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Joyce

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Everything posted by Joyce

  1. Joyce

    Eclipse#

    @'Budweiser': > Tiled has everything you need and it doesn't take much to get collision setup with all objects imported from a *.tmx map. Used it 2 years ago to write Mavra2D. > > If you'd like help with anything let me know. Work is starting to slow down and I warped a hub or wheel on the quad; about time I start writing something. I'd prefer to not use external tools to make things more complicated than the current iterations of Eclipse though. Being able to use the editors live is always nice. I am starting to notice that using TGUI for the interface on an editor is really really annoying and limited since it leaves a lot to be desired. I may end up tearing the map editor out of the client anyhow, make it a second executable that contains all editors? Probably offers more freedom opposed to what I'm dealing with now. As for what I could use help with; practically anything really. There's too much left to do to really state any specifics. But this issue in particular is breaking my back: https://github.com/Azurebeats/EclipseSharp/issues/4 I thought I fixed it.. Strangest thing is, it works fine when testing on 127.0.0.1 but moving the server to an actual network location breaks it. I've never seen Sockets behave like this nor can I find any records of it. I'll try to keep the issues page on Github up-to-date with problems I find and features I am working on so that it is easier to jump in and help out.
  2. Joyce

    Eclipse#

    Some progress has been made today.. ![](http://i.imgur.com/UzV6Oix.png) It doesn't quite work like I want it to yet, and I'm having some issues with the layers not coming to the client properly. I'll need to look into this, but not right now. :P
  3. Joyce

    Eclipse#

    @'YourBestNightmare': > Long live open source. Commercials can eat shit. Can't say I blame people for wanting to make money though. :P Anyhow, I have some basics for the map editor in the client ready. I haven't pushed them to github yet as they're really nothing special yet (I forgot when I went to bed! D'oh!). I did push a couple of small fixes I made during my time mucking around with the editor. Downside of this is that I can't work on it in my breaks at work. :( Progress is probably a bit slow this week as it's busy at work, but I'll get to it.. Eventually. EDIT: Some lovely fullscreen action. ![](http://i.imgur.com/G9jetFy.png)
  4. Joyce

    Eclipse#

    @'superbaton': > just dont frogive up like 95% dev from this site, create good mmorpg creator and i will buy it ! Considering the source is up on Github I doubt I'll get much money or credit for it. Sooooo yeah.
  5. Joyce

    Eclipse#

    @'Link': > Glad to see someone working on something in a different language. I was under the impression you lot were doing that as well? @'Jumbofile': > Ive been learning c# so this is perfect! Haha! That's awesome! I wouldn't take some of the things I did as a great standard to learn from though. ;) Any help you're willing to give in terms of cleaning things up or polish is more than welcome though. @'GalacticGlum': > This engine is perfect isn't it! Praise Joyce! I'm not entirely sure I would call something so basic perfect just yet. :P –-- It's been a busy weekend, I'll try and get the map editor to very basic functionality tonight. :) No attributes or autotiles yet, just basic editing and then see how the client/server will deal with updating maps for everyone. As for Attributes, because there's pixel based movement I was considering something a little different from tile based attributes, but this system comes with a fair amount of oddities and limitations in my mind, so I'll have to make a few more considerations before I'm willing to share what I have in mind!
  6. Really? Hmm, I haven't looked at the paperdoll code in this one. I just assumed it worked the same as always. Haha.
  7. Same place as the sprite hands. Paperdoll images are cut up to the exact same dimensions as the sprites you use. :)
  8. Joyce

    Eclipse#

    I've been fixing up a lot of the crashes on the server end yesterday and today, it seems fairly stable for the time being. :) The client has some issues still, but they are all (literarily all) related to TGUI. I'll have to look into that and fix the library where I can at some point, but for now adding new stuff comes first. I don't think I'll get much done today though, and Matt said he'd come and help make a map editor the coming week! So we'll get something out there. And in case you're wondering, this engine actually does something sensible with passwords: ``` 9E3A598F29D9AE90A5B8C55E34786A75B1F97CC349B4B9CB56A221AC67CBF0D1 64516B633996168D8201F4B2879B753E73EEBE54418A55913562D17FFD2AE1D0 ``` No more saving it in a readable plaintext format. Good luck cracking that one. :P @'Zetasis': > Wow, looking nice Joyce. Keep it up and Eclipse may one day get out of the stone age! Can't wait to see more, good luck. That's the idea! Any help is welcome of course, it's a fairly large task, haha!
  9. Technically you could render the entire map at once to a backbuffer and turn that into a texture, then image and save it.. Problem is this often turns a bit skewed with larger maps or odd sizes. (It's also a hell of a lot of work to implement it. :P)
  10. Joyce

    Eclipse#

    Mhm, there's a couple of situations that I hadn't looked into yet! Mostly stuff related to actions while another client is logging in, I never properly checked if someone's information existed or if they were ingame.. Slowly fixing that stuff now. :) On the bright side, the server has no issues with adding more people to it.. ![](http://i.imgur.com/CIyGuJq.png) That's just a small amount. :P
  11. Joyce

