Robin Posted February 17, 2010 Author Share Posted February 17, 2010 ![](http://img375.imageshack.us/img375/3483/eologocrop.png)**Version 2!**Robin's Random Fact of v2!**_"1 in 10 people are born with more than 2 nipples."_****Donate**Simply put, I can't afford to spend much time on Origins. That's why I set up this donation button. Giving any amount of money no matter how small will help me pay the bills and pay for food, and it means I don't need to work as much thus giving me more time to do what I love! Work on Origins.If you can spare anything I'd be eternally grateful, and so will my fridge.[![](http://img823.imageshack.us/img823/7894/btndonatecclg.gif)Donate!](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=LMMEU477UBU3A)**Features**>! **Directional blocking.**>! ![](http://img714.imageshack.us/img714/8666/dirblock.png)>! You can find a layer in the map editor which allows you to set the individual blocking of directions within a tile! Perfect for setting up a cliff or something where you need walkable tiles situated next to each other without players being able to walk between them.>! **Player-to-player trading.**>! ![](http://img809.imageshack.us/img809/2807/tradey.png)>! Allow your players to trade items with each other! Want to buy someone's Pants of Fire for 2000 gold pieces? Simply request a trade! Want to give your friend some extra Potions of Fortitude whilst in a dungeon? Simply request a trade!>! **Dynamic Maps.**>! ![](http://img708.imageshack.us/img708/8273/mapsize.png)>! You can easily change the size of individual maps by going to the map editor's map properties pop-up and changing the MapX and MapY values!>! **Dynamic character sprites.**>! ![](http://img413.imageshack.us/img413/6115/spritesw.png)>! Origins will automatically calculate the size of any character sprite you have in your folder! Individual NPCs and PCs can be any size you want!>! **Drag + drop visual inventory.**>! ![](http://img253.imageshack.us/img253/4674/invww.png)>! Sick of old Eclipse's static, unwieldy and memory-hogging inventory system? So was I! So I developed (And by developed I mean I stole it from Jake. <3) a brand new drag & drop inventory system! I also added animated items for you all. Simply put multiple frames in the item's BMP file and it'll automatically animate both in the inventory and on the map.>! **Complete resource system.**>! ![](http://img545.imageshack.us/img545/4356/resource.png)>! Create a wide array of different types of harvestable resources! You can make anything from mining spots to trees!>! **RMXP style editor suite.**>! ![](http://img574.imageshack.us/img574/9043/editors.png)>! An easy user-interface is a very important part of any engine, and is something I feel that Eclipse has been missing for a long time. I've re-designed all of the game editors to be much, much easier to use!>! **Byte array packets with enumerated headers sent via WinSock.**>! ![](http://img138.imageshack.us/img138/5235/packets.png)>! The old versions of Eclipse have been using a horrible IOCP system that is cursed with a horrible memory leak which will cause even the most powerful machine to die after just a few days of hosting. Origins goes back to our good ol' friend WinSock! And with a nice new packet system which is much easier on your bandwidth.>! **Properly managed memory for graphics.**>! ![](http://img521.imageshack.us/img521/3461/files.png)>! Graphics are now split up into different sheets and the engine manages its memory properly, purging any graphics not used and only loading graphics when they're needed.>! **Admin menu.**>! ![](http://img214.imageshack.us/img214/360/adminda.png)>! An in-built menu which serves as a hub for all the tools and commands your administrators and moderators may need! It allows you to spawn items, kick trouble makers and access the game editors.>! **Dual-layer animations.**>! ![](http://img687.imageshack.us/img687/2866/animatione.png)>! Old Eclipse engines have terrible animation systems, with restrictive sizes and frame counts. Origins allows you to have animations of any size and any frame count, and each animation plays dual-layer, allowing you to set animations to play below or above the middle buffer!>! **Blood.**>! ![](http://img256.imageshack.us/img256/1105/blooddo.png)>! A very simple feature which shows blood on splatter over the floor during combat!>! **Full spell system.**>! ![](http://img3.imageshack.us/img3/1227/spells.png)>! Old Eclipse versions have been using the same old outdated spell system that was developed years ago. Origins brings on a fantastic new system complete with cooldowns, cast times, animations, area of effect & spell icons!>! **Visual shop system.**>! ![](http://img521.imageshack.us/img521/1665/shopj.png)>! Origins' shop system allows both players to buy items from NPC shops as well as sell them back! The shop editor allows you to set base buy rates so you can easily create a micro-economy where players can shop around for the best deal on their items! A must have for any serious game.