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

DarkSpine

Members
  • Posts

    181
  • Joined

  • Last visited

    Never

Everything posted by DarkSpine

  1. I like the style, looks pretty good. If you'd be interested, I have a project (Emberseal, link in the pic in my sig xD) that I'm working on, and could really use a pixel artist. (I'm not so great at pixel art, and you look pretty good at it.) (If you wanted to, you could be a developer too) ~Urame
  2. Player(MyIndex).job = 1 will set the player's job to 1. I was playing around with the source, trying to get it to send the correct variable, but for some reason it just wouldn't work… I'll prolly try more when I'm not tired xD ~Urame
  3. To set a job with these edits, do: ``` Player(MyIndex).Job = # ```Replacing # with whatever you want to set it to. ``` If Player(Index).Job = JOB_GUNDEALER Then btnGunDealer.Visible = True ElseIf Player(Index).Job JOB_GUNDEALER Then btnGunDealer.Visible = False End If ```The above may, or may not need Index replaced with MyIndex, also Player(MyIndex).Job _might_ need to have Index, rather than MyIndex, but I'm pretty sure all client-sided stuff uses MyIndex, and server sided is Index. Also, to test what it thinks your job is, make a new label somewhere visible on frmMainGame, and name it "lblJob". Now in frmMainGame``` Private Sub Form_Load ```add: ``` lblJob.Caption = CStr(Player(MyIndex).Job)]/code] If lblJob returns the wrong number, something is definitely screwing up. ~Urame ```
  4. @smokeythebear: > > That should do it, I'll be testing now, so wait until I've finished testing to add in =P > > > > ~Urame > > Ok… So have you tested it yetÉ Said so at the top of the post, this all works. @314piwm: > @Urame: > > > Search and delete in **modConstants**: > > ``` > > Public Const MAX_LEVELS As Byte = 100 > > ``` > > Now, in **modGlobals** add: > > > > > Public MAX_LEVELS As **Byte** > > Byte, not bye ;) Thanks for pointing that out, fixed, I prolly never would've noticed xD (I believe I wrote a lot of the code here, and then inserted it in VB6, so it was a simple quick-typing error) ~Urame
  5. Really good for a first try, I like it ^^ ~Urame
  6. @Robin: > @Urame: > > > New sword: > > ![](http://img709.imageshack.us/img709/1430/swordh.png) > > ![](http://img265.imageshack.us/img265/2456/swordbig.png) > > > > ~Urame > > Looks like you didn't learn anything from the tutorial. The palette is terrible. Ouch…I know the yellow is bad(I'm not good with palettes...If someone could point me to a site with some good ones, I'd appreciate it), but the rest is _from_ the tutorial =/ @Hayloskien: > *Shrug* it could always be worse,you should see some of the stuff I saw on the rpg maker forums You know, before I thought it was pretty good for a start, since I'm a coder, not a graphic designer (I'm _just_ starting to do items), now not so much. ~Urame
  7. @Hayloskien: > try this method Thanks, but I'm fine, got used to drawing diagonal (I have pixeled before this, but it was terrible) What do you think of the new sword? ^^ ~Urame
  8. New sword: ![](http://img709.imageshack.us/img709/1430/swordh.png) ![](http://img265.imageshack.us/img265/2456/swordbig.png) ~Urame
  9. Yeah…First I was mainly going for just following the tutorial, I'm gonna make a completely different one now. Only posted it to see if you could tell me if there were many errors, although I don't see any, that's from my view, not someone else's. ~Urame
  10. Here are my results: ![](http://img641.imageshack.us/img641/2900/newnewbswordbig.png) ![](http://img829.imageshack.us/img829/5/newnewbsword.png) Tried to follow your tutorial rather closely…What do you think? ~Urame
  11. Alright, note that I'm pretty newby when it comes to pixel art, soo, yeah. ![](http://img706.imageshack.us/img706/434/newbsword2.png)![](http://img826.imageshack.us/img826/9717/newbswordbig.png) ![](http://img822.imageshack.us/img822/8523/25453177.png)![](http://img691.imageshack.us/img691/8345/86428914.png) Which style do you think I should continue with? What can I fix? Thanks, ~Urame
  12. @Vitin: > Nice edit pretty original for eclipse.But only 2 people in a party? On-Topic: Origins only allows two people in a party, that's how it works, so it's not something with this code. Off-Topic: Vitin, you sit _in-between_ your chair and your pc? That's unusual…Most people sit on their chair...xP ~Urame
  13. @Ertzel: > With the way this is made its also really easy for people to add the option to have more people in there parties to fit there game. Im working on making parties old 10 people right now, only kindda hard party about it will be the way I'm trying to setup the imgPartyData to change sizes depending on the amount of people in a party so if u only have 2 people its not showing a huge box for 10 labels :P > > Thx for this base party system though cuz I had no idea how I was gunna try and add parties in before but this is the exact way I wanted it to work :P What you _could_ do, is have 5 buttons on the top, and each would show a different part of the menu via click, each menu containing two player's info, or have less buttons and holding more player's info. That way you can keep the menu smaller and still have it be as useful =P @Lightning: > @Urame: > > > Ehh, I was going for more of in-general, not necessarily parties. And a visual party system is pretty original in Eclipse, definitely not in MMOs, but in Eclipse =P > > > > ~Urame > > I completely agree. I have considered releasing other tutorials such as my Life Skills system in the past, but decided against it. Nice choice on that, can't let people get too lazy, not having to code anything for themselves, especially something like that which would help them get used to editing different parts of the source xP Again, nice edit, and also as for the tutorial, don't worry about clearness, yours is about as clear as it gets =P ~Urame
  14. @Jeff: > I'm assuming the tiles are still WIP? because I dont see very good transitions in many cases and also some of the tiles dont tile **perfectly**. o.o Perfectly…I don't think I've seen tiles that tile perfectly =P Btw, what transitions are you talking about? I don't really see areas that need transitions or that have any. Although the tiles are _very_ squary, might wanna change that. ~Urame
