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Aydan

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Posts posted by Aydan

  1. Of course updates are a good thing, hell this event system is a perfect example of this engine jumping leaps and bounds :)

    However there are pro's and con's with the graphics engine upgrade. You know this as well as I do. Just because I think it's a bad thing and you don't you jump into the 'lazy' 'brat' 'idiot' 'your mom' mode. Congratulations, someone has a different point of view to you and you jump in with both feet with a stinking attitude and talking down to me. Well done ;)
  2. Never said I don't want to see it improved. Whether DX upgrades are an improvement (In this engine context) is better or not is a point of view.

    How does being a developer not make a difference in the future of a program? It's not my program to care for about the future. So once again it DOES mean 'shit' about common sense as your very arguments keep getting reversed due to the flaws in what you say.
  3. I'm not a developer, it's not my job to improve the source. I don't even use it. So no, no logic is flawed there. You have an attitude and you are boring me. Just drop it and let the thread carry on back to normal.

    Using a picture to simply put across you're attitude towards me is on a totally different level to bringing a personal family member who has nothing to do with this in isn't it. Well done.

    Stop making excuses and just be quiet. Let JC update this thread with his work as he goes along. I'm not interested in continuing this back and forth banter.
  4. It's not alpha-blending it's just things in general. It's open ended, both have positives and negatives. Adding silly things such as day and night is the last thing a source engine needs anyway.

    The other fact is that if people can't even get DX7 to work or just barely then doing 8 will only further alienate what beginner/n00by programmers there are already.

    anyways your attitude is tiring and lets not get off topic or into a silly form of flame or 'argument' over an obsolete engine in an obsolete language.

    ![](http://clutch.mtv.com/wp-content/uploads/2011/08/nyc-earthquake.gif)
  5. @Stein:

    > Aydan, I believe you misunderstood something there, calling me elite.
    >
    > But anyway, why should we have to keep something stagnant if people may not understand it? Most of these spur of the moment kids never even bother to learn crap and leave within days because they don't see instant results or can't get people to do their crap for them. These people will remain the same, and then there's the people with a real drive to learn and try, that will grab whatever there is by the horns and try to succeed in it, these too will remain the same.
    >
    > And then there's the lazy bunch never willing to improve, which will just complain more. I for one welcome a change into a new direction, and consider your concern lazy, if not redicilous. Catering to the idiots is a good idea if it's a source of income, on an open source engine this is generally NOT the way to go, because it is commonly expected that you write most of it yourself anyway, or get someone to help you with it.
    >
    > Not to mention, as I said. If it's THAT much of a problem to use D3D8, the DD7 version is still around and it can still be edited, that won't change. So why is it such a big issue because you and a few others may not like it? Imagine if the guy that invented the computer stopped doing it because "People wouldn't understand", which of course is something on a much larger scale and has a higher impact, but it's just as redicilous.
    >
    > Also it's nothing to do with graphics bull. Not all sprites and formats are pefect 32x32 or 32x64 variations and making them fit correctly into a limited texture size is still a possible issue. So no my friend, it is not bull at all.
    >
    > Now, jog on, this place doesn't need people like you.
    >
    > Aherm, so in essence: Don't be an idiot and keep progress at a halt to cater to people unwilling to learn. (They can always grab an easier version if they so desire, hell even now people use EE because of the scripting)
    >
    > EDIT: As for your graphical bull, since most of us use RMXP formatted stuff, it's either 64*64, 32*32 or 32*64 anyway. So it remains in powers of two, thus works fine with dynamic sizes. You're probably misunderstanding how this works.
    >
    > Your graphics will still simply remain as they are now, and the sprite sets are cut in four both horizontal and vertical, this size will be your rendering surface. So tadaa, dynamic sprite sizes. Which works the same as it does now, except D3D8 assigns a surface to it, whereas DD7 simply draws it onto a bitmap buffer.

    The issue is your attitude. Just because some people are hobbyists and want to just have ease of use, an option to have any type of resource usable is not lazy. It's convenience. Your argument and logic is flawed and your attitude is very wrong.

