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[Eclipse Galaxy v0.9]


The New World
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@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.
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@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.
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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
    Next
End Sub

```
but it errors, any suggestions?

Dami
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made a extra type, called newmap, in which i made name 30 long, instead of 20, then i do:

```
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

```

but errors on mapnpc stuff, very weird xd

Dami
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@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!
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@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.
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@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?  :)
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@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
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