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Zetasis

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Posts posted by Zetasis

  1. ~~[http://imagesplitter.net/](http://imagesplitter.net/)~~

    ~~This site should help you my friend. There are explanations to how everything works but I'll give you a quick run down.~~

    ~~Just click the blue box, select an image, click upload, once its uploaded and you've been sent to the next page there will be options at the top, click split image, set the rows and columns, set the format type, and click the blue split image button. After that a download will start with your split images.~~

    Sorry, misread what he was looking for when I saw 'Batch sprite converter'. I thought of batch sprite splitter.

    Anyways, how many sprites are we talking here because I might be willing to do them myself for you.
  2. 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?
  3. 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.
  4. 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)
  5. 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 <= 0 Then
        scrlStat(1).Value = RandomNumber(High, 0)
        scrlStat(2).Value = RandomNumber(High, 0)
        scrlStat(3).Value = RandomNumber(High, 0)
        scrlStat(4).Value = RandomNumber(High, 0)
        scrlStat(5).Value = RandomNumber(High, 0)
        txtEXP.text = RandomNumber(HighExp, LowExp)
        txtHP.text = RandomNumber(HighHP, LowHP)
        txtDamage.text = RandomNumber(HighDam, 2)
    End If

    ' Sets stats based on NPC Level.
    If Low >= 0 Then
        scrlStat(1).Value = RandomNumber(High, Low)
        scrlStat(2).Value = RandomNumber(High, Low)
        scrlStat(3).Value = RandomNumber(High, Low)
        scrlStat(4).Value = RandomNumber(High, Low)
        scrlStat(5).Value = RandomNumber(High, Low)
        txtEXP.text = RandomNumber(HighExp, LowExp)
        txtHP.text = RandomNumber(HighHP, LowHP)
        txtDamage.text = RandomNumber(HighDam, LowDam)
    End If

    End Sub
    ```
    After that just save and compile. I think this should work on just about all versions of Eclipse and like I said, if there is a better way to do this just post it here. I'm always happy to learn more. I feel like I explained pretty well how everything works but if anyone has any questions just post them.
  6. 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.
  7. 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.
  8. 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).
  9. I was just wondering. since there hasn't been any updates or news in a while, what might be going on behind the scenes with Eclipse Worlds? I'm eagerly awaiting updates so the lack there of is killing me.

    :)
  10. 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.
  11. 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.
  12. ![](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.
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