**Changelog**>! @Changelog:>! > This is the official change log for Eclipse Origins.> > TODO:> > - Random tile placement.> > - Add server error handler.> > - Either fix current font system or add new text system.> > - Command-based door system.> > TOFIX:> > - Blank resource messages. (Can't find problem.)> > - Hotbar not working. (Can't reproduce problem.)> > ================================> > Eclipse Origins v1.5.0 -> v2.0.0> > ================================> > - Map items now have despawn timers, spawn timers and name locks.> > - Dropped items now take 30 seconds to appear to people other than their original owners.> > - Npc drops are dropped in their killer's ownership. They take 30 seconds to appear to others.> > - Map items will now disappear after 90 seconds on the ground.> > - Fixed it so tileset scrolling in the map editor works.> > - Added handlers to all NPC editor textboxes. Should stop all editor errors.> > - Added a paperdoll ordering array.> > - PlayerWarp now simply sends a player's co-ordinates if they're not switching maps.> > ================================> > Eclipse Origins v1.4.0 -> v1.5.0> > ================================> > - Cached music & sound lists to improve loading speeds.> > - Music & sound lists are now cached when you visit your first game editor.> > - Music & sound lists are now pulled from the cache to allow for form unloading.> > - Added a personal health bar.> > - Changed action messages to be capped by remaining health.> > - Added 'SendPlayerXYToMap' for seamless warping.> > - Changed admin Shift + Rightclick warping to use the XY position modifier.> > - Fixed currency trading bug.> > - Currency trades now show the total worth of the entire stack.> > - Fixed the INVTOP offset in the IsTradeItem function (to match the existing bltTrade).> > - Currency items only disappear from your inventory when the entire stack is offered in trade.> > - Removed the control array for NPCs in the map properties.> > - Npc selection is now done through a list + combobox.> > - All editors are no longer loaded at startup and are purged from memory when closed.> > - Forgetting spells now uses the custom dialogue box to get confirmation.> > - Removed some CheckGrammar calls.> > - Added a party system.> > - Added party GUI.> > - Added dynamic health & spirit bars to party menu.> > - Max vitals are now affected by your boosted stats.> > - Added health bars to party members.> > - Vitals are now re-calculated and sent when equiping/unequiping equipment.> > ================================> > Eclipse Origins v1.3.0 -> v1.4.0> > ================================> > - Can now dump an image of your entire map through the admin panel.> > - Condensed the list population procedures in to a simple function.> > - Added a 'case else' to the max vital calculations so new classes use it automatically.> > - Fixed starting spells & items.> > - Added proper string clearing to all clearing routines.> > - Resource_Changed array size set properly.> > - Removed access restriction messages.> > - Added error message for people who don't extract Origins properly.> > - Fixed npcs not showing up in map editor.> > - Finished client-side error handler.> > - Fixed NPC drops.> > - Spells can now be forgetten without an erroneous cooldown message.> > - Spells can now be moved without an erroneous cooldown message.> > - Modified item editor to work on netbook resolutions. (600px height)> > - Modified spell editor to work on netbook resolutions. (600px height)> > - Fixed list population clearing.> > - Added dynamic health bars and cooldown bars.> > - Added custom yes & no/ okay dialogue box.> > - Trade requests now use the custom dialogue box.> > - Changed GAME_NAME to loaded from config.> > - Fixed memory leak, sporadic FPS and FPS degradation by removing custom fonts.> > ================================> > Eclipse Origins v1.3.0 -> v1.3.1> > ================================> > - Fixed FPS problems. Personally went from ~180fps average to ~700fps average.> > ================================> > Eclipse Origins v1.2.0 -> v1.3.0> > ================================> > - Standardised the data types. Cut out most, if not all, 16-bit processing.> > - Standardised data type packet sending.> > - Max items, npcs, maps etc. can all now handle anywhere up to 2million.> > - Resources now show as exhausted during map editing to make it easier to map.> > - Removed npc factions - had no use after removing npc vs. npc combat.> > - Added server-side loop time display & lock to help debug problems.> > - Added high indexing on player loops. Fixes y-based rendering fps drop.> > - Added a catch-all cooperative level change fix. No more errors when you lock your PC.> > - Map tilesets are now dynamic.> > - Fixed tileset horizontal scrolling in the map editor.> > - Added currency amount checks to all bank and trade interactions - no more duping.