. I don't want you to. I'd rather someone else help. You proved my points. Threatened by my post showing so, then you delete it? Mhm. And how I am writing is not what I care for you to be judging on, so please leave this topic. You make _yourself_ look like a fool. And, no thanks.
  3. @Rainbow: > As much fun as you must have with your prose you need to learn to recognise where it's appropriate and where it isn't. Talking about technical specifications is one of the cases where it isn't appropriate. Next time make your point and don't waste words. The more clauses there are the more convoluted your post will be. > > Also, I can't get more than a line in to that post with that damn font colour. Use the default. My apologies for the font colour, but if you don't like it, then please take your criticism elsewhere and, simply _don't read it_. It is how I always write. I did not post here to be judged on my conventional form of grammatically speaking. I posted for _Help_ with development; I wouldn't be talking about what is appropriate here, and what is not, when you just came here to start a flame-war in the _help section_. You are off-topic and contradicting your own laid rules. And just an F.Y.I; people(only _everyone_ that I've asked) tend to believe it to be professional. It is a Habbit of mine, and a tact of most all highly-developed(Top ranked) games to bring to attention the announcements of Administrators and the likes. I don't know what you believe to be "fun", but I see my eloquence as an example of expressing ideal edification. You've got to admit that the annoyance of people whom are grammatically incorrect and uncreative in understanding is getting old, especially when they don't supply enough information for things they need help with. You've practically proved it yourself in previous statements. it _is_ in-fact, appropriate; as-is evidently proven by Kay-No, courtesy to the edited-in comment. If you're here in this section to help, then by all means, **help**. That is the clear intention if this Sub-Forum. But if you're here just to judge off-topic with what I was asking of, please think out your speech again, and for the sake of the community, _don't_ post it. There is no need of insolence from under-imaginative minds, or the precedence of taking your life so seriously as if you're PMSing, else you may face the forthcoming of your dull fate. And I know you're the type of person who believes "I'm right, you're wrong." but there is no sense to that when you don't even keep to your own standards. Perhaps the whole point of speaking how I do is because I would rather learn from someone who isn't a common nitwit. I wouldn't want someone to tell me how to do things wrongly. If you can clearly read my messages, then I'm sure you clearly know your shit. My words are only wasted to those without understanding, creativity; or just to the know-it-all types that act too big for their own, small words. In short: _Have imagination._ Thanks. **@Kay-No**: @Kay-No: > About the first screenshot, could you describe it a little more how you want it. > Because judging by the picture it looks like they used bigger graphics then the standards around here. > > About the second screenshot. > Are you sure you used the right MAX_MAPX and MAX_MAPY values? > MAX_MAPX and MAX_MAPY change those to the picScreen (size / 32) - 1. > > In your case with a picscreen size of 1600x1024 it should be; > ``` > Public Const MAX_MAPX As Byte = 49 > Public Const MAX_MAPY As Byte = 31 > ``` > You'll find it in modConstants > > I'll leave the other questions to someone who knows it better. > By the way, thanks for a well written topic. ;) Thank you for your reply. My own thoughts to what I am trying to achieve is either zooming in EO but still keeping a decently big Line-of-sight – I wouldn't want that to mess up the character detail though if people chose a bigger/smaller resolution than my base customary setting. _Or_ just going at it normally and stretching the graphics to my own likings myself. Thanks to the "any sprite size you want" function in EO, I think that solution would be possible now. Then I would just be editing in the bigger line-of-sight; basically, what I'm currently trying to do, unfortunately it seems something went wrong. Though, I am open to any different suggestions you may have to mimic the primary screen-capture. c: And, indeed, the modConstants of both Server-Side and Client-Side are both set-up as what you described. **MAX_MAPX** value is set to **49**, and my **MAX_MAPY** value is set to **31**. I currently have pretty much a clean source, so I wouldn't mind if you had any other suggestions, or a more definitive guide that has worked for you, that may help me to what I am attempting to achieve. I could just wipe it and start over. ^^ **Regards, - _Tameric_**
