Robin Posted April 26, 2010 Author Share Posted April 26, 2010 @Harris:> Cool, well with all the awesome work you've done, something like that should be easy.It's a bitch to do procedurally, believe me.Anyway, finished up paperdolling.![](http://img717.imageshack.us/img717/5317/paperdoll.png)It's amazingly good compared to anyone else's code. :PHere's all it is.```Public Sub BltPaperdoll(ByVal x2 As Long, ByVal y2 As Long, ByVal Sprite As Long, ByVal anim As Long, ByVal spriteleft As Long) Dim rec As DxVBLib.RECT Dim X As Long, Y As Long Dim width As Long, height As Long If Sprite < 1 Or Sprite > NumPaperdolls Then Exit Sub If DDS_Paperdoll(Sprite) Is Nothing Then Call InitDDSurf("Paperdolls\" & Sprite, DDSD_Paperdoll(Sprite), DDS_Paperdoll(Sprite)) End If With rec .Top = 0 .Bottom = DDSD_Paperdoll(Sprite).lHeight .Left = (spriteleft * 3 + anim) * (DDSD_Paperdoll(Sprite).lWidth / 12) .Right = .Left + (DDSD_Paperdoll(Sprite).lWidth / 12) End With Call Engine_BltFast(X, Y, DDS_Paperdoll(Sprite), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)End Sub```And here's me rendering 4 layers:```' check for paperdolling For i = 1 To Equipment.Equipment_Count - 1 If GetPlayerEquipment(Index, i) > 0 Then If Item(GetPlayerEquipment(Index, i)).Paperdoll > 0 Then Call BltPaperdoll(X, Y, Item(GetPlayerEquipment(Index, i)).Paperdoll, anim, spriteleft) End If End If Next```Enumeration at it's best, ladies and gentlemen. Link to comment Share on other sites More sharing options...
Irhymer Posted April 26, 2010 Share Posted April 26, 2010 Wow, thats really short!Robin, you just inspired me to finally learn VB6 :azn: Link to comment Share on other sites More sharing options...
shadowwulf Posted April 27, 2010 Share Posted April 27, 2010 wow. any chance of giving a tut of how to add the paperdoll and not redownload the whole engine? Link to comment Share on other sites More sharing options...
Robin Posted April 27, 2010 Author Share Posted April 27, 2010 @Shadowwulfâ„¢:> wow. any chance of giving a tut of how to add the paperdoll and not redownload the whole engine?Those pieces of code are all you need, pretty much.Simply copy and paste all of the loading/unloading code for one of the graphic types (tilesets, animations or something) and rename it to 'paperdoll' then create a few packets to send a player's equipment to everyone on the map.I'd take about 5 minutes to rip it from the next version I release. Link to comment Share on other sites More sharing options...
Niko Posted April 27, 2010 Share Posted April 27, 2010 Nice work. Eclipse Origins is almost where it needs to be for me to release a good beta :) Link to comment Share on other sites More sharing options...
Zetasis Posted April 27, 2010 Share Posted April 27, 2010 Very nice. I can't wait for the next release. I am now going to be using this engine for my game no doubt. Link to comment Share on other sites More sharing options...
dingleberrys Posted April 28, 2010 Share Posted April 28, 2010 has paperdoll been added to the 1.0.2 version or not?also do you plan on a ammo system? (bows/crossbows/guns) Link to comment Share on other sites More sharing options...
Robin Posted April 28, 2010 Author Share Posted April 28, 2010 @Urimas:> has paperdoll been added to the 1.0.2 version or not?> > also do you plan on a ammo system? (bows/crossbows/guns)No. It has been added to 1.0.3 and will be in the next release. I will add ranged weapons when I think if a decent way of doing them. Link to comment Share on other sites More sharing options...
Alatar Posted April 28, 2010 Share Posted April 28, 2010 @Robin:> I will add ranged weapons when I think if a decent way of doing them.What about something like showing animations over the tiles from the player in any direction until hit something (or until it get a limit range). The animations should loop only once and would end itself fading out. Hmm, it's just an idea and I know that the fading out can't be done without transparency or alpha channels :/ Link to comment Share on other sites More sharing options...
Tompwnage Posted April 28, 2010 Share Posted April 28, 2010 Amazing work robin.Are you ever planing on making two versions of EO? As in one without a quest system and one with a quest system with everything the same? Link to comment Share on other sites More sharing options...
Robin Posted April 28, 2010 Author Share Posted April 28, 2010 No. That'd mean developing two engines at the same time which would mean twice as much work. Link to comment Share on other sites More sharing options...
Tompwnage Posted April 28, 2010 Share Posted April 28, 2010 @Robin:> No. That'd mean developing two engines at the same time which would mean twice as much work.Not what I meant x)As in your update the one without the quest system and add a quest system on the one you put up for download, you work on the project without the quest system. See what I mean? Its just a suggestion of course you don't have to ^^ Link to comment Share on other sites More sharing options...
