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Broojo02

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Everything posted by Broojo02

  1. Whoa, you can't move, attack, walk or use any of the hotbar keys? What's wrong with your keyboard? XD
  2. Yeah, you might also want to use a regular font for the Bag, Char etc buttons.
  3. You might have to do it in the source itself search for "Public Const GAME_WEBSITE As String" and change the website there.
  4. I don't think the angle is right for isometric, you've gotta go two pixels across then one pixel up. In yours you have done 1 pixel across then 1 pixel up. The angles should be like these: ![](http://www.nasc.fr/wp-content/gallery/pixel-art/building0005.png)
  5. @QWERTYUIoP: > Robin, try it, you'll find that your character stays still, regardless of whatever you're pressing ;/. > > Nope, Broojo, it didn't work. It worked in mine :/ , you might have to delete the if statements you added in the handlespeechwindow and just use my code in the gameloop.
  6. Try this in Public Sub GameLoop() before "If CanMoveNow"… etc etc ``` If frmMain.picSpeech.Visible = True Then CanMoveNow = False Else CanMoveNow = True End If ```
  7. Ah right, I've done that a few times myself.
  8. Maybe its a conflict but RTEs can usually be resolved by deleting files used in the game, if you can it might help to delete all the NPCs from the client and server.
  9. And if you want to change the text, do a search for "Sorry" in the client.
  10. I like that you got the paperdoll to put items on really well, no floating armour or anything :)
  11. @Wat!The!Waffles...: > um when you check animation fra animation doesn't show up so i edited the code alittle > > >! ClearAttributeDialogue > picAttributes.Visible = True > fraAnimation.Visible = True > scrlAnimation.Max = MAX_ANIMATIONS > scrlAnimation.Min = 1 > scrlAnimation.Value = 1 > lblAnimation.Caption = "Animation: " Thanks very much, added it in. I must have set its value to visible and never tried any other attributes :P
  12. Broojo02

    Game Logo.

