The New World Posted June 20, 2011 Author Share Posted June 20, 2011 @Justn:> Is anyone else getting a runtime error when opening the resource editor?Change the scrollbars MIN for the Health in the resource editor to 0. Link to comment Share on other sites More sharing options...
EclipseCommunity Posted June 20, 2011 Share Posted June 20, 2011 @Rose:> So you solved an unfixable bug and don't even post what it is? None of us except maybe Richy really care that you're switching engines, and if you're not even going to share the information required to progress this bug, then theres no point in posting, twit.That was a bit unnecessary. I'm not switching engines I'm just staying with the one I have because I've put a lot of working adding/fixing/changing things, and I don't want to do it all over again from scratch if the problem I was having exists in all EO 2.0 sources.I posted the problem in the questions section and mentioned in my latest post that the problem also occured in Eclipse Galaxy.Thanks for calling me a twit though, you can figure it out yourself now. Link to comment Share on other sites More sharing options...
zdearborn Posted June 22, 2011 Share Posted June 22, 2011 Great work, I am using this for my own project. Link to comment Share on other sites More sharing options...
Vus Posted June 22, 2011 Share Posted June 22, 2011 i like this engine, hope there will be multiple npc drops sometime… Link to comment Share on other sites More sharing options...
Painful Posted June 24, 2011 Share Posted June 24, 2011 Damn Eclipse **Galaxy**, just thought it was a tool to make space mmo's. Could be awesome, anyways good work. Link to comment Share on other sites More sharing options...
BugSICK Posted June 25, 2011 Share Posted June 25, 2011 rose whats the use of the event(custom) npc? what does it do and how to use it? Link to comment Share on other sites More sharing options...
The New World Posted June 26, 2011 Author Share Posted June 26, 2011 @Vus:> i like this engine, hope there will be multiple npc drops sometime…Yes.@BugSICK:> rose whats the use of the event(custom) npc? what does it do and how to use it?I realized I left a lot of bugs in the UI, which only one has been reported, but theres also one in the item editor, that I really need to fix in the main stream release. xP The custom npc is an NPC type, by default there are 10 custom AIs you can apply to the npc via the scrollbar. These AIs are located in the server, and hard coded by you. The cases, 1, 2, 3, etc, are the different customs that the scrollbar will access. If you want more or less than 10, change the MAX_CUSTOMS constant in modConstants. Link to comment Share on other sites More sharing options...
damian666 Posted June 26, 2011 Share Posted June 26, 2011 hmm… how would i go about changing map's name lenght?tried this:```Public Sub ConvertMaps() Dim filename As String Dim i As Long Dim F As Long Dim x As Long Dim y As Long Call CheckMaps For i = 1 To MAX_MAPS filename = App.Path & "\data\maps\map" & i & ".dat" F = FreeFile Open filename For Binary As #F ' Load Old Values ConTextAdd ("Loading map " & i & ".dat") Get #F, , Map(i).Name Get #F, , Map(i).Music Get #F, , Map(i).Revision Get #F, , Map(i).Moral Get #F, , Map(i).Up Get #F, , Map(i).Down Get #F, , Map(i).Left Get #F, , Map(i).Right Get #F, , Map(i).BootMap Get #F, , Map(i).BootX Get #F, , Map(i).BootY Get #F, , Map(i).MaxX