> > - Limited account/character names to 12 characters.> > - Changed the character filter to allow for extended ASCII.> > - Fixed shops.> > - Map editor now closes properly when warping.> > - Disabled door and slide attributes till I actually program them in.> > - Friendly NPCs now talk.> > - Fixed the distinction between player's stats and their RAW stats.> > - Fixed the map report.> > - Added centralised button animation procedures for both menu and ingame.> > - Added animated buttons to menu.> > - Added animated buttons to ingame GUI.> > - Added centralised sound packets and procedures.> > - Added sounds to animations.> > - Added sounds to items.> > - Added sounds to npcs.> > - Added sounds to resources.> > - Added sounds to spells.> > - Added sounds to animated buttons.> > - Centralised the music/sound list population - now carried out at startup.> > - Added file extension check to sound engine.> > - Fixed new character sprite selection problems.> > - Added high indexing on npc loops. Fixes y-based rendering fps drop.> > - Added high indexing on action message loops> > - Fixed class starting items.> > - Added class starting spells.> > ================================> > Eclipse Origins v1.1.0 -> v1.2.0> > ================================> > - Fixed casting bar problems.> > - Fixed problem with shop slots not being recognised.> > - News now loads from .txt file.> > - Removed credits system - replaced with same system as news.> > - Added line breaks through HTML break markup in news & credits.> > - Condensed directory checks.> > - Added conditional error handling. Enable by switching 'Debug = 0' to 'Debug = 1' in config.> > - Blood cache cleared on map change.> > - Paperdoll update sent on map change.> > - New character class combo click event fixed.> > - Currency is now tradable.> > - Item sprites now render correctly in item editor.> > - GDI text rendering fixed.> > - Changed character sprite layout to RMXP standard.> > - Fixed paperdoll issues and switched format to match character sprites.> > - Created & added new GUI.> > - Added face sprites.> > - Re-organised GUI components.> > - Created a new character menu.> > - Removed Npc vs. Npc combat.> > - Made blood dynamic.> > - Added access tags to players.> > - Npc names are now rendered.> > - Fixed it so player sprites no longer flash up as the full sheet for a loop when first loaded.> > - Condensed the potion item types into a single 'Consume'.> > - 'Consume' item type can now give health, mana, experience and cast a spell on use at the same time.> > - Added descriptions to items & spells which can be set in the editor.> > - Re-designed item tooltip.> > - Capped level point count.> > - Capped stat point counts.> > - NPCs are blocked by directional blocks.> > - Character starting item count is now dynamic.> > - Swapped out socket handlers.> > - Added class, access and level requirement checks to all items types.> > - Replaced file listing procedure for map music.> > - DoTs and HoTs are now cleared on death (lol).> > - Spells are now drag and drop.> > - Spell cooldown status now rendered in hotbar.> > - Added target type checks on all target purges.> > - Replaced loading message system.> > - Replaced login timeout system.> > - Swapped around start-up order.> > - Hotbar changed to function keys.> > - Admin panel switched to tilde.> > ================================> > Eclipse Origins v1.0.3 -> v1.1.0> > ================================> > - Fixed problem with class sprite selection.> > - Fixed map editor problem with tile selection. (Thanks to Derrick)> > - Removed isIp procedure. Caused problems when using domains.> > - Fixed problem with ghost items being given to the player.> > - Added new item sprites & spell sprites.> > - Added directional blocking system using bitwise operators.> > - Added graphical arrows which you can click in the map editor to set directional block.> > - Changed Map UDT. All the directional blocking data is stored in a single byte.> > - Added visual bank.> > - Added bank drag & drop system.> > - Added bank slot changing system.> > - Added right-click warping for developers whilst pressing shift.> > - Added heal tile. When stepped on it heals you.> > - Added trap tile. When stepped on it damages you.> > - Added slide tile. When stepped on it carries you in a direction to the next tile.> > - Created some new packet subs to replace packet sending code which was repeated.> > - Added a new procedure. "KillPlayer()" will now take EXP from a player and kill them.> > - Clicking 'trade' and then clicking on a player will invite them to trade.> > - If you try and trade a player who has tried to trade you as well, trade will be opened.> > - Added trade item offering, stored server-side in the TempPlayer.> > - Added graphical GUI for the trade offer so you can see your own and the other player's offer.> > - Map music is now stored as a string.> > - Tried to fix pretty much all bugs reported so far.