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Yxxe

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Posts posted by Yxxe

  1. @Aáron:

    > Haven't been following this project as I used too. Looking good!

    Thanks, Aaron. Unfortunately due to Uni coursework and revision, I haven't had much time lately to put into OTLR. Don't worry, once I get a break I'll be implementing the rest of the pet system and getting a few more maps done! ;]
  2. @Whack:

    > Lightning, how does one go about creating a timer to make the stun's not repeat? trying to improve my knowledge on this, but I'm not the best programmer :/ can you guide me through the timer mechanism?

    A place where you can learn to use timers: Server Source > modServerLoop. There should be a few loops in there which use GetTickCount: that's where you will want to start.

    Merry Christmas! ;]
  3. @Robin:

    > The simple fact that you don't even know what the system is called means it's beyond your skill level.
    >
    > As far as I know I'm the only person who's successfully designed a working instancing system.

    _Lightning coughs._
  4. @Jungle:

    > The AI at the moment is extremely primitive.

    I agree completely. Funnily enough, I was thinking about this very subject yesterday. This is what went through my head:

    @Lightning's:

    > I'm going to run at you now, and I don't care what is in the way, I will continue to try and run at you. (With the occasional pathetic jump)
  5. Yup, that's right, pets are coming back, new, improved, and not buggy! Below are the system updates and changes.

    **>>System Updates<<**

    -Players now do not need a map re-warp for viewing pets.
    -Pet warp glitching fixed.
    -Pet map switching fixed.

    **>>Changes<<**

    -Players are now limited to one pet at a time.
    -Pet Maximum Level increase. (TBA)
    -Due to the change in the pet limit, pets will have evolution stages.
    -Overhaul of available pets. (TBA)

    There is also a poll above which you can answer to help me decide how to implement a part of the pet system.

    Comments too would be great!

    Thanks,

    Lightning
  6. @Scott:

    > Look up "vb6 mysql ado" it's pretty easy to figure out if you have any idea how mysql works. I managed to figure it out and get a source running off mysql in just a couple days with no prior knowledge of ado.

    +1 to this. I converted EO 2.0 to a MySQL database for my game a few months back when I created the login server. Do exactly what Scott says - I did the same thing and it worked first time. :]
  7. Looking good, although I think it would be beneficial if you speed your NPC AI up a bit to keep up with player pace. The AI movement will look a lot smoother too. At the moment it still reminds me too much of Eclipse AI. ;]
  8. **Teaser:**

    ![](http://i801.photobucket.com/albums/yy294/Adrammelech_2009/Teaser400pc.png)![](http://i801.photobucket.com/albums/yy294/Adrammelech_2009/Teaser.png)

    **Other Updates:**

    >The main path to Xianth's Lair is now un-instanced. The boss fight is still instanced, and the gate to the boss still has to be broken down, just like in the Beta. As a result, the HP of Xianth has increased, so the same amount of effort needs to be put in to gain your Victory Tickets!
  9. @NamelessSoul:

    > My only question, is the game still in testing or a public release?

    The game will be available to play once myself and some of the team get a decent break from our University studies. The in-game gfx shouldn't take long to produce, but once they're done, I'll be releasing the game fully and keeping it up! :] Until then, my private testers will be finding bugs so the final release isn't buggy.
  10. **OTLR Private Version 1.1.1 Update:**

    >Fixed Login Server packet handling. (This caused the connectivity issues with private testers)

    >Spell Buffing (effects removed on time up or log out):
    -Self Cast
    -Party Cast
    -Guild Cast

    >Buff Auras (Animations which show a buff is in effect)

    ![](http://i801.photobucket.com/albums/yy294/Adrammelech_2009/BuffAuraExample.png)

    >FMod Sound Engine (from CSDE)

    * * *

    Comments?
  11. @Serenade:

    > It works, provided you add something to check whether they're on a server. I did exactly this, plus the checks, and it works perfectly. So, no, you don't have to.

    Well that's fair enough, but I thought it would be better to have servers which communicate with each other. ;]
  12. Just to let you all know, we're all still developing OTLR! Oxymoron is slightly re-writing the lore and coming up with the first storyline quests. Unfortunately, I haven't had any time to dedicate to Origin in the past few weeks, seeing as my university course is starting to take over more of my life, etc, etc. Anywho, if any of you have any ideas for the game, I will be glad to hear them!
  13. Looks ok, but there are a few things which I think you could work on:

    The character image - render it to that picturebox instead to get rid of the wrong background colours.
    You're wasting space with the menus at the top of the screen. Try reducing it down so you have a smaller window size, or larger map.
    Align your labels correctly at the top-left of the screen!
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