Get #F, , Map(i).MaxY ' Add old Custom Values for the file being converted below ' have to set the tile() ReDim Map(i).Tile(0 To Map(i).MaxX, 0 To Map(i).MaxY) For x = 0 To Map(i).MaxX For y = 0 To Map(i).MaxY Get #F, , Map(i).Tile(x, y) Next Next For x = 1 To MAX_MAP_NPCS Get #F, , Map(i).Npc(x) MapNpc(i).Npc(x).Num = Map(i).Npc(x) Next NewMap(i).Name = Map(i).Name NewMap(i).Music = Map(i).Music NewMap(i).Revision = Map(i).Revision NewMap(i).Moral = Map(i).Moral NewMap(i).Up = Map(i).Up NewMap(i).Down = Map(i).Down NewMap(i).Left = Map(i).Left NewMap(i).Right = Map(i).Right NewMap(i).BootMap = Map(i).BootMap NewMap(i).BootX = Map(i).BootX NewMap(i).BootY = Map(i).BootY NewMap(i).MaxX = Map(i).MaxX NewMap(i).MaxY = Map(i).MaxY ' Put new Values with Old Values ConTextAdd ("Converting map " & i & ".dat!") Put #F, , NewMap(i).Name Put #F, , NewMap(i).Music Put #F, , NewMap(i).Revision Put #F, , NewMap(i).Moral Put #F, , NewMap(i).Up Put #F, , NewMap(i).Down Put #F, , NewMap(i).Left Put #F, , NewMap(i).Right Put #F, , NewMap(i).BootMap Put #F, , NewMap(i).BootX Put #F, , NewMap(i).BootY Put #F, , NewMap(i).MaxX Put #F, , NewMap(i).MaxY ' Add new Custom values to add to the file being converted below For x = 0 To Map(i).MaxX For y = 0 To Map(i).MaxY Put #F, , Map(i).Tile(x, y) Next Next For x = 1 To MAX_MAP_NPCS Put #F, , Map(i).Npc(x) Next Close #F ConTextAdd ("Map " & i & ".dat converted!") ClearTempTile i CacheResources i DoEvents NextEnd Sub```but it errors, any suggestions?Dami Link to comment Share on other sites More sharing options...
The New World Posted June 26, 2011 Author Share Posted June 26, 2011 What do you mean 'it errors'? :PAnd I don't see what you changed/added. o.O Link to comment Share on other sites More sharing options...
damian666 Posted June 26, 2011 Share Posted June 26, 2011 made a extra type, called newmap, in which i made name 30 long, instead of 20, then i do:```NewMap(i).Name = Map(i).NameNewMap(i).Music = Map(i).MusicNewMap(i).Revision = Map(i).RevisionNewMap(i).Moral = Map(i).MoralNewMap(i).Up = Map(i).UpNewMap(i).Down = Map(i).DownNewMap(i).Left = Map(i).LeftNewMap(i).Right = Map(i).RightNewMap(i).BootMap = Map(i).BootMapNewMap(i).BootX = Map(i).BootXNewMap(i).BootY = Map(i).BootYNewMap(i).MaxX = Map(i).MaxXNewMap(i).MaxY = Map(i).MaxY```but errors on mapnpc stuff, very weird xdDami Link to comment Share on other sites More sharing options...
Octohunter Posted June 29, 2011 Share Posted June 29, 2011 @Rose:> EDIT** I'm adding ranged weaponry in the next release.I'm probably the only person who's mildly upset about this, as it means that there will inevitably be a lot of games with ranged weapons now and, since I've already coded a working system into my own project, it will make mine less unique. That aside, how are you planning to accomplish this? Is it a click-once-to target, press control to attack? Or is it a press-control-and-shoot-in-a-straight-line? Also, are you planning on having sprites for the arrow? I'd be interested to see how you get around Eclipse's current 32*32 collision detection.Nevertheless, good luck! Link to comment Share on other sites More sharing options...
Connor Posted June 29, 2011 Share Posted June 29, 2011 I can't wait for the projectile system!It's a must have for my project, any ETA?Good luck with your project Rose. Link to comment Share on other sites More sharing options...
