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Zetasis

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Everything posted by Zetasis

  1. Wow, this looks pretty cool. I remember seeing it a few years back and it looks like you have made some improvements since then and everything looks great. It has been a long while since I have played a mud but this makes me want to start again. If I remember correctly you once had this posted as open source, are you planning on releasing the source for this again at some point?
  2. Sorry it took me a while. I have re-uploaded the engine. If anyone wants they can add a mirror. Let me know if the download goes down again and I'll re-upload again. Hope you enjoy the engine.
  3. http://www.freemmorpgmaker.com/thread-458.html?highlight=old+world In the credits it lists Mega Eclipse and Eclipse - The Final Frontier. http://www.freemmorpgmaker.com/thread-7304.html This link will take you to Eclipse Mega. http://www.freemmorpgmaker.com/thread-4675.html This link will take you to Eclipse - The Final Frontier.
  4. Oh, sorry I didn't realize there was even lag when placing autotiles. The biggest problem for me is the FPS drop. It makes it almost impossible to make a game with the terrible drop in FPS.
  5. You don't want this engine. It is over packed with features that don't work well with each other which causes major lag and resource usage.
  6. @'BeNjO': > @'Slasheree': > > > only took me 5 min, this is in a 100x100 map > > https://www.youtube.com/watch?v=tAgp7oTREQU > > Looks good Slasheree, Not many people want to take the challenge to fix it haha. I just made a separate sub that is used for map editor only myself as a quick fix but its not like I map or anything :p. What is your FPS rate after your fix and you didn't even move around with your character. Its not that the autotiles them selves lag its that it kills the FPS rate and makes your character appear to move faster which when online with others it would make other players appear to be skipping around the map. Now if you really did fix this issue please release the code so others, as well as Sky and Benjo, could update the engine and fix this issue.
  7. Sky, have you found any fixes for the autotile lag yet? I love the engine but as Agro said, thats one issue that needs fixed.
  8. Oh sweet! Silverdale is an amazing game and is what originally inspired me to start doing pixel art in the first place. Too bad I have to go to work or else I would soo be online. I will for sure be online either later tonight, or tomorrow. Looking forward to seeing others there!
  9. Okay, so pretty much, I am having some problems deciding on a style to go with. The original style is about 95% original work. I created about 99% of all the tiles and Dash created the orginal human character sprites(which I have add on to). On the other hand, I did pay for the second style and, honestly, the second style does look better. I'm not sure myself. I almost feel like if I went with the second style then I kind of cheated myself but I also don't want to make a crappy looking game either. Style 1 ![](http://ascensiongamedev.com/resources/filehost/41e297aa7a68950f0b2dd4d3f5f9717a.png) Style 2 ![](http://ascensiongamedev.com/resources/filehost/7092eb7aa1742eef53096775cfa45e0c.png)
  10. Thanks again Mal, and I mean, if you are looking for a project to work on then I would definitely be willing to work with you. Just let me know. I do have some ideas for features that I think would really make game play more enjoyable ;).
  11. Oh, there just RMXP? Well here ya go https://www.google.com/search?q=rmxp+zombie+sprites&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwit_obCvKfKAhXE1x4KHWnKC6cQsAQIHA&biw=1440&bih=806
  12. Well thanks Mal! A C# engine would be pretty cool, I must admit, but I know that would take alot of work and I don't expect you to really do that for me. I do appreciate the kind words though. Thanks again! On a side note, I have purchased some really nice retro graphics and have been messing around with them lately. I'm not sure if I will use my graphics or the ones I have purchased yet. I want to stick with my graphics because I made them and it feels more personal but at the same time I want the game to look professional. Like I said, I'm not sure yet what the final verdict will be but I'll be sure to let you know. What do you guys think? I can post screenies of the purchased graphics if you guys would like.
  13. Some pics of a style you are aiming for would help. I'm sure I could muster some up but I need to know the style first.
  14. That source was made with Eclipse Stable, which is very out dated. I wouldn't recommend using that engine myself.
  15. Another Update. I have been working on the first village and have taken into consideration what you guys and others have said. Let me know if you think it looks better. ![](http://ascensiongamedev.com/resources/filehost/78f87deb8185cef06993bdbeebf2b2f0.png)
  16. I know the road could be better but I'm trying to avoid using autotiles, since Skywyre can't handle them very well, and its difficult to achieve that realistic look without the use of autotiles. Each corner of the road is 32x32 where with autotiles both corners will fit into a 32x32 area. Hmm, I may use autotiles, in a small amount, just give maps that added natural effect. Thanks for the feedback.