Irhymer Posted April 28, 2010 Share Posted April 28, 2010 @Tompwnage:> Not what I ment x)> > As in your update the one without the quest sytem and add a quest system on the one you put up for download, you work on the project without the quest system. See what I mean? Its just a segestion ofcourse you don't have to ^^Thats makes no sense at all…. If he makes a quest system why would he keep working on an engine without the quest system???:huh: Link to comment Share on other sites More sharing options...
Tompwnage Posted April 28, 2010 Share Posted April 28, 2010 Lol…. Lets say he doesn't want a quest system in the main release of it but would like to make option for people to have one if they want it. So the suggestion states simply that he should create a quest system for the game.Ok look.. He made a quest system correct. Once hes done that he continues working on EO till the next release. So instead of merging the quest system with the main download of EO he makes a copy of EO and adds the quest system. So simply he makes two downloads. One EO with no quest system, and another with the quest system.Lets say he wants to update EO without a quest system, simply he continues working on EO with the EO With no quest system in it. And when it comes time again to release another EO. He makes two copys and adds the quest system to one and the other non.So on and so forthThis way he won't have to update both at the same time he just adds it in on the Versions he makes. ;)So in this way people have a option to get a quest system or not. Simple.Sorry for the long explanation XDIts just a plain suggestion anyways.Regards :azn: Link to comment Share on other sites More sharing options...
Alatar Posted April 28, 2010 Share Posted April 28, 2010 Isn't _easier_ to just don't use that quest system? xD Link to comment Share on other sites More sharing options...
Irhymer Posted April 28, 2010 Share Posted April 28, 2010 @Alatar:> Isn't _easier_ to just don't use that quest system? xDExactly what Im saying. Somebody said something like this earlier in the topic. Like delete the resources option… well why delete it instead of just don't use it. Link to comment Share on other sites More sharing options...
shadowwulf Posted April 28, 2010 Share Posted April 28, 2010 quests are too touchey. They can be implemented several ways depending on the effect that you want. Its best to have people develop their own. Besides, this engine is for those that CAN code… Link to comment Share on other sites More sharing options...
Robin Posted April 28, 2010 Author Share Posted April 28, 2010 When I do quest (Which I will do) I want to do them properly.That means having some centralised systems for logs, item rewards etc. then have several flag altering systems in different triggers.For example, you'd have a question with 10 different states. These states are run through by having the player trigger flags. These flags would be triggered by, for example, having it in the NPC editor that if a player has quest 3's flag 4 triggered then OnDeath the NPC will trigger the player's 5th flag in that quest. Link to comment Share on other sites More sharing options...
Robin Posted April 28, 2010 Author Share Posted April 28, 2010 Big thanks to Simon for giving me the idea to split up the X & Y co-ordinates of tiles rather than have that horrible calculation we've had since 2001\. :PAs an extension of this, I finally got around to adding in multiple tilesets as well!Here's an example map I created.![](http://img697.imageshack.us/img697/4272/mapis.png)I used these two tilesets.![](http://img69.imageshack.us/img69/1733/92917191.png) ![](http://img704.imageshack.us/img704/6827/55250983.png)The new way of rendering maps is a sizable FPS increase.Keep in mind that when using multiple tilesets you want to keep them as small as possible. Tilesets are only loaded if you're using them, so the smaller they are, the less baggage you load with the few tiles you want from the set. Link to comment Share on other sites More sharing options...
Irhymer Posted April 28, 2010 Share Posted April 28, 2010 Sounds great robin. I was starting to realize how long it was taking to move the tiles I needed into 1 sheet for about each map.Btw, i like the plans for the Quest system. Sounds like it will cover alot of the areas scripting didn't cover. :azn:-Irhymer Link to comment Share on other sites More sharing options...
Robin Posted April 29, 2010 Author Share Posted April 29, 2010 Multiple tile selection has been added in. Simply drag your mouse around the tile selection screen to use it.![](http://img339.imageshack.us/img339/4183/multitiles.png) Link to comment Share on other sites More sharing options...
Dark Crusade Posted April 29, 2010 Share Posted April 29, 2010 Awesome Robin, you never fail to impress. Loving the consistent progress! Link to comment Share on other sites More sharing options...
shadowwulf Posted April 29, 2010 Share Posted April 29, 2010 oh ok cool. so i dont have too keep making tilesets for different areas now?I can leave all the small sets alone from Inquisitor and just pull what I need? Link to comment Share on other sites More sharing options...
azkanan Posted April 29, 2010 Share Posted April 29, 2010 Bug Report: You can only set warp X-Ys to a maximum of the current map you are on.Not great for switching from a small map to a large one, without having to change the current map X-Y, so you can make the warp, then switching back the current map X-Y-. Link to comment Share on other sites More sharing options...
Robin Posted April 29, 2010 Author Share Posted April 29, 2010 @Shadowwulfâ„¢:> oh ok cool. so I dont have too keep making tilesets for different areas now?> I can leave all the small sets alone from Inquisitor and just pull what I need?Yes.@Azkanan:> Bug Report: You can only set warp X-Ys to a maximum of the current map you are on.> > Not great for switching from a small map to a large one, without having to change the current map X-Y, so you can make the warp, then switching back the current map X-Y-.Fixed. Link to comment Share on other sites More sharing options...
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