Rob Janes Posted January 14, 2011 Author Share Posted January 14, 2011 I'm just making some tweaks to the engine to fit my own needs, so far it's pretty simple, it stores (5) strings that get updated during the HandleData for Map Messages. It works well, it let's 'system messages' get displayed as text on the map as oppose to cluttering up the chat.Next will be (Map) chat appearing above a characters head in a chat bubble.I must say, I'm thoroughly impressed with this engine, the spell system is wonderful and the code is very clean and well commented! Kudos Robin! Link to comment Share on other sites More sharing options...
Rob Janes Posted January 14, 2011 Author Share Posted January 14, 2011 I've added a new "Who's Online" list, where it shows a ListView with Small Head Icons, similar to games like 'Graal' online, I'll make it so you can double click a player name and open an instant messenger style chat window next, should be done within the next 30-40 minutes, I'll post a screenshot then as well.Was fairly easy to do, added SUpdateUserList and SClearUserList handles, and updated the SendWhosOnline list to be called anytime a player logs in or out and rather than sending it to an individual player, it sends the data to everyone connected and updates their user list. Link to comment Share on other sites More sharing options...
Devogen Posted January 14, 2011 Share Posted January 14, 2011 Any reason not for a transparent chat box? Link to comment Share on other sites More sharing options...
Rob Janes Posted January 14, 2011 Author Share Posted January 14, 2011 Wasn't something I really considered, Would require the use of Alpha Blending but I don't imagine it would be that difficult to do. I may ultimately make a seperate 'Chat' window altogether with various chat channels similar to my other online game, people tend to like having various chat tabs, so I'm not really sure how I'll go about having the chat 'appear' in a finish product. But good idea nonetheless ;)Aside from the instant messaging style chat, I'm just quickly adding in a 'Rain' and 'Snow' system cleverly using ' and * as rain and snow flakes and having them randomly draw (as text) across the screen depending on the weather. Saves a ton on the FPS versus using an image (unless I cracked and went with particle weather) Link to comment Share on other sites More sharing options...
Rob Janes Posted January 14, 2011 Author Share Posted January 14, 2011 Attached is a screenshot of the snow, using "*" and "'" for rain, it simply has a Public Type of a Droplet that stores the String, X and Y location of the Droplet, and then uses a timer to move the droplet. Simple and very effective!See Video!V2ZrtKBJCew Link to comment Share on other sites More sharing options...
Jeff Posted January 14, 2011 Share Posted January 14, 2011 wow, that's pretty cool. Hope you make some more good stuff! Link to comment Share on other sites More sharing options...
Rob Janes Posted January 14, 2011 Author Share Posted January 14, 2011 ThanksI'm sort of just toying with the engine still creating features that I would like to see if I develop a game using this it. I don't mind sharing the source for certain features if people want it, or if anyone has a suggestion on a feature to add, perhaps I'll create it and share it with the community.Cheers Link to comment Share on other sites More sharing options...
Anna Comnena Posted January 15, 2011 Share Posted January 15, 2011 Hey did you actually make or work on Artifact? I played that a long time ago (maybe 2004-2005), and I liked it, except every time I'd log off the next time I'd play my town was in ruins!Cute method using a string for weather effects. Link to comment Share on other sites More sharing options...
Rob Janes Posted January 15, 2011 Author Share Posted January 15, 2011 See new Video of the Instant messaging system, still a WIPhttp://www.youtube.com/watch?v=QJmpXbc0yRkAlso, as for Artifact, I was involved as an Administrator and developer for quite some time, and later purchased Samu Games and it's products from the original owners (David and Doug) Link to comment Share on other sites More sharing options...
shado360 Posted January 15, 2011 Share Posted January 15, 2011 Hey there! It looks really good so far, I have a question though, as I'm tweaking Origins too. I see that you were able to put the health and spirit/mana bars on the screen, how did you go about doing this?Thanks for your time,Païn Link to comment Share on other sites More sharing options...
Rob Janes Posted January 15, 2011 Author Share Posted January 15, 2011 I changed the Health and Spirit bars to Picture Boxes (they are images by default). Make them picture boxes that overlay picScreen and then change the source accordingly to reference your new Pictures rather than the old images. Easiest way to do this, delete imgHPBar and delete imgMPbar, create 2 Picture Boxes over the top of picScreen and call them "imgHPBar" and "imgMPBar". Viola! Success! Link to comment Share on other sites More sharing options...
shado360 Posted January 15, 2011 Share Posted January 15, 2011 Thanks, Ill try now.Thanks again,Païn Link to comment Share on other sites More sharing options...
shado360 Posted January 15, 2011 Share Posted January 15, 2011 Worked great! Thanks so much.Thanks,Païn Link to comment Share on other sites More sharing options...
shado360 Posted January 15, 2011 Share Posted January 15, 2011 I found something…... not so "beneficial" XD, is this:>! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/b078679d742c174f279bf7678eadb034.jpg) Link to comment Share on other sites More sharing options...