  17. Update! I have gotten the event issues worked out and now the beginning process of actual game play has begun. Here is the shot of the first village, Gandor! In Gandor players will learn the basics of how to play and what there is to do in the land of Mythra. By speaking with the villagers the player will learn things like combat and how to collect and use resources to craft new items. Anyways, to the pic: ![](http://ascensiongamedev.com/resources/filehost/9996b8d1ac4dae57ca5135b8262842c9.png)
  18. The maps are nice and I agree with you one the fact that the mapping skills around here are sub-par but the majority of the maps also look like they had some parallax mapping work done. Not saying thats makes them any less impressive but it is hard to achieve the same quality of a parallaxed map with Eclipse engines.
  19. Well I figured it is Christmas so I would give a gift to the community. The engine, if you couldn't tell by the title, is a SEB Engine edit that I was making for my game before Skywyre was released. I know it may not be useful to everyone but I'm sure there may be a few that can find some use out of it. Download Here: http://www.megafileupload.com/r6nQ/SEB_Engine.rar Features I have added: Animated Map Layers for all layers except autotile. I couldn't figure that one out. - Credits to BlkCrow NPC Path Finding. - Credits to Sephiroth NPC Name on/off option. - Me NPC Level on/off option. - Me World Map Button, located in options. - Me *world map image is hardcoded and will require VB6 to edit* NPC Stat Genertion, based on level and may require editing as necessary. - Me Original SEB Engine Features(Copied from original feature list): ~Pet System~ * Bugged and needs some fixing. * I've put in Lightning's Pet System with a few tweaks that make it very optimized and far superior than the original out of the box. Simply create an NPC in the Npc Editor and then make an item in the Item Editor and make the Item Type "Summon". A scroll bar in the Item Editor will pop up and will allow you to select which NPC this will summon when you use the item. *Note: System is bugged and will replace the first NPC assigned to a map if used.* ~Guilds~ Guilds are in! I've put in Scott's Guild System as well as a few additions such as a Guild Request Message, a Guild Menu, and a few other niceties. I've also fixed Guild Name Colors. (At least if I remember correctly I did. It's been a while since I've used this bad boy) ~Quests~ Alatar's Quest System makes it's return in the SEB Engine. So, yeah, quests. ~Event System~ Jc's Event system has been seamlessly added in. (this kinda defeated the purpose of me using EO 2.0 as a base but… you know. Nostalgia n'stuff.) ~Multiple Item Drops~ You can assign multiple drops to an NPC and I've boosted the amount of an item an NPC can drop from 255 to 500 ~Higher Consume Amounts~ Instead of having a max heal amount on a consume of 255, you can now have potions that restore up to 25000 health. ~Visually Appealing Font~ The font now looks better than it used to. ~Wabbit's Projectiles~ Wabbit's Projectiles are in this Engine with some additions and fixes. (all these fixes are original, so: by me undefined) *Projectiles will now no longer hit a 'dead' npc. *Projectile collision has been fixed *Ammo has been added (it's optional) *Scales off of Agility *New "Mage Projectile" option in Item Editor will make a projectile scale off of Intelligence rather than Agility ~Dynamic Spell Scaling~ You can now select which stat a spell scales off of in the spell editor. ~Spell Canceling~ You can now cancel spells with another click or key-tap while casting that spell. ~Numeric Keypad~ Keypad numbers are now 1-9 with 0 "-" "=". ~Small Loading Screen~ This small screen will now cover up the ugliness that happens when warping to a new map. The max 'load time' is 1s, so no worries. ~Spinning~ PgUp and PgDn keys will now spin you in place. ~WASD Movement~ Along with the Arrow Keys, you can now also move with the WASD keys. ~Walking through Players~ You can walk through other players in 'safe zones'. ~HoT Heal Tiles~ Healing tiles will now heal you over time when you step into the area you specify as a healing tile. ~DoT w/ Damage Fix~ A fix for a bug I found. You can look it up later. ~Dynamic Paperdolls~ Paperdolls are now rendered in a particular order depending on what direction the player is facing. This grants more realistic positioning for items and makes it easier to make paperdolls. ~New NPC Spell System~ I've upgraded the standard NPC spell system. Now the NPC will pick a random spell it's been assigned and cast that spell using that spell's own cast time and cooldown time. ~NPC 'Agile' Option~ Select this option to have