    My arguement is nothing to do with lazyness. The trade off of better graphics options/effects VS wider options for resources once again proves it. You're talking the none sense here my friend.
  6. What's that? People still trying to imitate the social 'elite' of engine makers to try and elevate themselves above others? Good job ;)

    If you want to see the engine move on then the only future is a port to another language since VB is out dated and as we all know and eventually support will drop for sure.

    So stop being so childish just because someone posts a logical and genuine concern about ease of use for all users and grow up. Thank you.
  7. Honestly I think the move to DX8 will only damage eclipse. People who can't code like myself have the luck to have dynamic sprites and whatever else in eclipse to make games and have fun, with how DX8 handles textures only limits us even more.

    an example is how textures have to be say 512x512 or whatever, what if sprites are larger or smaller, making it as dynamic as they can be now could be difficult indeed.

    All for what? Some silly effects? Transparent chat box?
  8. Your method to make NPC's stop moving and face you when talking didnt work for me :(

    can you make some kind of option so npcs when you hit ctrl to talk they stop and look at you? making it global could work so if someone hits ctrl the npcs looks at them too maybe?

    I guess you could make some npcs stand still too but the option would be nice :)
  9. It's been about a week or two since I've checked this and WOW what an update! Everything is PERFECT. Even the demo game had me blown away. Games can be so interactive and have a real interactive feel to them now.

    The ONLY thing I want in here is the option so when you talk to 'NPCS' they stop walking around. When you're in a multi-option convo and they walk away from you it looks a bit silly. Just a personal thing. Other than this, this is AMAZING. Thank you SO much!
  10. I can confirm it's fixed :)

    Although sometimes with the event NPC I have to hit CTRL more than once to get 'her' to talk.

    Do you plan to continue developing this? Adding some more basic functions and other things? Fantastic work I have to admit. You could even make a single player style game using this. Very cool indeed.
  11. Well, I make a new character. On the first map I read the text which appears at the bottom. Click 'continue' no problem.

    I talk to the blue haired 'NPC event' and select to go to the cave demo. When I get sent to the cave demo I get the text at the bottom explaining how events can be used to open locked doors etc, I click continue/Next and it doesn't go away, it just keeps looping and looping. Same with the other demo rooms.
  12. Everytime I go to the demo maps where it shows the text explaining what it's about (Basically a start event), clicking NEXT doesn't do nothing, keeps repeating over and over in every room.

    Fantastic work though, a very easy and powerful system for sure. Maybe add a few more simple options such as adding a picbox for characters who are talking and the usual crap. Amazing work though, other than that issue I've had no problems at all.
  13. Decided to play with Eclipse after a long break and got some old tiles back from Mirage days and decided ot just randomly map. It's quite fun and nostalgic using them, brings back many memories. I loved Final Fantasy 4 as well so that always helps :)

    Ignore the whole name and game thing it's just a bit of fun.

    [![](http://img189.imageshack.us/img189/9529/ffo.png)](http://imageshack.us/photo/my-images/189/ffo.png/)

    Uploaded with [ImageShack.us](http://imageshack.us)
  14. Agreed, WoH was looking great but it was it's own kind of Zelda rather than following the traditional console versions which is pretty much what mine is. I'm just doing a more stripped down online version of LTTP for the most part. I've got some more updates in the works and I'll update the client and let some people try it out to make sure it's all working nicely.
  15. @RockSauron:

    > So, I take it from that that you are still waiting to see if you can do Zelda style puzzles?
    >
    > If I may, I'd like to say a lot of my hopes for a Zelda style mmo… So basically I'll just write how I think it should go, obviously you don't need to follow but meh, I feel like saying it anyway.
    >
    > So in my world, you would start the game out with only a sword. You would get your first quest (to get the first of the emeralds or stones or crystals or whatever). There, you would obtain the first of the items. You solve puzzles with items and whatever.
    >
    > Basically in my ideal fantasy world, you'd only be able to hold onto a few items at a time. When you enter a dungeon, you could get some hints as to what you'd need, however if you don't have what you need you must go and get it. And... um... yeah, I dunno what else to say really. I realize how hard it'd be to make an mmo with the exact Zelda spirit... but from my point of view, having the items be hidden in various dungeons and stuff and then having some multiplayer dungeons... yeah, I doubt my dreams would be fulfilled, but still.
    >
    > Anyway, you are planning on having puzzles if you can figure out a way to make it work?
    >
    > Also... are you going to use the LttP world map, or will you try and remake the map with the LttP tilesets?

