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Joyce

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Everything posted by Joyce

  1. Pretty much, every party (or seperate player) would get their own version of the map. I believe EO4 has this, and maybe Worlds if memory serves me.
  2. Not many engines have this in there by default, none in the method you've described here. There's some that will let you instance a map for you and your party, but this would not limit another party at all and they too would get their own instanced version of the map. You'd have to make this yourself, or hope someone happens to have it around as it's not supported by default.
  3. It comes up every now and then, generally speaking we ignore it or discussions like this crop up.
  4. That looks really cool, actually. Shame I don't have any actual games I work on. I saw your other post as well about paid work. I forwarded it to someone evaluating some options for his sideproject.
  5. This stopped existing shortly after the current owner took over Eclipse, I don't think it's available anywhere. But most if it was unlocking features or numbers that (should be) in Eclipse Origins.
  6. I always found Netgore's codebase confusing, really. Everything is all over the place. It's not all that poorly written though. I think the main problem was that it focussed on sidescrolling games though, every other engine was a regular ol' top down system and this was completely different. Not nearly as many resources around (cough rpg maker cough) for sidescrolling games.
  7. Haha, that'd work. But wouldn't picking up something lighter (in regards to SHA) like MD5 work just as well (which .net already has a class for, much like SHA256) rather than using php files? More of a personal preference though, I do quite like keeping things together. I agree lots of time is lost with folks creating different things that all end up doing the same thing though. Rooting for one guy's project for an engine right now, but seeing how he didn't want to tie it to any existing site or project I don't feel comfortable just throwing links around.. I do nudge him on Skype from time to time about his ideas though. Seems like an interesting project.
  8. It really depends on your needs and wants honestly. It's hard to say which is better without knowing exactly what you'll be doing with it.
  9. Deduction and code tweaks, as well as visual thinking really. If you change sizes and layouts you'll need to tweak the code that goes with it.
  10. Joyce

    Creation character

    Your best bet would be to look at how they did it, and mimick the system. Although there might be some tutorials out there that can help you.
  11. Glad to hear that solved it! Last time I had that it broke my entire code. :( And not sure, the forums have some weird.. issues.
  12. You'd have to, because generally speaking your tabs would have been replaced with different components once you get that error. Can try and see what happens though.
  13. Seems plenty clear to me, one of the library files isn't registered properly. May want to try doing that in Admin mode and redownload the source.
  14. That might work, but not every D3D8 sub is the same as their older DD7 counterpart. So you may need to rewrite some bits and pieces.
  15. Again, what are you doing exactly? It sounds to me like you're copying DirectX8 material to a DirectX7 engine which won't work.
  16. Probably because it does not exist in your engine. What are you using and where are you copying all this from?
  17. May want to look at ModTypes, TileRec. There's no complete and functional tutorial for this I'm afraid. There was one, but it was broken and never finished properly.
  18. You could do that, it honestly won't matter much which hashing method you prefer to use here. I just went with this as I had the extension to copy/paste.. I know, lazy.
  19. There's a couple, most have dead download links as a result of several forum/host switches though I'm afraid. Here's a list of some with functional downloads/source repositories: * http://www.freemmorpgmaker.com/thread-2220.html * http://www.freemmorpgmaker.com/thread-85356.html * http://www.freemmorpgmaker.com/thread-85348.html There used to be more, some easy to use some not as easy.. But as I said, many files have been lost to the ether. :P
  20. @'Helladen': > Thanks Joyce, we're using this for our game. I prefer C# over PureBasic, the one we had was in VB6 then we went to PureBasic and now finally to C#. SHA256 is probably way better than our old method, which was using a CRC.PHP file in the webhost that anyone could run. It was pretty unsafe if people were aware of it, they could abuse it. Oh neat! Never thought I'd see someone use it for something besides a small project! And seeing how you came from a similar system you should already be aware that it takes a little time to compare local files to remote hashes. :) I'll be sure to see what you make of it when the game comes out! @'Dialectics': > When will you people learn not to publicly expose fields, especially when they are collections. @'jcsnider': > Whenever Visual Studio refuses to compile due to publicly exposed fields :D As far as I am aware I barely expose anything in this project, although I did miss a private on my Dictionary.
  21. Joyce

    Eclipse#

    I know, and I appreciate it. I just feel like I won't learn unless I bash my head against a wall figuring it out. Getting things chewed out for you isn't always the best solution. :)
  22. Joyce

    Eclipse#

    Which is exactly why I'm throwing the current system aside from redoing it. I just haven't found a way I agree with yet, so far the things I came up with have been rather ugly, at least I think so. Trying to redo it as it should have been in the first place, it's just a major pain in the ass compared to what I normally write, webpages and webservices are different from.. this. I've also spent more time playing Wildstar the past two weeks than anything else, so there's that. :P
  23. Joyce

    Eclipse#

    I actually am messing with it in my spare time every now and then, but rewriting bits of it because I disagree with how it works.. Figured I'd keep that private though, as really who wants to see me re-iterate code seven billion times. There's too many problems with the current codebase for me to want to continue with it as is on that repository, you'll see what I mean when you fidget with it a bit. I just don't have much spare time, I work roughly 60 hours a week. :P @'Dialectics': > Why are so many things globally accessible (i.e., public and static)? Because I have yet to figure out a proper way to make it proper OO without compromising too much in usability, I mean jeebus christ OO is nice and all but it can be a royal pain to use when you need all your data accessible from several places. (Unfortunately this comes with a downside I am not very fond of as well, and that is currently causing me to reiterate on a lot of code.. It can crash as all the collections change so often on run-time, I don't want that and I have to figure something out.) You could argue OO is easier to use, but the versions I made for this that were purely OO were far from straightforward. @'Carim': > Judging by the lack of activity, I'm going to assume we shall see Joyce be active for about 12 days in 2 months time. Pretty much how things work with me. :P I don't really stick around people much.
  24. Joyce

    Eclipse#

    I have, not a big fan of it to be very honest. I've tried writing a few games with it but I never did get it right.. Although it is looking more and more tempting. I would use my regular socket library but since I wrote that in conjuncture with the company I work at I can't really use that in an open source application, haha. Anyhow, I'm busy busy buuuusy since my coworkers are almost all on vacation, I'll look at what I can do but it won't be as much as before in a short period of time. I am fidgeting with a couple of small things in my local copies of the engine. But you won't see much of that until I get it to work.
  25. Probably because it's a Byte. May have to change that into a Long.. And do the same on the client and anywhere else this is referenced.
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