> > ================================> > Eclipse Origins v1.0.2 -> v1.0.3> > ================================> > - Fixed problem which caused 'aero' theme on Vista & 7 to switch to basic.> > - Not having .bmp files will no longer crash the game.> > - Added Paperdoll.> > - Re-wrote the map UDT to have split X & Y values and multiple tilesets per map.> > - Having split X & Y values unlocks the ability for me to have dynamic tilesets.> > - Added multiple tile selection.> > - Stopped the map editor scrollbar max values from being set to the current map size.> > - Fixed it so the map editor scrollbar max values are set to MAX_BYTE.> > - Removed the timed unloading of tilesets and the load checks in blting subs.> > - Changed it so tilesets are loaded/unloaded accordingly when you change map.> > - Fixed a bug with healing spells.> > - Fixed ordering issues with stats.> > - Added music & sound engine thanks to Harold.> > - Fixed scrollbars to update properly when dragged around (In the map & anim editors)> > - Fixed it so resources only respawn when they've been harvested.> > - Added options menu for players to turn on/off music & sound.> > - Added class starter equipment.> > - Added main menu music.> > - Map music now plays.> > ================================> > Eclipse Origins v1.0.1 -> v1.0.2> > ================================> > - IP and Port now read from .ini> > - Animations now die properly when an NPC is no longer alive.> > - Fixed small RTE when equiping items which raise your stats above 255.> > - Added new spell editor.> > - Restructed spell UDT.> > - Added a scrolling & fading credits screen, taking credits from external file.> > - Added Spell cooldowns + cast times.> > - Added Spell icons.> > - Added visual spell menu in the main game GUI.> > - Reprogrammed spell casting from scratch.> > - Added grey-scale spell icons for visual cooldown notification.> > - Fixed some problems with movement restrictor when casting a spell.> > - Added calculation for AOE courtesy of Rodriguez & Fabio.> > - Added a box to allow users to drop currency items.> > - Added AOE capabilities to damage + heal spell types.> > - Re-did the GUI to rely more heavily on GDI and cut down on memory usage.> > - Added code to force the item description box onscreen.> > - Re-wrote large portion of spell system to use a lot less code.> > - Added access-specific and pk-specific name colours in chat.> > - Re-wrote the map system to have enumerated layers.> > - Re-wrote the shop system.> > - Shops have visual inventory + item descriptions.> > - Shops will buy items for a % of their worth.> > - Various small bug fixes + cleanups.> > ==============================> > Eclipse Origins v1.0.0 -> v1.0.1> > ==============================> > - Fixed problem with Item Editor damage scrollbar.> > - Added stat requirements to items.> > - Fixed problem with the 'None' item reward for resources.> > - Added blood decals.> > - Changed a few data types to be more logical.> > - Changed a few editor events.> > - Multiple level ups now have proper exp rollover and messages.> > - Proper font support.> > - Proper text centralising.> > - Empty attack say no longer appears.> > - If no damage is done it no longer shows '-0' and instead shows a block message.> > - Fixed small memory leak in DD7.> > - Fixed the colour in the inventory currency.> > - Added animation editor.> > - Added animation instance with locking capabilities.> > - Fixed NPC spawn attribute problem.> > - Added level up button to admin panel.> > - Fixed dodgy line-up in character sprites stolen from 2.7.> > - Added dual-layer animation.> > - Added animation timing + automated client-side animation death.> > - Added time-based movement to compensate for older CPUs.> > - Added animation capabilities to NPCs.> > - Added animation capabilities to items.> > - Added animation capabilities to resources.> > - Added class sprite pool> > ====================> > Eclipse Origins v1.0.0> > ====================> > - Created Eclipse Origins **Download**>! _Eclipse Origins v2_>! **Main Download:**>! [Origins v2](http://www.touchofdeathforums.com/Robin/eo_2_0_0.zip)>! _Eclipse Origins Image Converters_>! **Main Thread:**>! [Thread link.](http://www.touchofdeathforums.com/smf/index.php/topic,60179.0.html)>! _Eclipse Multi-purpose Auto-updater_>! **Main Thread:**>! [Thread link.](http://www.touchofdeathforums.com/smf/index.php/topic,58493.0.html) Link to comment Share on other sites More sharing options...
Robin Posted April 3, 2010 Author Share Posted April 3, 2010 Cleaned up the thread again. Split off as much as I could and moved them to the correct sections.If you don't want to lose your posts in the future post them in the correct section yourself. Link to comment Share on other sites More sharing options...
multigame Posted April 3, 2010 Share Posted April 3, 2010 Okay 1 question: Why aren't you just locking this thread if you don't want people to write? Link to comment Share on other sites More sharing options...
