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guzmanm

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Everything posted by guzmanm

  1. guzmanm

    Open url

    > ty soooo much it wokrs Glad to hear that!
  2. guzmanm

    Open url

    Well, if you're using a webbrowser control, you can use this code to open a website with it: ``` MyWebBrowser.Navigate("http://www.yourwebsite.com") ```
  3. guzmanm

    Open url

    I'm confused. Are you saying you want to open URLs in the web browser control? If so, you can do this by letting the user input a link into a textbox and using the following code: ``` MyWebBrowser.Navigate(TextBox1.Text) ``` Replacing names accordingly, of course. More information: [http://www.vbtutor.net/index.php/visual-basic-2010-lesson-19/](http://www.vbtutor.net/index.php/visual-basic-2010-lesson-19/)
  4. Woah. Just, woah. Looks so insanely promising right as of now. Woah. Dude! Great job! Can't wait to see more updates!
  5. I'm a bit unpleased with the look of the trees in the first screen-shot. Putting that aside… > gib Soul elandor chronicles plz.
  6. > Thanks, a lot of errors are bound to happen when you write at 4 am. I'll correct them and continue right away. XD You're right and okay, I'll be waiting for more~
  7. > This was gross :[ I agree. Not my type of music, at all.
  8. Lellelelelelel. > -[1.1]How to brainstorm > > If you have ever brainstormed in school or at work, this will be easy, if not, brainstorming is simply writing down everything that comes to mind, you might even be sitting there, writing down works you brainstorm, and suddenly you feel hungry, so you write down food, and from there you write hamburger, and then you would feel you need a glass of coke with that, and some fries, and suddenly, you can with your brainstorm, create your games story and other ideas for it, such as a hamburger trying to save the **glass of come from the evil fries.** I'm not sure if there's an error there, but I just wanted to point that out… 'Cause I really don't get what does it means. :P > -[1.2]What resources you need > > If 2D cuts it for you, there's a lot of engines to choose from that all does a decent job for being (for the most part)free, and open source(A few exclusions), for example, if you want a 2D sidescroller game, I know there's an edited Eclipse engine that has that installed, you just have to search for it. There's a lot of different ones, if the current one provided on this site is good enough for you(Currently EO 4.2.1), then go for it, but if you feel something isn't right, you should consider an open source alternative, to enable edits to it. If you can change your engine to work the way you want, you can fullfill **your idea you had earlier**. Again, not sure. Just pointing it out. > [2.0]Sketching a game > > If you followed the first step, which I hope you did, you should have a general idea of how the story of the game goes, and how it will be played out, this is where you write down what features you will be needing to ill out that story, such as fishing, mining, crafting, fighting, raiding, PvP, things to do beside following the story. You also fill in minor details about your story here, names, locations, dates, how, and why. You should draw a world map of your world, a personal one to help you create an idea of the story you are writing, but you might want to create a more detailed one later in case you want someone else to create **the world together or for you.** Yet again. > -[2.1]Main features > > Think of the main features of the game, what does it include**s**, **w**hat makes the game? Crafting, Battles, Party system, PvP, pets, Swimming, just to name a few, these are what makes you**r** game, this is what will fill out and become your tools for your game. It's good that you do not make to**o** many features, there's an important thing to know, and that is that the more things there is to a game, the more likely there is that it will be bad, to**o** many features clutters the game, but to**o** little creates no gameplay, it's a hard task to keep a balance, but it is your job as the main producer/developer/whatever to uphold that balance. Few errors here and there. > -[2.2]Minor features > > Things that players generally do not notice unless they know the actual base engine, such as rebindable keybindings with dragable spells and items onto those skillbars, or AoE abilities, things that not always **are** obvious, are minor features. They're usually quality of life things, such as being able to skip a cutscene, if you have these, or emoticons if you want that. They're generally things you come up with over time, so it's not important to have a million of these already. The over use of commas is somewhat annoying, some are needed here and there, some are not. My opinion? So far, so good. For a second I felt as if I was reading a game programming book! :o Basically, sounds like it will be a very helpful guide in the future. Keep it up.
