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Zetasis

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Everything posted by Zetasis

  1. Good work Golf! Keep it up. I'm really looking forward to playing with this engine I just can't wait.
  2. Zetasis

    Pokemon Dream World

    What engine are you using for this?
  3. No animations!?!?! Oh man thats not good. It just seems like that would an essential aspect of a pokemon game, otherwise it would be a rather boring battle. Either way, I can't wait for the release of this engine. I already have most my GFX ready to go.
  4. Wow, this is looking really cool. I am now in the planning stages for a pokemon-like game. So with this engine, will there be a way to manually change all things related to pokemon as far as moves, sprites, etc..? I have seen other pokemon engines where the engine simply loads data from websites and thats not what I'm looking for at all. Also, I noticed that on the moves editor there are no options for animations, are you planning on adding animations to this engine?
  5. Well awesome. I'm looking forward to messing around with the engine, now I just have to decide if I want to wait and try and make the game I originally wanted to make or stick with what I've got. Ehh, guess I could do both.
  6. So wait, are you releasing this as an engine for others to use as well?
  7. This looks pretty cool. Any ideas when a beta release will be? I'd love to start breaking things in the spirit of making the engine better. :)
  8. So I have found a small bug that I think is in all Eclipse engines. When you set a NPC Spawn Attribute it will spawn all the NPCs set in the map properties instead of spawning just the specified NPC. This makes it hard to set NPC's to spawn in specific locations on a map and is a very big annoyance.
  9. This is not a sprite or tile update but rather a GUI update! I just wanted to post what I have so far and a quick mock up of what I might be doing instead. What I have so far: >! ![](http://s27.postimg.org/n87bg6dub/Untitled11.png) And this is the mock up I made. I think I like it better then the original but I'm not sure yet which one I'll go with. >! ![](http://s7.postimg.org/kfb9cgzrf/Untitled12.png)
  10. Okay so this is my first source tutorial and I'm sure there is a better way to do this so if there is please feel free to touch it up. What this will do is create a button that generators numbers for all stats, HP, damage, and experience based off of the NPC's level. I have even included a way to check and see if the NPC is a boss so the stats generated are higher then a normal NPC. Please be aware that the numbers generated are not to be used as is. I just kind of came up with the equations as I made this system so tweaking will most likely need to be done. Alright this is all client side. First, open up frmEditor_NPC. Anywhere in the code add this: ``` Public Function RandomNumber(ByVal MaxValue As Long, Optional _ ByVal MinValue As Long = 0) On Error Resume Next Randomize Timer RandomNumber = Int((MaxValue - MinValue + 1) * Rnd) + MinValue End Function ``` This makes it so we can use RandomNubmer(High, Low). Next make a button on frmEditor_NPC, it can be anywhere but I put it next to the stat selection area. Name it Genstats and set the caption to something like Generate Stats. After that make a checkbox and name it chkBossName, then set the caption to something like Boss. Once all that is taken care of go back to object view and click on the Generate Stats button you made a bit ago and insert this: ``` Private Sub Genstats_Click() Dim High As Long Dim Low As Long Dim HighExp Dim LowExp Dim HighHP Dim LowHP Dim HighDam Dim LowDam 'If not a Boss set stats as normal. This is where you change the equations for stats. If chkBossName.Value = 0 Then High = (txtLevel + 4) Low = (txtLevel - 4) HighExp = (txtLevel * 5 + 2) LowExp = (txtLevel * 5 - 2) HighHP = (txtLevel * 10 + 3) LowHP = (txtLevel * 10 - 3) HighDam = (txtLevel + 4) LowDam = (txtLevel - 4) End If ' Is a Boss set stats a bit higher then normal. This is where you change the equations for stats. If chkBossName.Value = 1 Then High = (txtLevel + 10) Low = (txtLevel + 4) HighExp = (txtLevel * 8 + 6) LowExp = (txtLevel * 8 + 2) HighHP = (txtLevel * 15 + 3) LowHP = (txtLevel * 15 - 3) HighDam = (txtLevel + 4) LowDam = (txtLevel - 4) End If ' Check so there are no stats below 0\. Then sets stats based on NPC Level. If Low
  11. I like the effort and the idea but I would suggest using an engine that comes with the event system, unless you plan on adding it. I just don't see how much fun an Eclipse game could be without the event system.
  12. So just thought I would point this out. When summoning a pet the map editor properties will switch the first NPC in the NPC list with your pet. This causes the pets walk frames to be messed up as well as load the pet into the map when the map is reloaded. If there is no NPC set in the NPC list then the pet moves normally but still loads when the map reloads, until removed via map editor.
  13. I use Paint.net myself and it works great. I would suggest simply copying a style to help you start out. That way you can get a sense of how lines and color are used. The more you practice the better you will get.
  14. > Is this a common issue with people? I will make it by default version 2.0 if it is the case. I have no clue though. I also had this issue. I also had to uninstall Internet Explorer 10.
  15. The paperdoll sheets must be setup just like the sprites sheets. Keep in mind that, as far as I know, if you want the item to appear behind the player then you must pixel it as it was behind the player or else it will just always be showing. I.E. Items showing when the player is walking forward(north).
  16. I personally would like to see a .net engine. JC's .net engine would be a great base to start from.
  17. Pets are kind of pointless in EO4 because the spell casting system doesn't even work. If I were you I would find a new engine. EO4 has too many game breaking bugs to use.
  18. Alright, alright. Here is a little preview of some interior tiles. ;) ![](http://eclipseorigins.com/community/filehost/42a3914f6a40c672ddda80302c49f1fb.png) I've got class soon but I'll try to get more pumped out later today.
  19. Thanks Strafe. I have already taken care of the crate so don't worry abou that. I'll upload some more screen shots soon. I'll try and upload a few, actually, so I can show off the desert, beach, snow, cave, and interior tiles I have made. So far I've only been showing off exterior and forest-like tiles but I'll try and change that.
  20. I'm looking forward to playing and really liking the style. I kind of want to create my own set of graphics with this style now. It just seems like it would be fun.
  21. ![](http://s13.postimg.org/dn4h6dnhj/grass.png) ![](http://s30.postimg.org/m2ky7jt0h/snow.png) The interior walls appear to be 3 tiles high were as the exterior wall is only 2 tiles high which just doesn't make any sense. I think the buildings would flow better if the exterior and interior walls were the same height. Edit: The first building seems to be ok but the second needs fixed. Other then that looking good man. I'd play a game like this for sure.
  22. As far as paying for your resources go, Im not in anyway saying they're bad, but they're not exactly up to a commercial standard. Thats my opinion but I'm sure there maybe people out there willing to pay you.
  23. > It's currently done via modConstants in the Server vbp. I'll try to include it in an ini as well in the next update. Good idea. I didn't even think about how to spawn players.
  24. Thanks Skyward! I'll be keeping an eye out for an update. :)
  25. So I am liking the engine but there is one issue I am running into and that is the class descriptions only being editable by source edit only. I can't get VB6 to work on my win7 computer so I can't edit the source. If you could maybe change it to an .ini instead that would be great and I'm sure it would help not just me but others as well.
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