Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Anarky77

Members
  • Posts

    30
  • Joined

  • Last visited

    Never

Anarky77's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. @Urimas: > our 1st chainsaw the XT0 > ![](http://www.fileden.com/files/2007/5/25/1111692/TX0.png) > [http://www.fileden.com/files/2007/5/25/1111692/TX0.png](http://www.fileden.com/files/2007/5/25/1111692/TX0.png) hha sweet man, i havent picked up a saw since doom
  2. Hey you may not like me, but at least I gave you a reason to log on and post something. Dont shoot me for mentioning it, but even the VBGore forums are seriously lacking in activity. The sad fact is technology moves so fast, no matter what engine or language you learn or make your game in… by the time its even close to testing.. theres something better out you want to try. P.S just had a go with the Java SDK6, its not so bad but its very C++ based. If I was any good at C, i wouldnt be using VB. And no im not using an auto-port feature V-Rage, Im doing it manually, rewriting it function by function, form by form. I attempted an autoport but that just didnt work at all as you correctly pointed out. I dont want to change alot with the engine, just a few things.. especially the way players and NPC's move. It feels very turn based atm. Instead of sifting through someone elses code, my hope is that by rebuilding it I may possibly find it easier to do the add ons I wish, ranged NPCs, speed variables that work.. etc..
  3. yes, I saw that GUI that was posted… no comment. Sorry I misinterpreted how you can make buttons optimised, for me they are buttons, they serve a purpose. I do a graphic for up, mouse over and mouseclick, add a sound effect and it executes a function, or several. Im not sure what else I want a button to do. It's just a button.
  4. Fair enough. But buttons that click and make sounds are not really an optimisation, - i would hope anyone editing the source has applied that small improvement as opposed to the the 'click on an image' buttons of EE. That should be the first thing that was done when editing the source. Just realised you are a pom, which explains your sour grapes attitude to everything. I would have thought with such good television brits would be more jolly.
  5. Since when did I say im making meshes out of bevels?? sorry dude im not sure what train you are on… your talking about removing parts from 3d models and having them collapse... Dont know what software your using, but you would have to delete the entire front vertice row for that to happen in any software ive seen. Better yet,, spend 400 bucks and get zbrush, and dont worry about deleting vertices - it rebuilds the mesh when you do. I think your confusing the talk of GUI vs the sprites. My meshes are made most likely using Zbrush where they take .. yeah some time to get perfected.. but a basic mesh takes you very little time to make - we're talking basic geometric shapes. I cant use my models in a realtime environment, as the poly count is around 250,000 per model, as they are designed to be pre-rendered. Im not even using modelling programs close to the one you showed. To make a model in say, Fragmo, skin and rig it would take hours yes... but thats not what im doing and from the screenshots and posts I would have gathered you knew i was using Maya and 3Dsmax, which contain Character Studio, which of course do the rigging and IK for you. TBH humans are easy, im finding rigging a horse with a mount bone for a 3dMMO hard... so yes i agree there, if your making models for realtime use, they take ages. Spend a little $$ and you wont be forced to use rubbish like milkshape and the like. But again you read wrong, as it was the GUI that took me 10 minutes and no effort, I never said that about the sprites if you scroll down and read it again. The sprites took about 3-4 days to get right -and thats no clothing done or weapons etc. and a simple skin texture. Even then the walking isnt right and still needs work. Why is everyone here so scared of talking about VBGore? do they not know its pretty much the same as EE but with better features?