Godlord Posted April 3, 2010 Share Posted April 3, 2010 @Fixed:> Okay 1 question: Why aren't you just locking this thread if you don't want people to write?@Robin:> **Making a game with this source code is a very, very bad idea unless you're a proficient programmer.**> > **This topic is not here for all your Eclipse Origins questions or problems.**> If you have a question or problem use the _**appropriate section of the forum.**_ The rest of the forum is open to Eclipse Origins users. If you have a question about the source, post it in the source questions area, if you find a bug or error, post it in the bugs & errors section, etc. If you want me to actually notice an Eclipse Origins thread, then please tag the topic title with [EO].Robin actually had the thread lock before, but unlocked it. I don't know what is exactly allowed here. Perhaps code contributions or something similar.Regards, Godlord. Link to comment Share on other sites More sharing options...
Robin Posted April 3, 2010 Author Share Posted April 3, 2010 @Fixed:> Okay 1 question: Why aren't you just locking this thread if you don't want people to write?I don't want people to report bugs or request features here.This is a development thread and release. Discussing development and the releases is allowed here. Link to comment Share on other sites More sharing options...
DFA Posted April 6, 2010 Share Posted April 6, 2010 well then maybe a link to bug reports should of been included with that post…so where the fuck is it? Link to comment Share on other sites More sharing options...
Robin Posted April 6, 2010 Author Share Posted April 6, 2010 @DFA:> well then maybe a link to bug reports should of been included with that post…> so where the duck is it?This thread isn't here to show you around the forums.Seen as though you're just _that_ lazy, here you go.![](http://img717.imageshack.us/img717/937/fsafsafas.png) Link to comment Share on other sites More sharing options...
DFA Posted April 6, 2010 Share Posted April 6, 2010 gotcha, small text, hard to find.my interface is different than that Link to comment Share on other sites More sharing options...
viciousdead Posted April 6, 2010 Share Posted April 6, 2010 I love this new eclipse, Robin good job! :cheesy: Link to comment Share on other sites More sharing options...
shadowwulf Posted April 7, 2010 Share Posted April 7, 2010 Once Robin is happy with this variation of Eclipse it should definitely go on the main site.And be listed as "for the 'more than a hobbyist'" heh.[Double-Post Prevention]Robin is gonna hate me for this…http://www.touchofdeathforums.com/smf/index.php/topic,59189.msg626331.html#msg626331http://www.touchofdeathforums.com/smf/index.php/topic,60849.0.htmlhttp://www.touchofdeathforums.com/smf/index.php/topic,59369.0.htmlhttp://www.touchofdeathforums.com/smf/index.php/topic,61023.0.html Link to comment Share on other sites More sharing options...
Kemerd Posted April 14, 2010 Share Posted April 14, 2010 OMG!!!! dude this is epic!?! Does it have a pet script? it's epic that it has animation attack dude! especially like that!!! can it support big sprites? such as 3-4 eclispe map tile sprites? Link to comment Share on other sites More sharing options...
xelander Posted April 14, 2010 Share Posted April 14, 2010 @Kemerd:> OMG!!!! dude this is epic!?! Does it have a pet script? it's epic that it has animation attack dude! especially like that!!! can it support big sprites? such as 3-4 eclispe map tile sprites?Dynamic sprites.I think so.But the pet script, NO.Don't even bother looking for it, it dosn't exist.Unless Kris releases his. Link to comment Share on other sites More sharing options...
shadowwulf Posted April 14, 2010 Share Posted April 14, 2010 the engine simple cuts the sprite into 12 even sections and removes the background color. you could have an npc take up the whole screen…. not a good practice though.Side note: if you sprite is say 96x96 for example, the bottom middle 32x32 is still the only collision detected sector.OOO <--<< arrow missesOOO <--<< arrow missesOXO <--<< arrow hits Link to comment Share on other sites More sharing options...
DshWinchester Posted April 14, 2010 Share Posted April 14, 2010 Dynamic Sprites Works Very Welllook a screen: http://img691.imageshack.us/img691/6225/testeyo.jpgthe engine rulez ;D Link to comment Share on other sites More sharing options...
shadowwulf Posted April 15, 2010 Share Posted April 15, 2010 Robin: was swapping run/walk intentional? It is currently setup as auto-run unless shift is held.I personally am switching it back but I didn't know if it was intentional. Also the speeds were very close so at first I thought it was simply broken… but of course it wasnt LOLHidden is where the code is swapped>! Sub ProcessMovement(ByVal Index As Long) Dim MovementSpeed As Long>! ' Check if player is walking, and if so process moving them over Select Case Player(Index).Moving Case MOVING_WALKING: MovementSpeed = ((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X)) Case MOVING_RUNNING: MovementSpeed = ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X)) Case Else: Exit Sub End Select Link to comment Share on other sites More sharing options...