    Something to work with.
  13. Thanks, thought I had forgot something, after the Dim mapNum, x1, y1 add "Anim" so that it says: ``` Dim mapNum, x1, y1, Anim As Long ``` For some reason I declared it on another line in my source so I didn't see it :embarrassed:
  14. XD Yeah, I looked around the client but couldn't find an easy way to blt an animation, its annoying because it would be best to have it client side and completely remove the need for packets as all the data would be stored locally in the map and animation files. After I found the SendAnimation sub thing I just got a little excited :P
  15. @Erkro1: > @Broojo, I've a nice idea how you (possible) can fix this : > Make in the Animation window a checkbox called 'Blocked', and if its checked make it block the player ;) Yeah, but you can just use the directional blocking that comes with the engine.
  16. @Damian666: > i did the same thing… > > look carefully, this is a very bad way of doing it im afraid :/ > > your bombarding the client with packets for animation ever frikking second... > > and thats just the start of things that are wrong. > > sorry, dont mean to be a asshole, just telling the truth > > Dami Thats fair enough, I was worried about this myself, how much of a performance hit do you think this would give?
  17. Another good thing about this is that you can still have multi layered animations, as animations have a layer for below and above the player. So you could have running water for underneath the player and water dripping down over the player. You can also have sounds, although it would be a bit annoying playing the same sound over and over again.
  18. Yeah, hopefully Robin can fix it :D, as for blocks that is a bit of a bummer BUT we have the lovely directional blocking system which Robin gave us which can be used on any tile :)
  19. Yeah I will look into it, I posted it in the Bugs topic as well.
  20. Note: Animations don't show perfectly in Eclipse Origins, they tend to miss out the first frame or so. ==Client Side== Open up frmEditor_Map and at the bottom of the attributes add an option button, name it optAnimation. Double click on it and add the following code to the new sub: ``` ClearAttributeDialogue picAttributes.Visible = True fraAnimation.Visible = True scrlAnimation.Max = MAX_ANIMATIONS scrlAnimation.Min = 1 scrlAnimation.Value = 1 lblAnimation.Caption = "Animation: " ``` On the right of the attributes you will see a bunch of frames for setting things like map items and NPCs. Add a new frame and name it fraAnimation, set its caption to Animation and its visibility to false. Inside this frame add a label, name it lblAnimation. Below that label add a Horizontal Scroll Bar, name it scrlAnimation, double click it and add in: ``` lblAnimation.Caption = "Animation: " & Trim$(Animation(scrlAnimation.Value).Name) ``` Finally add a command button below the scroll bar and name it cmdAnimation, set the caption to "Okay". Double click it and add in this code: ``` AnimationNumber = scrlAnimation.Value picAttributes.Visible = False fraAnimation.Visible = False ``` Now, in modConstants, under "Public Const TILE_TYPE_SLIDE As Byte = 14" add: ``` Public Const TILE_TYPE_ANIMATION As Byte = 15 ``` In modGlobals, under "Public EditorShop As Long" add: ``` Public AnimationNumber As Long ``` In modGameEditors, search for: ``` ' slide If frmEditor_Map.optSlide.Value Then .Type = TILE_TYPE_SLIDE .Data1 = MapEditorSlideDir .Data2 = 0 .Data3 = 0 End If ``` Underneath this block of code add another block for the animation: ``` ' animation If frmEditor_Map.optAnimation.Value Then .Type = TILE_TYPE_ANIMATION .Data1 = AnimationNumber .Data2 = 0 .Data3 = 0 End If ``` In modText, search for "DrawText TexthDC, tX, tY, "S", QBColor(BrightCyan)", under this add: ``` Case TILE_TYPE_ANIMATION DrawText TexthDC, tX, tY, "A", QBColor(Brown) ``` ==Server Side== In modConstants search for "Public Const TILE_TYPE_SLIDE As Byte = 14", under that add: ``` Public Const TILE_TYPE_ANIMATION As Byte = 15 ``` Finally, in modServerLoop you need to do two things. 1\. In "Sub ServerLoop()" add the following declarations to the top of the sub: ``` Dim mapNum, x1, y1, Anim, playerNumber As Long ``` 2\. In the same sub, search for: ``` ' Checks to update player vitals every 5 seconds - Can be tweaked If Tick > LastUpdatePlayerVitals Then UpdatePlayerVitals LastUpdatePlayerVitals = GetTickCount + 5000 End If ``` Underneath this code block add: ``` ' Anim every 1 sec If Tick > Anim Then Anim = GetTickCount + 1000 For mapNum = 1 To MAX_MAPS For x1 = 0 To Map(mapNum).MaxX For y1 = 0 To Map(mapNum).MaxY If Map(mapNum).Tile(x1, y1).Type = TILE_TYPE_ANIMATION Then For playerNumber = 1 To Player_HighIndex If IsPlaying(playerNumber) Then If GetPlayerMap(playerNumber) = mapNum Then SendAnimation mapNum, Map(mapNum).Tile(x1, y1).Data1, x1, y1 End If End If Next End If Next Next Next End If ``` ==How it works== When you click the Animation attribute in the map editor you get to choose which animation to set, after clicking the okay button you can click on the map to set an animation there. This animation, along with any other animations on any other map will be drawn every 1 second, this can be changed to any value by changing the "+ 1000" to any other value. I get the feeling I have missed something out, tell me if there are any problems.
  21. Ok, I was working on making a map animation system and it works perfectly except for one thing, the first frame of the animation seems to be missed out. I thought this was something just to do with my coding but then I tried out an animation on an NPC and it too missed out the first frame of the animation. Can anyone reproduce this error? An easy way to see is to create an animation file that has numbered frames (e.g. 1 to 4)
  22. Broojo02

    Game Logo.

    Possibly, it would have to be some very concentrated spamming, hopefully they would just get pissed off and forget about it :)
  23. Broojo02

    Game Logo.

    Maybe it should be that you can only request resources if you have 50 posts or more?
  24. Cool, thanks looks a lot better now :)
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