Rob Janes Posted January 15, 2011 Author Share Posted January 15, 2011 What happens is that you have the numbers inside of the imgHP picture box,Do the following, set the labels inside lblHP and lblHP to Alignment 'center'.Then, in the HandlePlayerHP function in modHandleData,Add frmMain.lblHP.width = frmMain.picHPBar.widthAFTER where it says frmMain.picHPBar.width = Int(((GetPlayerVital(MyIndex, Vitals.HP) / HPBar_Width) / (GetPlayerMaxVital(MyIndex, Vitals.HP) / HPBar_Width)) * HPBar_Width)Then do the same for lblMP in HandlePlayerMP :) Basically you want to set the lblHP and lblMP width to the width of the picture boxes whenever the size of the picture is changed. Link to comment Share on other sites More sharing options...
shado360 Posted January 15, 2011 Share Posted January 15, 2011 First of all, thanks for being so helpful, second of all, Sorry for being so naggy :(, but look what happened:>! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/92869afcb125a0acaf5d7a5ef7f47b9d.jpg)Sorry,Païn Link to comment Share on other sites More sharing options...
Rob Janes Posted January 15, 2011 Author Share Posted January 15, 2011 Ah I see,Change the code tofrmMain.lblHP.width = frmMain.picHPBar.ScaleWidthUse ScaleWidth on the second part, Link to comment Share on other sites More sharing options...
Rob Janes Posted January 15, 2011 Author Share Posted January 15, 2011 Attached is a new screenshot showing the new 'Chat' window.Alpha Blending is a tedious pain in the arse from my experience, though I'm sure it could easily be done. To replicate the effect and not decrease performance, I've created a walk around by putting the txtChat on a new form, that new form (border style none) moves into the proper position on frmMain resize, so it always keeps the chat in the proper position. It uses windows API for setlayeredwindowattributes to make the whole form just a little transparent giving it a nice professional feel.Note, this means it'll only operate on Windows XP or newer, so sadly, it renders my program moot for anyone on older operating systems, which, in 2011, I pray to god people are atleast on XP.Screenshot Link to comment Share on other sites More sharing options...
Aldur Posted January 16, 2011 Share Posted January 16, 2011 So does the main game window lose focus when you are sending a message? That seems like it would be a little annoying. Link to comment Share on other sites More sharing options...
Rob Janes Posted January 16, 2011 Author Share Posted January 16, 2011 It does however, given the 'style' of game I want to portray and appeal to the more 'casual' gamer, it'll fit in nicely with the finished product. Link to comment Share on other sites More sharing options...
JSchilli1 Posted January 16, 2011 Share Posted January 16, 2011 You're a very clever programmer! Nice work!-JS1 Link to comment Share on other sites More sharing options...
Rob Janes Posted January 16, 2011 Author Share Posted January 16, 2011 I spent the last 45 minutes or so getting the basics in for a guild system.At the moment you can use /createguild or use the UI to create a guild (costs 10,000 Gold). You can then use the "Guild" window to see who's all online, promote/demote/dismiss players. Right now, it's nothing more than a glorified array of players, there is a guild.dat file which houses NumGuilds = X, and then GuildX.dat represents the data for each guild such as who the guild leader is, and the rank of each member (to a maximum of 30 members).The goal is to have a guild 'perk' system which will allow guilds to have perks like faster leveling for it's members etc. (Horray for mimicking already successful ideas)Screenshot! Link to comment Share on other sites More sharing options...
Rob Janes Posted January 16, 2011 Author Share Posted January 16, 2011 I also tweaked the weather engine so that snow now falls a bit slower than rain, and rain also falls in a more diagonal direction, so it looks like it's a windy rain. Link to comment Share on other sites More sharing options...
Rob Janes Posted January 17, 2011 Author Share Posted January 17, 2011 See Attached Screenshots for the New Guild System! Link to comment Share on other sites More sharing options...
turbocookie Posted January 17, 2011 Share Posted January 17, 2011 That is awsome, i will definatly use this :) Maybe allow guilds to choose a guild colour? the text of their guild under their name can be that colour Link to comment Share on other sites More sharing options...
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