  9. Looking good, Andy! Compared to your previous work (Zelts), there is a noticeable improvement in your graphics skills. Keep them coming!
  10. You should work a bit more on the visuals, but as long as the functionality is perfect it could work out. I'll be rooting for you; good luck and keep it up!
  11. Sounds amazing. You could also add in some instruments to make it even more jolly. It might have it flaws and what not, but I was not able to spot any. Great work, either ways~
  12. Amazing. You should consider disabling the jumping while the user is chatting, though. It's a bit weird, and would be even more if there were more people in game. :P
  13. Awesome work, as always, Rory. The jutsus look amazing~ Keep it up. *^* Oh, by the way… the OST is... amazing.
  14. I was promised a Contest Winner Usergroup… :<
  15. > Both are awful. Use timeGetTime. Did a bit of research and wow, thanks for bringing it up. Never heard of it before.
  16. > Thanks for the info. I'm not really a pro at vb6, could you tell me the 'refresh rate'(I know it's wrong) of the Loop ? Glad to help! If you're familiar with games, I'm pretty sure you've heard the term Frame rate or FPS before. If you have not, you can check it out: [here.](http://en.wikipedia.org/wiki/Frame_rate) Usually, a game loop is run 30 or 60 times every second, but with 2D games, 30 is about enough (although 60 would look even better). The loops completed per second is what we know as frames per second. > Are you obligated to use the Ticks thing ? No, but is by far the best method I know to date on VB6\. I used to use Second(Now) and Sleep, but it isn't as good as GetTickCount().
  17. *accidental post, please delete(I have no idea of how to do that)*
  18. Well-programmed games tend to use game loops, which is the fastest and most accurate way to tell the game what to do in every loop. Unlike loops, timers are less accurate and less effective when it comes to game programming. Using timers is just a vague attempt at replicating game loops. In less-demanding game like ours(Yours and mine), the use of timers instead of a game loop doesn't really affects performance what-so-ever, but apparently the judge was expecting a very complex tree of code(yet effective) for a easy and straight-forward game. Fair enough. Here's an article in wikipedia about game loops: > The central component of any game, from a programming standpoint, is the game loop. The game loop allows the game to run smoothly regardless of a user's input or lack thereof. > > Most traditional software programs respond to user input and do nothing without it. For example, a word processor formats words and text as a user types. If the user doesn't type anything, the word processor does nothing. Some functions may take a long time to complete, but all are initiated by a user telling the program to do something. > > Games, on the other hand, must continue to operate regardless of a user's input. The game loop allows this. A highly simplified game loop, in pseudocode, might look something like this: > > while( user doesn't exit ) > > check for user input > > run AI > > move enemies > > resolve collisions > > draw graphics > > play sounds > > end while > > The game loop may be refined and modified as game development progresses, but most games are based on this basic idea. > > Game loops differ depending on the platform they are developed for. For example, games written for DOS and most consoles can dominate and exploit available processing resources without restraint. However, game for a modern PC operating system such as Microsoft Windows must operate within the constraints of the process scheduler. Some modern games run multiple threads so that, for example, the computation of character AI can be decoupled from the generation of smooth motion within the game. This has the disadvantage of (slightly) increased overhead, but the game may run more smoothly and efficiently on hyper-threading or multicore processors and on multiprocessor platforms. With the computer industry's focus on CPUs with more cores that can execute more threads, this is becoming increasingly important. Consoles like the Xbox 360 and PlayStation 3 already have more than one core per processor, and execute more than one thread per core. Code nesting refers to the organization of your code. Spaghetti code (Or just very unorganized): ``` 10 i = 0 20 i = i + 1 30 PRINT i; " squared = "; i * i 40 IF i >= 10 THEN GOTO 60 50 GOTO 20 60 PRINT "Program Completed." 70 END ``` Structured code: ``` 10 FOR i = 1 TO 10 20 PRINT i; " squared = "; i * i 30 NEXT i 40 PRINT "Program Completed." 50 END ```
  19. > I found out about this contest just two days before the originally said closing date, and I find it now that its been pushed back? ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons//sad.png) I could have entered if I knew I had more time. If you put me in 3rd place, I'll put you in a graveyard. ![:angry:](http://www.touchofdeathforums.com/community/public/style_emoticons//angry.png) Okay, bad joke, xd. > If it's in VB6 (?), throw it up. I think he hasn't even started coding it, so…