The New World Posted June 29, 2011 Author Share Posted June 29, 2011 @Octohunter:> I'm probably the only person who's mildly upset about this, as it means that there will inevitably be a lot of games with ranged weapons now and, since I've already coded a working system into my own project, it will make mine less unique. That aside, how are you planning to accomplish this? Is it a click-once-to target, press control to attack? Or is it a press-control-and-shoot-in-a-straight-line? Also, are you planning on having sprites for the arrow? I'd be interested to see how you get around Eclipse's current 32*32 collision detection.> Nevertheless, good luck!Since this is code to be built off of, I'm keeping things simple. You face a direction, press attack, the timing is determined by the weapon speed, and if there is an NPC within your range in that direction, wait a second, then do the damage as well as remove an arrow type item from the equip menu. Arrows will go in the shield slot. If you have no arrows and action message will come above your head saying 'No Projectiles!' It's relatively simplistic. Link to comment Share on other sites More sharing options...
adif1 Posted June 29, 2011 Share Posted June 29, 2011 i have problem…[![](http://img27.imageshack.us/img27/9062/beztytuuwrg.png)](http://imageshack.us/photo/my-images/27/beztytuuwrg.png/)Uploaded with [ImageShack.us](http://imageshack.us)please help me Link to comment Share on other sites More sharing options...
The New World Posted June 29, 2011 Author Share Posted June 29, 2011 @adif1:> i have problem…> [![](http://img27.imageshack.us/img27/9062/beztytuuwrg.png)](http://imageshack.us/photo/my-images/27/beztytuuwrg.png/)> > Uploaded with [ImageShack.us](http://imageshack.us)> please help meYou're not using this engine. Link to comment Share on other sites More sharing options...
zdearborn Posted June 29, 2011 Share Posted June 29, 2011 Rose, do you plan on having the moving projectiles drawn on screen? Link to comment Share on other sites More sharing options...
The New World Posted June 29, 2011 Author Share Posted June 29, 2011 No. Link to comment Share on other sites More sharing options...
Rithy58 Posted June 29, 2011 Share Posted June 29, 2011 @Rose:> No.Lol, Robin's successor?Sincerely,Rithy Link to comment Share on other sites More sharing options...
Lavos Posted June 29, 2011 Share Posted June 29, 2011 @Rithy58:> Lol, Robin's successor?> > Sincerely,> RithyNo. Link to comment Share on other sites More sharing options...
The New World Posted June 29, 2011 Author Share Posted June 29, 2011 ;DOther News:![](http://i55.tinypic.com/2j60110.png) Link to comment Share on other sites More sharing options...
Octohunter Posted June 30, 2011 Share Posted June 30, 2011 @Rose:> Since this is code to be built off of, I'm keeping things simple. You face a direction, press attack, the timing is determined by the weapon speed, and if there is an NPC within your range in that direction, wait a second, then do the damage as well as remove an arrow type item from the equip menu. Arrows will go in the shield slot. If you have no arrows and action message will come above your head saying 'No Projectiles!' It's relatively simplistic.That's actually much better than what I was using. Do you mind if I borrow your idea for my own game? :) Link to comment Share on other sites More sharing options...
Connor Posted June 30, 2011 Share Posted June 30, 2011 @Rose:> ;D> > Other News:> > ![](http://i55.tinypic.com/2j60110.png)That looks interesting!Can't wait for the next release, I'll be using it for my game once projectiles are added!Thanks for everything! Link to comment Share on other sites More sharing options...
crzyone9584 Posted June 30, 2011 Share Posted June 30, 2011 Ugh looks like I'll be transfering my code to this one now. I can't wait for a later release. It will be a fun day to transfer to this kooler looking EO release. Keep up the work Rose. Link to comment Share on other sites More sharing options...
Octohunter Posted July 3, 2011 Share Posted July 3, 2011 I "borrowed" (and by borrowed, I mean stole) your idea for ranged combat and implemented it. It works like a charm. I'll definitely be keeping an eye on this, if only to "borrow" more ideas. Link to comment Share on other sites More sharing options...
DshWinchester Posted July 3, 2011 Share Posted July 3, 2011 @Octohunter:> I "borrowed" (and by borrowed, I mean stole) your idea for ranged combat and implemented it. It works like a charm. I'll definitely be keeping an eye on this, if only to "borrow" more ideas.no one cares,this is a topic about galaxy engine@rose: any updates?:D Link to comment Share on other sites More sharing options...
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