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Joyce

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Everything posted by Joyce

  1. Also Kinji I figured it out, these two constants in the client side mean how many tiles are rendered on screen.. It'll need a few source edits to make you able to dynamicly switch the amount of tiles rendered however. ``` Public Const MAX_MAPX As Byte = 14 Public Const MAX_MAPY As Byte = 11 ```
  2. Joyce

    [EO] Spinning

    I love you for that.. I always get confused because some engines twist left and right around? Also, why is there a need for a check to see if the player is moving? I mean worst he could do is run in circles. ;D
  3. Joyce

    [EO] Spinning

    It's because this order is messed up.. ``` ' Direction constants Public Const DIR_UP As Byte = 0 Public Const DIR_DOWN As Byte = 1 Public Const DIR_LEFT As Byte = 2 Public Const DIR_RIGHT As Byte = 3 ``` It's not his keypress code, but the order of his constants. ``` ' Direction constants Public Const DIR_UP As Byte = 0 Public Const DIR_RIGHT As Byte = 1 Public Const DIR_DOWN As Byte = 2 Public Const DIR_LEFT As Byte = 3 ``` Change it to that in both server and client and it should work. Or switch left/right around, I don't know. xD
  4. Joyce

    [EO] Spinning

    or Robin's version, I feel like a slacker now for just ducking up your old code. ;D
  5. Joyce

    [EO] Spinning

    @Helladen: > The bottom part is just checking if the direction was set… No, that would've been =, means Anything Other than And there's no need to check whether it changed or not, it'll change unless you ducked up your SetPlayerDir sub. You updated it with the wrong mod, I was looking over something :P There was no need to check for a direction change.. Waste of processing time.
  6. Joyce

    [EO] Spinning

    ``` Case vbKeyEnd If Player(MyIndex).Moving = NO Then If Player(MyIndex).Dir = DIR_DOWN Then Call SetPlayerDir(MyIndex, DIR_LEFT) Call SendPlayerDir ElseIf Player(MyIndex).Dir = DIR_LEFT Then Call SetPlayerDir(MyIndex, DIR_UP) Call SendPlayerDir ElseIf Player(MyIndex).Dir = DIR_UP Then Call SetPlayerDir(MyIndex, DIR_RIGHT) Call SendPlayerDir ElseIf Player(MyIndex).Dir = DIR_RIGHT Then Call SetPlayerDir(MyIndex, DIR_DOWN) Call SendPlayerDir End If ```That makes more sense. ;D .. Can probably do better, but I'm lazy. No, that would've been =, means Anything Other than :P And there's no need to check whether it changed or not, it'll change unless you ducked up your SetPlayerDir sub.
  7. Joyce

    [EO] Spinning

    Erm, you're setting the direction then checking if the SAME direction is not to what you set it to send the direction data? What? That means it'll just never send the player's direction? I mean.. Yeah, let's set a direction and only send the data when that direction is not the one we just changed it into.. :huh:
  8. Hehe, I like being like this :P At least it'll look good. ;D Anyways, according to your signature I'm a real man, that's.. intruiging. ;D
  9. I'm one of them people that can bitch over something for hours because it looks slightly off.. or because a messagebox freezes the entire game screen.. :evil:
  10. Hmm, forgot there was a messagebox way to do it. I added a fancy on-form confirmation box I also use for dropping items. ;D
  11. Replace it with a map from your own game :P
  12. > Cool, lol. This work for EO? I tried it following your very vague directions(Had to guess what you meant at times?) And it just froze the entire screen rendering it only once. And yes the timer was there. So I removed it and went on with doing other stuff. ;D
  13. I still think this system is unclear, and believe there should be a confirmation box.. I mean simply right clicking a spell to forget it is easy to do on mistake.
  14. Joyce

    My game's lore

    > Main problem at the start is there isn't much indentifying who/what "we, I, us" all are. I didn't see the point in elaborating this in the story, I mean it's more or less a longer version of what the guy would tell in his state of mind the moment you find him in-game. > The fourth paragraph the narrative gets a little flaky in my opinion, but I can't say why. Also you have fairly decent monologue dialogue that gets messed up with unnecessary descriptive details (or the context of their descriptions are out of place) (fifth paragraph mainly). Also I don't like how it doesn't really have an ending. Not quite sure what you mean with the first bits, I'll look after it(I'm not English so it's a little tricky to get what people mean at times), as for the ending that's the entire Idea, this is the moment the player jumps into the story. > I take it the game will be set during a period of recovery after this corruption, or during the corruption (where the corruption is an antagonistic force)? Actually it takes place right at the moment this guy, which is now more or less the source of the corruption wakes up, not entirely realizing what had happened, but the humans down in the pit are fighting against the corruption both inside their own bodies as well as against the corrupted beings of nature, and will in the end meet the person who caused the corruption and help him to undo the first Ancient's mistakes. (Going to add Dialogue and actual speech to a Mirage game, oh my oh my :P) It'll be a bit odd at first, since he'll have two voices, one of his own and one of the being that turned him into this.
  15. Joyce

    My game's lore

    Actually it's only vaguely related to it.. You'll be spending your time in that corrupted zone, as one of the few survivors trying to figure out what caused it and how to stop it. Eventually leading you to that guy and he'll yada yada yada.. life story.. yada, etc. etc. and well, the standard over-acted 'epic' lore moment in an RPG :) And yeah it's more like a prologue thingy that'l get more in-depth explanations inside the game through scrolls, books, documents and quests really.
  16. Joyce

    ES Bank problem

    It's a fairly simple source edit really, just need to add a screen that'll let you pick how many you'd like to deposit.. I believe I made this kind of thing working in my old EE1.0 edit :)
  17. Seems nice, funny how you barely see those tiles used.. And here I thought I was being original using them. ;D
  18. Joyce

    FU BP!

    You forgot to add their CEO crying over their loss of mone-, I mean the damage they cause to nature. ;D
  19. Robin, is it just me or does the screen create edges on the tile edges when you make the display area larger and the rendered amount of tiles as well? If so, is this fixable by changing some DX properties or am I just a complete retard that can't do anything right? ;D EDIT : Also, changing the amount of tiles rendered cancels out the fix which doesn't make the themes switch on Vista/7\. And yes I fail at Direct X. :embarrassed:
  20. I was thinking of simply removing the entire damage display from the resource system and just make it seem like some trees just require more hits then others. ;D
  21. .. If you don't get basic stuff like that please do some research about it.. We didn't get google for no reason at all. ;D
  22. That still doesn't really make any sense. :embarrassed:
  23. click the server.exe? I dunno what you're trying to ask. XD
  24. Try searching the server files rather then the client files.(There's the DirectX module on the background, so no he's not searching the server ;))
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