  15. When is Index ever set? Is there a portion of the code that sets it? If not, you need to have the client send MyIndex, and then have the handle code read it, and set Index to it, or have the client send the player's name, and use``` FindPlayer(Name) ```, after setting the variable name to the received data. I may be wrong, as I have been lately, but since nobody else has tried anything…And it's the only thing I can see that could possibly be screwing it up. ~Urame
  16. @Lightning: > @Urame: > > > @Lightning: > > > > > Sounds good, might do something like that later, its all I need for OTLR at the moment, but if I come up with something else, I will probably add it to the tutorial. > > > > Don't release too many things, or nothing in your game will be original xD > > Parties arent exactly original in an MMO as it is, so why not? I can't think of many other things to add, and would say none of them are exactly original. Ehh, I was going for more of in-general, not necessarily parties. And a visual party system is pretty original in Eclipse, definitely not in MMOs, but in Eclipse =P ~Urame
  17. @Ertzel: > I guess its just more of a personal fix then :P I have it so pressing "P" opens/closes the party window, so it can be open when ur not in a party. Ah, makes sense then. Although, if it were me, I'd make it so it'd only show up if you were in a party, but yeah xD ~Urame Warning - while you were typing a new reply has been posted. You may wish to review your post. @Lightning: > @Ertzel: > > > I guess its just more of a personal fix then :P I have it so pressing "P" opens/closes the party window, so it can be open when ur not in a party. > > Sounds good, might do something like that later, its all I need for OTLR at the moment, but if I come up with something else, I will probably add it to the tutorial. Don't release too many things, or nothing in your game will be original xD
  18. @Ertzel: > I was leaving the party by clicking the leave label, not logging out. It only closes the party window, it doesn't erase the text from the labels. > > If u just add > ``` > .lblLeader.Caption = vbNullString > .lblMember.Caption = vbNullString > ``` > To the EndParty thing under .imgPartyData.Visible = False > then it updates the labels and take away the names. But if it isn't visible, then it doesn't really matter, does it? =P Especially since on joining a party, it updates the labels _before_ the party menu becomes visible. ~Urame
  19. Looks pretty good! Could easily be modified to suit someone's needs, should be useful for a lot of Eclipse users ^^ Darn! I was too slow in coding something similar and posting it xD ~Urame
  20. @Robin: > Having a loop stops the entire project from processing. You need to put shit you want looped in the central loops using timer variables. Do what Robin said. Look at examples in the game loop, and then try inserting the code. Shouldn't be too hard really, if you run into trouble, just post in here with the problem ^^ ~Urame
  21. @Havox: > Whoa this seems like a great potential game. In regards to the character remaining in the game even when you are logged out, there are certain places where you are safe right? Say if you log out inside your house, nothing can attack or kill you? > A realistic and dangerous world: Players are never really safe, death is around every corner and it is an impactful event that changes the way you will play. Dying completely removes a players inventory and skills and can happen anywhere. (**There is no safe zones**, and even if you log out your character will still remain in the game-world.) Great looking game so far! I'll definitely play it when possible =D Graphics are top-notch for an eclipse game, looks like some pretty advanced coding in it too! Everything is pretty unique… Good luck with Favor the Gods! As it looks epic already ^^ ~Urame
  22. @Fixed: > This tutorial is outdated, and dosen't work with the current version. Why? Because alot of things are moved. This tutorial works perfectly with EO 1.1.0, which is the current version. I use it, got a spellcasting NPC working perfectly, I'm very confused on why you say it doesn't work. ______________________________________________________________________________________________________________ @☻Valon☻: > It works! I ducking love you!! > > EDIT: Oh crap I get an error saying > > > Runtime error '11': > > Division by Zero If you're still getting that error, is it when you press the cancel button in the NPC editor? Cause it always does that. ___________________________________________________________________________________________________ Great code DJMaxus, although it is a little glitchy with NPC anims, it works ^^ ~Urame
  23. @Robin: > Having a loop stops the entire project from processing. You need to put shit you want looped in the central loops using timer variables. If that was aimed at me, I didn't code the main system…I was just trying to fix it with the info given xD Didn't know that though, since I've never tried using a loop. ~Urame
  24. Origins-More pre-made features, faster, better systems, etc. Stable-More glitches, slower (Partially because of scripting), worse systems,etc. Decent to start with, but not good for actually making a game. @GM: > I think that you shouldn't use Origins because of the following reasons: > > -You have no scripting options > -You can't have every single file in a spread sheet they need to be individual. > -You have to make your own everything and use visual basic to make a good game. > > But its your choice I think you should use stables. Like I said its your choice. Scripting-Slows everything down, and really isn't that great. -Spreadsheets are bigger, and more annoying to edit…Individual sprites and such is much smarter, as it's easier to edit, and you don't have a huge image to deal with. -If you don't use visual basic to edit Eclipse's source, your game won't be good anyways. @RPGfreak: > Don't use origins unless you can program well. ;) If you can't program, or can't find someone to program for you, it doesn't matter what engine you use, your game is not going to be good. What you SHOULD use:Origins What you COULD but SHOULDN'T use:Stable If you've already decided…Well, good luck with your game. ~Urame
  25. @Robin: > Urame, your code is making me cry. xD > > Never, ever create a loop to do something like this. EO has centralised game loops which _need_ to be run properly. I was just trying to help…Which obviously didn't work. Please, do tell me what I did terribly wrong, as I'm curious now xD ~Urame
×
×
  • Create New...