    Eclipse#

    EclipseSharp EclipseSharp (Eclipse#) is a small project determined to replace the old Visual Basic 6 engine commonly used to create small ORPGs with. While the project is not designed to be a fully featured engine ready to create any game, the initial aim is to at the very least offer the base functionality of Eclipse Origins 2.0, which at the time offered a great base to create a very simple game with. The engine will be written in C# and use SFML for its graphical aspects. The networking will be provided by a small homebrew class that runs on .Net sockets. Current Goals At the present time the main goal is to get a fully operational ''game'' running where players can register, log in and walk around a basic world alongside of other players. This goal includes a map editor and a small chat box. Informational Links And a screenshot: ![](http://i.imgur.com/twEewEd.png) Basically, the current iteration lets you log in, register, make a character, select a character and walk around a blank map and chat. There's a basic class system and map system there. But they don't really do much of anything yet.. But most importantly, the movement is currently 8 directional and completely pixel-based. As you can tell, it's far from done. But progress has been made and issues are being solved fairly often and new features are added over time. :)
  12. Unfortunately VB6 would never work, .Net might but the client wouldn't run "on the web", it'd always need to be downloaded and ran locally. The server on the other hand could very well be in a cloud service.
  13. Baron that is a **really** poor solution and only allows for a single player to ever enter the map.. I know this is literarily what he asked for, but the tutorial provided (and which is last question is based around) is based on instancing which is far more interesting as it would allow everyone to get their own version of the map and not lock people out. Anyway, I am pretty sure they added a tickbox to the warp panel in the map editor screen, the name for that tickbox should be in your code somewhere.
  14. If this were simple, it would have been done before.. But it's quite a large part of the engine that would need a fairly significant overhaul to go well with this. (Not to mention because VB6 is singlethreaded you'll lose a ton of performance by speeding things up)
  15. This was made for an engine with an entirely different rendering system. So I wouldn't be surprised if it were a pain in the arse to implement over existing paperdoll functionality. It'd likely be easier to adjust the existing system over adding a new one.
  16. VB6 nor .Net (aside from ASP which is not client-sided) won't run in a browser, so that idea you can scrap. (Assuming I understood what you meant?) Your best bet would be HTML5 if you want it to work in browsers and mobile platforms alike.
  17. @'Yuko': > @'RomeOnline': > > > I've been here through most of it all, and what I can honestly say is that Eclipse hasn't been the same for quite a while now, its really sad. Logging on everday to see what was new and todays topic and all the games that wanted to be made, it was awesome. The activity just isn't there anymore, and I think its honestly at a point where that won't change very much. However, Eclipse will always be a home for me, its part of my childhood, and I had lots of great memories with lots of people here that share them with me. Good shit, but I think its unfixable, the forums will never have that same MPH, atleast how I feel. Don't mean to put Eclipse down in any way, love it here. > > I agree, but don't give up on us yet. Getting new members in here like me and creator is going to help a lot. There will be a lot coming in the near future, it's not the community that needs changing, but the content we provide. So expanding our options will be helpful. I'm glad you love it here, so have I. I've been with Eclipse for a long while now and I won't let it be beat down so easily :) I'd say its both the community and content. Honestly a lot of folk are jaded asses that will just tell people to look for stuff.. Thing is, those answers or tutorials are all broken. Heck why we still keep them is beyond me as all links were broken through the past 2-3 forum transitions and none of the downloads work anymore. And since there's no real proper guide to getting started with the engine or even working basic features of the UI a lot of questions get asked on the shoutbox that then get ignored or get a response that just doesn't help them. There's problems on more than one front, fixing just the website won't bring us the people or community. :P
  18. @'Growlith1223': > did your antivirus software remove it? and if not why are you even running a 32-bit os lol The message is unrelated to that, it just means it's a damaged application. (failed downloads and the like)
  19. It's a post from 2012\. :P There's two more recent updaters available in the resources list.
  20. Joyce

    C# File Updater

    Stream.CopyTo should work just fine in Mono, at least the 4.x implementations of it. Not sure which one Unity uses, but I would avoid Unity for small stuff like this, it's a bit of a hog and not always up to date with Xamarin's changes. And Dispose() doesn't work? That's odd. I can't say I had issues implementing IDisposable in Mono.
  21. Joyce

    C# File Updater

    Hardly, I just thought there might be more of a reason to it. (Seeing how it is easier to use it in Mono as well with GTK this way, or possibly turn it into a portable class library.) Also, I'm nosey and like knowing things.
  22. Joyce

    C# File Updater

    You traitor. :( Jokes aside, any particular reason you went for a Console application?
  23. Unless you tell us where it breaks exactly (e.g. the line) and which sub you'll have a hard time finding someone that can offer a solution.
  24. That entire section covers only YOUR index, not every player's.. Not sure what bit you copied, but that entire section seems completely pointless unless you messed up and used MyIndex instead of Index. (Also, why hardcode sprite 1 and 2? Why not use GetPlayerSprite?)
  25. Honestly, If you really want to switch I'd say grab 2-3 different forums and try using/adjusting them for a week or so. (Including data imports and whatnot). See what works best before you jump the gun and end up with another half-baked solution. But personally, I don't see why we'd need to switch again. Enough data has been lost/broken with the last transition.
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