IceCream Tuesday Posted April 15, 2010 Share Posted April 15, 2010 @NinjaCat:> @Kemerd:> > > OMG!!!! dude this is epic!?! Does it have a pet script? it's epic that it has animation attack dude! especially like that!!! can it support big sprites? such as 3-4 eclispe map tile sprites?> > Dynamic sprites.> > I think so.> But the pet script, NO.> Don't even bother looking for it, it dosn't exist.> Unless Kris releases his.This engine doesn't have Scripting. Scripts are SUPER slow. Link to comment Share on other sites More sharing options...
Robin Posted April 15, 2010 Author Share Posted April 15, 2010 @Shadowwulfâ„¢:> Robin: was swapping run/walk intentional? It is currently setup as auto-run unless shift is held.> I personally am switching it back but I didn't know if it was intentional. Also the speeds were very close so at first I thought it was simply broken… but of course it wasnt LOL> > Hidden is where the code is swapped> > >! Sub ProcessMovement(ByVal Index As Long)> Dim MovementSpeed As Long> >! ' Check if player is walking, and if so process moving them over> Select Case Player(Index).Moving> Case MOVING_WALKING: MovementSpeed = ((ElapsedTime / 1000) * (RUN_SPEED * SIZE_X))> Case MOVING_RUNNING: MovementSpeed = ((ElapsedTime / 1000) * (WALK_SPEED * SIZE_X))> Case Else: Exit Sub> End SelectYeah. I was too lazy to re-name everything so to have automatic running I just switched the values.I created a rounding system to stop people flying off tiles like in Eclipse when you change the run/walk speeds. In Origins you can have the run/walk speeds as whatever you want. I don't think doubling the speed when running was realistic so I just chose those two values.The system has been around for years, going back to the original version of WW. Link to comment Share on other sites More sharing options...
shadowwulf Posted April 15, 2010 Share Posted April 15, 2010 well i walk about .8 mph but run at 3mph and sprint at 5mph… so double seems fine to me... i havent experienced any real issue with it though. Considering making the spirit stat affect run speed though... just not sure how to do it yet. Link to comment Share on other sites More sharing options...
Dark Crusade Posted April 15, 2010 Share Posted April 15, 2010 @Shadowwulfâ„¢:> well I walk about .8 mph but run at 3mph and sprint at 5mph… so double seems fine to me...Yeah, but truth in what orpg do you actually walk? Usually its run by default, and sprint is toggled. If your character walked by default, it would drive you mad with impatience. Link to comment Share on other sites More sharing options...
shadowwulf Posted April 15, 2010 Share Posted April 15, 2010 true… so it should ALL be changed to run and sprint speeds... but for arguments sake... auto slow, toggle fast mode. :p Link to comment Share on other sites More sharing options...
Robin Posted April 16, 2010 Author Share Posted April 16, 2010 @Shadowwulfâ„¢:> well I walk about .8 mph but run at 3mph and sprint at 5mph… so double seems fine to me... I havent experienced any real issue with it though. Considering making the spirit stat affect run speed though... just not sure how to do it yet.Keep in mind this isn't normal running. Although it's named 'run' it should probably be set as 'jog', or at least something much more manageable by some guy in a full set of armour. Link to comment Share on other sites More sharing options...
shadowwulf Posted April 16, 2010 Share Posted April 16, 2010 @Robin:> Keep in mind this isn't normal running. Although it's named 'run' it should probably be set as 'jog', or at least something much more manageable by some guy in a full set of armour.-_- thank you Robin for making me want to add a penalty for armor defense level to SP removal on running… had a bonus for high spirit... jerk. :p Link to comment Share on other sites More sharing options...
xelander Posted April 17, 2010 Share Posted April 17, 2010 How about making an option to items, that will affect the running speed. Link to comment Share on other sites More sharing options...
Robin Posted April 17, 2010 Author Share Posted April 17, 2010 @NinjaCat:> How about making an option to items, that will affect the running speed.How about no. Link to comment Share on other sites More sharing options...
xelander Posted April 17, 2010 Share Posted April 17, 2010 Hopw about You delete the resource system-thing. Link to comment Share on other sites More sharing options...
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