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Jaiden

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Posts posted by Jaiden

  1. It's pretty and a nice way to stray from all of the other generic interfaces on this website. However, it's a bit too flashy and may ultimately end up being confusing and inconvenient for the player.

    Furthermore, the existence of a screen isn't even hinted in your sketch. Judging by the layout now it seems it would be nearly impossible to put a screen in without the interface being in the way or distracting.
  2. @GM:

    > You have it wrong, mate. These are just features that I am simply asking about… A nice tutorial or link would be fine.. if you are just here to flame me about them, then consider yourself no help at all.
    >
    > I'm programming everything else on my project and I don't have time to do these myself.. And I don't have time to hire people either... if you can't help me, then don't post anything back.
    >
    > Thanks anyways.

    I helped you and I'm not flaming. If you paid any attention to the third link, it's a board that you need to search for all of those edits and tutorials.
  3. If there is nothing helpful for you in the tutorials and none of the links I posted, then you shouldn't be using this engine nevermind asking how to modify it.

    _Read._
    _Explore things yourself._

    It's the only way you'll learn. Asking how to add every single one of those features before familiarizing yourself with the source is silly.
  4. **Edit: I created a new account and it works fine now. I don't understand what is causing the issue here.**

    This is really really obscure, I was map editing and after saving my map and opening the editor a second time, I recieved Runtime Error 480: Cannot create auto redraw image.

    The following line is highlighted:
    ```
        Call Surface.BltToDC(picBox.hdc, sRECT, dRECT)
    ```In this function:
    ```
    Public Function Engine_BltToDC(ByRef Surface As DirectDrawSurface7, sRECT As DxVBLib.RECT, dRECT As DxVBLib.RECT, ByRef picBox As VB.PictureBox, Optional Clear As Boolean = True) As Boolean
        ' If debug mode, handle error then exit out
        If Options.Debug = 1 Then On Error GoTo errorhandler

        If Clear Then
            picBox.Cls
        End If

        Call Surface.BltToDC(picBox.hdc, sRECT, dRECT)
        picBox.Refresh
        Engine_BltToDC = True

        ' Error handler
        Exit Function
    errorhandler:
        HandleError "Engine_BltToDC", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContext
        Err.Clear
        Exit Function
    End Function
    ```
    Now this is bothering me tremendously because the issue suddenly appeared after saving a map and not doing anything else. The error appears whenever I edit any map now, not just the one I saved.

    If it helps for some reason, the map I saved was very large; 223x117\. But I saved it multiple times before without an issue.
  5. @wow050:

    > Thank you jaiden a whole lot for A: not screaming at me and BL solving my problem :)

    Two things, one: I'm being patient. Two: Erwin is right; stop bringing it up.
    Stop triple posting, you don't need to "bump" a topic that isn't even on the second page.
  6. Strength = Attack power, parry chance
    Endurance = HP efficiency, defensive power(?)
    Intelligence = MP efficiency
    Agility = Increased dodge chance and critical hit chance, attack speed(?)
    Willpower = Regeneration efficiency
  7. @Robin:

    > No I do not.
    >
    > **1.** It's frmMenu.
    > **2.** It does not exist in the Crystalshire project. The files used in the project are shown in the project explorer of 'client.vbp'. The source folder is full of every discarded form and module since EOv1.
    > **3.** I'm saying he's an idiot because he pointed to a form which is never used in Crystalshire.

    Oh lord I completely misread. Bad of me to draw conclusions. Whoops.
  8. Yeah, it also happens if you create a scrolling map and walk over it before saving.
    I'm not sure if it's really a glitch, you'll just have to save your blocks before you test them.
    Besides, it's good practice to constantly save anyway.
  9. Make sure you have the sprites numbered in your sprite folder. Once that's done, go into the the servers data folder and open up classes.ini. In there change the "MaleSprite=" to MaleSprite=1,2 or whatever sprite numbers you want available for that class.
  10. GUI design is really difficult. It will take you tons and tons of tries before you get it right. Just keep at it and you'll eventually get a result you're happy with.

    Robin is right though, the fake 3D isn't good. Get rid of the bevel/emboss and maybe play with different texture types. A 1px outer stroke is your friend.
  11. 16x16 is a hot mess. I would recommend just converting the tiles. What kind of tiles are you using that are 16x16? Zelda tiles?
    You have to keep in mind you'll be modifying movement and tons of other things since you're changing a 32x32 grid to 16x16\. You're not just changing the tiles.
  12. Ahaha I know exactly what tutorial you got that from! ;)

    It looks pretty good, some things could use a little work like perhaps your font choice. But it's still pretty cool.
  13. It's not an extra frame, it's because the texture sizes must be a power of two. This was discussed in a thread earlier today: http://www.touchofdeathforums.com/smf/index.php/topic,74293.0.html
  14. @dragorn128:

    > It costs money?

    ![](http://knowyourmeme.com/system/icons/554/original/facepalm.jpg?1248715065)

    Okay. Portfowarding opens a port in your network so that people can connect to your server. Read that tutorial. _Completely._ Go on portforward.com and read up on how to do it. It varies based on what router you have.
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