  6. TBH I'm converting the lot to VB.NET, but having issues along the way… so Im still using old VB6. There is alot of nice effects in vbgore that could be used in EE if only it were ported to DX8.. as far as i know im possibly the 1000th person doing this, so it will be interesting to see what hybrids of the mirage source come from this, or konfuze whatever you want to call it. The packet size is not acceptable currently for myself to use 30 frames of animation at 128x128 or larger for each direction (32 directions btw, not 4) so yes, I ca do it... but making it smooth is proving difficult. That sprite sheet is a naked body headless paperdoll... obviously much larger than the 32x32 or 32x64 when all placed together with my paperdoll system, which will also support pets (when i can stop them from getting stuck on invisible tiles. Currently they follow you but are getting stuck halfway through a map .. anyway.. *sigh*) I wouldn't mind learning java myself, it certainly would do things more efficiently than eclipse, and yes you could load 3d meshes up directly... and have all the flashy effects.... for a space game yeah probably would be the better go. My reason for going back to mirage engine was its simplicity. Learning a new language now would be tricky for me.. i've been programming basic and Pascal since 1984 so VB is just comfortable - and im really not efficient in maths enough to call myself a decent ASM or C++ programmer. I just wish i had more time. Im amazed at your attitudes towards people in this dying community, you would think you would be more supportive. And yes, it is dying... and not just yours.. it's the same with all the other mirage based forums. Dont take it as an offensive comment, and dont deny yourself the truth.. there might be posts here daily, but they are by the same 10 people.
  7. It's a harvesting game? is there going to be an Amsterdam version please?
  8. lol if you haven't heard of it you're either under 20 yrs old, or not Aussie (but judging by your sig, im guessing your family nationality is not Australian, so you can be forgiven there i suppose.) As for your ass, I have no intention of going anywhere near it, well like i said last night not until you have a shower.
  9. I dont mind if people rate it or not, for my personal rating, i would give it about a 1/10 because it took me all of 10 minutes to do and required 0 effort. I may not be a member of these boards long, but thats because I prefer to just use it for a resource and not get involved in the community. After 20 odd years of a thousand forums.. sorta gets old… As for my language Kreator, lol im too old to care about that too. As long as my daughters dont grow up sounding like me, ill be happy. Ass - i Have one.. you have one... not so disturbing. Anal - depends what floats your boat. Sucks dogs balls - a common Aussie term we use daily, even in business situations...
  10. I think you need to re-do the entire interface, it looks like every other small cutesy home made mmo out there.
  11. You dont need a good PC to do good graphics. You could be usng Windows 95 and a free old version of Jasc Paintshop Pro (among a million other FREE paint and graphics programs on the net) XP SP1 is no excuse for not going to any effort. I dont like to, but I agree with Robin. Try using cutouts, bevels… learn about gradients.... you might be able to pull off something better.
  12. @Robin: > Stop double posting. > > The edit button is there for a reason. > > I never said the GUI was good, I said I doubted you made it. You've proven that you made it, well done. > > You'll have a bloody hard time getting in-game graphics that actually suit that GUI though. Sorry for double post, im a lazy bastard. not so hard to get in game graphics to match, but the EE engine is not equipped for decent animation - 3D render work alot better on VBGores GRH system where you are not limited by sprite size. I use Maya , Fragmotion and 3dSmax die rigging - but whats the point on a 32x32 or 32x64 sprite? if you dont AA the things they are too pixely, and if you do, they are too blurry even at 1xAA. eg. herre is my naked body paperdol sprite, but i have to cut 90 percent of the anim out for EE unless i can figure out how to adapt the source to accommodate such lengthy anims. ![](http://i298.photobucket.com/albums/mm241/Geoffro69/walk_south_ES.png) ![](http://i298.photobucket.com/albums/mm241/Geoffro69/a1.gif) Im not sure about the sprites yet - most of them are going to be space vehicles . This is a side view.. havent figured out the best sizing for the small ships… ![](http://i298.photobucket.com/albums/mm241/Geoffro69/mat2a.jpg)
  13. @Robin: > Just get Photoshop for editing GUIs. > > As for blocking you, I block a lot of people. Recently I had a tidal wave of Eclipse members adding me asking for code and graphics and shit, so I might have blocked you for that. Block me please.
  14. The water looks a little like carpet.
  15. @Warconn: > hmm looks pretty good, but maybe change the face looks kinda weird i dont know… pretty good though, what program are you using if you dont mind saying face wont matter when the whole thing is top down, i think its good he's using his own sprites rather than re-hashed manga cutesy things.. i like your invent graphics too, reminds me of old school Amiga games..
×
×
  • Create New...