  4. _Hail to thee, friends, enemies and strangers._ I come here today to ask a question coupled, and request some pointers/tips, suggestions; the likes. I am presently in Alpha development of my pastime enterprise. Forthwith, my proceedings are to pertain the aspect of this old PlayStation video-game, _Suikoden II_, that I find quite appealing as to the detailing of my setting, but possibly a bigger line of sight(at least, for larger-scale monitors. I don't want it to maximize or minimize (stretch or compress) the character and/or map detail.): >! ![](http://i56.tinypic.com/2r55fsg.png) How might I go about the re-creation of such a style on an engine like Eclipse Origins? I clasp the dominance in the alteration of appearance(Artisan interpretation); but nigh the ethics of cyber-engineering. I bear the understanding of it in most ways, especially through guides and tutorials, but for the most part, I lack some, to the more 'tricky' bits (Practical Newb Programmer Level), of the more puzzling concepts during customization processing of scripts, for my own fancy, but I would say I fare well with complications easier than the average pupil, if I have a decent guide that knows "tha streets", and *correct* how-to's. Most guides I have seen tend to slip out on, or forget some required information. This is my EO, currently. 1600x1024 resolution(attempting full-screen); will have multiple player-options in due time, when I figure that bit out: >! ![](http://i53.tinypic.com/11s340i.png) Is this wrong, for starters? It's a bit bugged up right now, it seems. The ground-cursor is off-track a few tiles below the mouse's actual location, and scatters hastily across the screen, when I barely even move the mouse upward and whatnot. Most guides didn't explain things right, or left something out. It got confusing, so I sort of mixed-and-matched(Bad idea probably, but can't really be helped if even the guide does not give sufficient information to do things right.) bits, up to that conclusion, thus far. So anyways, in short for the subject of this topic: **#1.** I would love to know suggestions in the possible different ways to make my game look(if not, exact) similar to the primary Screen-capture. And, If I have no new alternate reference to work with from a given suggestion(In other words, if there's nothing to render my current source construction worthless): **#2.** How might I fix(correct) the cursor position as apposed to how it currently acts with my source edits for screen settings? (Also, a URL link to [a] helpful guide(s) might do me some good, as well.) **#3.** (ref. : secondary screen-capture) How might I remove the window border(for "real" full-screen) _or_ change the style of it _or_ make it invisible(for a full-screen illusion)? And once again; guide links if any are known of. I would appreciate. (: **footnotes/other:** **–** EO is pretty rockin'. **–** Ask/tell me if I need to add more detail of the bugs I'm getting. I will try my best to supply, for it to be easier that you may help me. c: **–** Elaborating on the screen-captures: My Character is moving 1 square out-of-screen, I'm not sure if that is normal or due to my source edit; the border looks kind of odd, do I need to edit the GUI or did I just fail to do it correctly to begin with? And of course, the screwed mouse-pointer, which I explained of a bit earlier. The further I move my mouse upward, the closer the ground-cursor gets to it. And vice-versa, only the ground cursor moves further away from the pointer. **–** If anyone has some guide link for making optional window resolutions and/or re-positioning the Chat-Box and the likes to correct order, I would love that too. ;) (~Or, did I do something wrong that didn't auto-position things how they're supposed to be? Please correct me if that's how it would work.) Thanks for reading, thanks for all help; and for everyone's time taken to contribute to the community here at the Touch of Death forums. ^^ Fair winds, and happy trails. I bid you all adieu. ~ **Regards, - _Tameric_**
  5. Alright, happy to be informed of that. Thank you. c: **Regards, - _Tameric_**
  6. _Salutations, dear readers._ I just have a quick question that has me vexed: Correct me if I am wrong, but has "_frmMainGame_" been renamed to "_frmMain_" in some point of EO's lifetime? It seems to carry some of the same values in a majority of Tutorials I have read up on, where it tells you to "find" some snips and segments, but I am uncertain. Am I looking in the wrong sect? And if it was not renamed, and I *am* looking in the wrong parts, may I request a guide of knowledge to reveal where might I find the data of frmMainGame? Respect and appreciation to all repliants. Thank you for your time and support. **Regards, _- Tameric_**