    That's exactly how I envisioned it to be as well. The thing is, I'm not really looking at this little project as an 'MMO' I'm looking at it as a single player Zelda style game but with multiplayer aspects. Regardling Puzzles I will be looking more into these. I do have a feature ready in place from a previous test build which was the pushing blocks to make a clear path for example. There will also be the usual searching for chests for keys and the treasure item in each dungeon will be used to help you get through the deungeon as well as help you access newer areas within the world. Again, recreating something like Zelda in this engine would be a stupendous task but I'm working within the limits to try and make something that looks and has the spirit of Zelda although it might not play exactly the same.

    As for the world, at the moment I've left it as is simply just for the fun/testing of it if anything. I will more than likely be creating custom maps though since they can accomodate the multiple player aspect.

    Also, another thing regarding dungeons, I was thinking of an instancing system. I already the source for it ready to throw straight into EO2.0 thanks to a very good friend of mine. We'll see. This game is still in it's toddler stages (Notice I didn't say infant yet?), so keep in mind things take time. Especially when it's a one man job.

    @Mr.:

    > Nice, you added the menu. Now I am going to play more….wait did you add monsters, or npc's?

    Yeah the menu is in and working perfectly. I just need to get the others in ;)

    As for monsters/npcs I haven't worked on anything like that yet. I've been a little busy doing other stuff like getting bushes being able to be a cut down, sort out sprites, adding in the item menus/gui and so on.

    Also, I've updated the first post to look a little more tidy. The font logos look horrible but I did them in like 1 minute in Paint 'cos I R L33T HAXX0R'
  16. I agree. Origins is pretty much good to go. In terms of features it has the very basic foundations you need to build a game upon. I'm sure there are things that could be optimised but hey ho, the performance of EO2.0 for me and generally everyone is so damn good anyway. Still, to not make Robin face palm I'll stop talking about what I don't know ;)
  17. lol it's not too bad. I'm not a huge coder, at the moment im doing simple shit and just changing a few things and so on. I'm sober now but I still haven't slept. Creeping up to the 48 hour mark LOL. But it's fine I'm devving right now. I'll have the server up when I get the next few little features in there so people won't moan xD

    BTW, drop me a PM I need to discuss something with you :)
  18. just a small update from today. Been messing with some source codes and stuff for about 30 mins today. Still incredible drunk from being out till 4am this morning… I can see why Robin likes programming while intoxicated bless him

    Anyway yeah, I'm working my through getting the whole GUI system up and running so actually allow players to use items and give the game some proper gameplay options.

    ![](http://img860.imageshack.us/img860/5478/zeldaitems.png)

    Nothing special but at least it's going. To open the item menu you have to click on the item box in the top left of the screen (the one with the bow and arrow in there which will show the selected item you've chosen).
  19. All your points are valid guys. I wanna try and 'emulate' the feeling of Zelda as best as I can. Try and remember, this is using EO. It's not built from the ground up so many systems will not be exactly the same. Anyway, for like the >9000th time, this is literally 0.1\. The whole gui/menu system WILL be working soon. I'm going to implement the Zelda GUI for item selection, the magic bar will decrease with MP usage and the hearts will go down as health. I'm also putting in the other systems in place to emulate the game as close as I can.

    As for re-alligning the tile set I'll sort that out eventually. I'm doing this project as a sort of hobby. If something becomes of it, great, if nothing does then still great.
  20. It's grid based at the moment. Changing it will be a very awkward thing but I will see if I can get some help to get it done. the collisions/bloicking can all be 32x32 but just make the sprite move per pixel than grid locked. It's probably gonna be more to it than that but hey ho.
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