your NPC be able to pass through NPC Avoid Tiles. Ideal for Pets and bosses. ~NPC 'Boss' Option~ Select this option if you want you NPC to have a Magenta colored name. Purely aesthetic. ~NPC 'Hive Mind' Option' Select this option if you want the NPC to have the behavior of a Guard. Ideal for Attack on Sight NPC's for tough dungeons. ~Arena Map Moral~ A map moral used for PVP arena's where no Player Killer status will be given. ~Dynamic Elements System~ Stock with 6 elements, each has multiple strengths and weaknesses. Can be edited in source. ~Fixed Crafting~ Original Crafting system with a major fix. When making a recipe that uses multiple items of the same number, (say, two iron ore items), simply put those items as the first two in the recipe. It will now take the right amount of items undefined. ~9 Equipment Items~ Enchant || Helmet || Charm Weapon || Armor || Shield Gloves || Boots || Whetstone ~Server Status Checker~ Checks the Server Status, found in main menu. ~Upgraded Name Display~ Npc names will now also include their level. Player names include their level and class. ~Panoramas~ Panoramas/Backgrounds are very much present in the SEB Engine. ~Idle Animations~ 2 different speeds of Idle Animations for sprites are present in the engine. The actual sprites for which the animations will be played for must be identified in the source. ~EXP from Resources~ You can now garner EXP from resource collecting. ~2Handed Weapons~ Mhm ~RMXP Style Autotiles~ Autotiles in RMXP style format. ~"Fast-Shopping"~ You can now shop rather quickly with some upgrades to the system. ~Death Spell Anim Fix~ Animations still play even if the spell killed the npc. ~Server Messages~ Full server messages with colors. ~Account Editor~ Very basic account editor on the Server. ~EXP Multiplier~ EXP Multiplier located on Server for special 'holiday' event ~Version Identifier~ Located in the Server.Options.ini you can let players know right from the get go what Version they're running! Anyways, for those interested, enjoy.
  20. Yeah, its the same basic engine source that Eclipse Origins is based off of. Hell, with a stock version of the most updated source(Skywyre), a game could be made with all the features that were in Silverdale plus more. Anyways, I have only played a handful of Eclipse games so I couldn't really put any of them into tiers.
  21. Silverdale was made with Mirage Source, at least I'm pretty sure it was.
  22. Okay so what I have done is set it up so that when a player starts out on map1 it sends them to map2 and changes their sprite. From there the player goes through a series of chatting sequences and is warped to map3\. On map3 is where I am running into issues. On map3 I want there to be a small conversation between two NPC's(events), then the players sprite gets changed, and the NPC's say different things now when talked to. The problem is the event on map3 just keeps repeating. What I have setup is like this: On map2, before warped to map3, the event sets player variable1 = 1\. On map3 I have an event set to parallel process on the condition that player variable1 = 1 and it is supposed to open a prompt, and once the prompt is clicked, it is supposed to move the player, change the players sprite, and set player variable1 = 2 so that this event doesn't happen again. I also have a new page set on the event under the condition player variable1 = 2 but its almost as if page1 doesn't change the player variable so page2 will happen and page1 will stop. Here is a screen shot of my event settings: Map2 Event ![](http://ascensiongamedev.com/resources/filehost/204a7195db05e70c36cd7c56a76aa4ff.png) Map3 Event Page1 ![](http://ascensiongamedev.com/resources/filehost/509b8472c703f6f67620bdaeac8b8f8c.png) Any help or ideas would be very helpful. Thanks Eclipse!
  23. Thanks Dash. Your sprites are still awesome btw, thanks again! :D Also, I have been working on the starting system and so far have gotten it setup so almost just how I want it. I'm having to relearn the event system, its been awhile since I have used it, and have also ran into some issues that I think might be code related. Anyways, once I have something to show off I'll be sure to post it.
  24. I know it takes work but I guess I meant was for around here the prices seem pretty high. I know Golf can get the job done, I have seen his engines and everything, I just know others like me don't have alot of cash to put into a game and could never afford some of those prices.
  25. Looking great Rob! I played for a little bit but couldn't see to get into the cave. I'm going to give it another go just as soon as I get some work done on my project.
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