  20. > It was Devox, but just a name change. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) > > We couldn't get in contact with ya for graphics. Sorry for that. When I worked with John, I never felt we were doing progress. Never. I always threw some art at him, he commented on it and I continued working on more or fixing previous work. Never saw some progress code-wise, thought. Didn't saw my graphics being used as well. Actually, I didn't even saw placeholder art. Might have heard him presuming how great Amori was going to be, but nothing more. That kind of let me down, you know?
  21. > Who's miguel? That would be me, good sir. > Good friend. Did graphics for Devox Studios when we had that up. Yeah ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png). I saw John and Landon under the name of Cracked Pixels not so long ago. Not sure what was that, thought.
  22. > So Gaurdian 1st, Miguel 2nd, and Slasher 3rd? I'm guessing yeah. :^)
  23. > I already stated I'm not judging them unless they were uploaded on Eclipse's filehost. > > Two people uploaded them to filehosts where I have to wait, and one was uploaded to one where I needed to register. Could have mentioned that before. Here, I bothered to place all the entries in one single folder: [Contest Entries as of Jan 12, 2013](http://www.mediafire.com/?x7ibx0u9d3xta5t) Why I didn't used Eclipse's File Host? 'Cause for some reason, when it finished uploading the file, it ended up with a "File type is not supported" error. I'm guessing that the file's size is a little bit larger than what's allowed. > What's the problem with uploading into other filehost servers ? O.o > > Here's the link… > > [http://www.freemmorp…95eec972eb0.rar](http://www.freemmorpgmaker.com/files/imagehost/pics/9b17d6f93382a7bae41c795eec972eb0.rar) Some filehosts force you to wait or register to download a file. These kind of filehosts are simple annoying… But, I noticed you used mediafire... Not sure why he didn't reviewed your entry... Could have missed it by accident.
  24. > 63.3333333333% Credibility, you lucky boy, you got a irrational number! I say thanks! Going to guess that the judging is still in progress… right? ...Anyone? :<
  25. > Enter it! One exception won't hurt. Well, thanks! At last, here's my entry: Game Boy Color Pet (or just GBC Pet). At the beginning, the game was supposed to be a shiny pet simulator inspired by the GB/GBC era, borrowing graphics and design-style from games that launched at that time. But, due to poor dedication of mine plus very limited time, the game came out very different to what I was expected. Yet, the game is entertaining. It is really easy to understand and very easy to play as well. My seven years old sister was able to get the hang of it pretty quickly, and even developed a relationship with her pet! >! ![](http://i.imgur.com/scrsi.png) >! Title Screen: Where everything begins. >! ![](http://i.imgur.com/l7PmL.png) >! Game: Oh look, Todd loves me! >! At the start: >! The first thing you should want to do is: Adopt a pet. This can be done in the title screen by clicking 'Adopt a pet'. When you do this, a new save-data will be created with your pet's information. >! At the moment, there are no customization features related to your pet. Therefore: Its sprite is selected randomly (by the program) from the graphics folder at the moment of creation. >! When you give a name to your pet and click 'Accept', you'll be dragged into the game screen. Here, you can see your pet's current status. >! Feeding, Putting to sleep and stuff: >! At the very left of this screen, there are three small pictures located at the center. From top to bottom, the first one is a food can: Click it to feed your pet. The second one is a water bottle: Click it to give water to your pet. And the third one contains three z's: Use it to put your pet to sleep or wake it up (only if it's sleeping). >! As time passes and if the correct measurements are met, your pet will start to be merrier than before and possibly show some love. Else, if the said measurements aren't met, your pet will fall into depression and possibly… die. To avoid that, be sure to treat it correctly by feeding it, giving it water and putting it to sleep as well. >! Uploaded it to MediaFire because Eclipse's File Host was being a female dog. >! [http://www.mediafire.com/?1ggxx6jfswmc1lh](http://www.mediafire.com/?1ggxx6jfswmc1lh) Special thanks to: Artists from vgmusic.com, for their awesome music which was used in the game. The guys at thespritersresource.com for their awesome job ripping sprites, which were used in the game as well. My lil' sister for debugging and testing (![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)). Everybody that gives a try to the game!
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