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Alatar

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Everything posted by Alatar

  1. Alatar

    New Site

    Nice work! I'm going to miss the green one but this looks pretty awesome too ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) PS: Report, missing special characters like [this](http://aragonlibre.blogia.com/upload/20090212231420-acento1.gif) that are missing, at least in the spanish forum.
  2. Alatar

    O!

    Oooo… That moment when you try to select the OOOooOOooooooOOO and you can't
  3. >! ![](http://vrqvtw.bay.livefilestore.com/y1pqSjfO5DxCI_JVbvoihdCDItEo4S-RaghCyxrzasChlORvYANC5IV_pcoDMtzp7xvLEvUjuriwcQ/bicicleta01%5B1%5D.JPG) (?)
  4. Holy cow! THIS is something I must try O.O Awesome work!
  5. Alatar

    EO Java Edition v1

    :O I'll take a look on it, looks pretty nice, but I agree with Soul on his comment.
  6. Nice tools! :) Thank you for sharing them.
  7. @DrunkenHyena: > Have you made it able to support custom UDTs or no? > > If you haven't it might be a nice idea to have the UDTs being converted processed as text files to accommodate for the extra members of the type. Could be. But what about when someone just make a total custom UDT, not just adding stuff at the bottom but in the middle of the type or something? For now I've just let the Custom option disabled but anyone with a little bit knowledge of the source could edit it and add it's own custom type converter just at looking how this converter works (store old data in temp type and then save it in new format, as easy as that ^^).
  8. Pretty nice :) Looks good, I'm gonna give it a try tomorrow I think ^^ PS: Spanish? You should check the spanish board that i'm thinking on revamp http://www.touchofdeathforums.com/smf2/index.php/board,283.0.html ^^
  9. @Mr.Sean: > PHP is a server side language for dynamic web content, this is a client side application. It isn't PHP. Yep, silly me. Sorry about that. In what is it written?
  10. Omai… what is... ohhh! looks just like the rpg maker editor :D Is that Php o.o?
  11. Awesome work! I've tested the DX8 and the fog and it works great! Also the pathfinding looks smart :D
  12. Alatar

    Nicer Eclipse

    Well said, i'm totally agree.
  13. Thx both, and thx for the sticky :) I've uploaded the source code! It's in the first post ^^
  14. Reminds me of Mac&Blue but resized
  15. **Eclipse Converter** v1.0.0 ![](http://i47.tinypic.com/2v0luh2.png) I've seen so many projects that just jump from engine to engine when they see something new or a feature that they want that i'm not surprised at all about the fact that a lot of people keep restarting they ingame work (maps, spells, npcs, etc.). That's why I've started to work on this. This application allows the users to convert data between one version to another, even between one engine to another. This is a beta version in which i'm looking for feedback and bugs. I've just finished with the basic of the code and now I need some testing. **Because I haven't stress-tested the program myself, I highly reccomend making a full backup before you try to convert anything with this.** **Downloads**: - Eclipse Converter v1.0.0: [[url=http://www.mediafire.com/?5i1v227m54m429y]Compiled · [Source](http://www.mediafire.com/?xrqc2h3rp10lg30)]. >! v0.0.1 –> v1.0.0 [July 2] - Launched beta version.
  16. Place your labels inside a picturebox. That will stay on top of the game screen.
  17. Hmm yes, but IMO having the editors divided from the client could be safer and quicker. I made my own extern-editor that modify the .dat files directly in the server folders and I've found it pretty useful. But is just a suggestion, as that is the RPGMaker way :P
  18. Exactly. What you're doing right now is just open the menu file, and when you're trying to run it, the program is showing errors because it's looking for variables that are defined somewhere else (outside the frmMenu).
  19. Are you going to design the engine as the RPG Maker jc? In that case it would be awesome to have split the client from the game builder, in which the database information is stored and when you could map without being playing.
  20. Why are you compiling the frmMenu individually in a new project?
  21. Ohh sorry haha, that was the only one that i've got other than the 1.0.1 version. :(
  22. Yep, you can do that :) Anyway most of the changes were done inside the modQuest modules and the files can easily be replaced.
  23. The most important thing of all is understanding how the engine works. Once you do that you will easily follow the steps of any system inside the source and 'rip' them if you want.
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