  7. Alright. ^^ Thanks for both of your help. I should be able to work this out now. Cheers. ~
  8. Ah, so basically it's like, the resolution number divided by 32, and then minus 1 from the division number?
  9. _Greetings,_ I am in the midst of resizing my _picScreen_, and I know these sorts of questions are getting very old, and I know there's guides and the likes, but though I've read and searched around a lot, I am concerned as to what this value really is? I have yet to come across any guides that really explain what it is. I plan on having multiple settings for players, with the Width and Height resolutions, and this "**As Byte = #**" criteria seems to always be different in every tutorial that I see. So without further adieu, my real question is: How is this value calculated according to the picScreen.width and picScreen.height values? And is there other values I should be aware of that may alter the byte's set value? Thanks in advance. **:Edit:** To furtherly dock an example as to what I am referring to by "As Byte = #": ``` Public Const MAX_MAPX As Byte = # Public Const MAX_MAPY As Byte = # ```Is what I speak of. Some people also say something as such: ``` Public Const MAX_MAPX As Byte = (X / 32 - 1) Public Const MAX_MAPY As Byte = (Y / 32 - 1) ``` I sort of understand this, but as I stated, the Byte value keeps changing in that first code "#" reference, through the differ of several tutorials; so if I wanted some specific resolution, I'm not sure how it would work out the correct way with this Byte number. Other than that, I think I've got it all figured out well enough. Your answers are very much appreciated. **Regards, _- Tameric._**
  10. _Greetings,_ I was just wondering if anyone could direct me to a guide for editing the in-game window size(not the map)? Like, not full-screen(but that will be my secondary solution) but stretching out the X/Y aspects of the window? o: I would use the search function but I haven't a clue the correct wording to be able to search for something like this. – Also, if anyone would like to PM me about this, then that would be fine as well. ;) **Thanks. - _Tameric._ – Hmm. o: No one knows? Not that I would know, either; this just seemed like something to be an easy come-across, perhaps I was wrong -- Or you're all just busy. :P Anywho. I still await replies if anyone has a clue of that in which I write of. ~**
  11. I second this. Multiple frames for Arrows would be pretty good, as a lot of people don't just use arrows, but things like Boomerang (Zelda: A link to the past reference), and things like Bombs; animating the lit fuse as well as them spinning around as they're tossed, and fire Kunai type. I've always thought it was kind of weird to throw a Shuriken and it didn't even spin. Looked kind of awkward. There should also be a On Contact animation. For things that explode and such.
  12. That's what I've been doing, Refuge. My Tiles10 is about 6 times bigger than what you attached, full of 32x32 different colored tiles of shading that I've tested. =P Anyhow, you guys know when 3.0 will be released around? I didn't know that was being updated.
  13. Yes, I've tried that. It seems as though the Developers programmed the Night/Day strangely. It makes everything else look screwed up with certain shades. I've tried about 70 different colors in total, of Grey, Blue, Green, and Purple. All of which were the right shades that should have come close to the Screenshot I showed. And they didn't, the brighter tiles were the only ones that didn't do the screwed up looking graphics thing. But those look more of a Day shade, than a Night. RPG Maker XP had the perfect transition for all of them with its Screen Tint command. I think Developers should make the programming of some features on Eclipse more like it is in RPG Maker XP. As for the Night-time being "stupid", I use the Night to add more realism to the game, as most everything in my game I try to make as realistic as possible. Besides, it wouldn't be any fun doing Thievery/Assassination missions when it's Day out, would it? :P
  14. Hello, I was wondering how the shades of night work in Eclipse? I have tried changing it a few times but it always seems to bright or too dark, Never in-between like it should be. I am trying to get it to be this, or more like a tad bit brighter than this: ![](http://i129.photobucket.com/albums/p238/Nemuro_Shin/untitled123456.png) If anyone could show me what shade would make it like that, that would be great. The original shade was too Blue tinted, and a little bit too dark. And as a side question, would it take a lot of scripting to make more than 1 Day and 1 Night frames? I'd like it to be real-time, and have about 5 shades before it's fully night, and 5 shades before it's fully day or somewhat like that. Anyways, any help is appreciated. Thanks~ ;)
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