Tala Posted June 18, 2010 Share Posted June 18, 2010 For RPG Maker XP Style SpritesIn BltPLayer Replace everything from **' Set the left** to **Blt Sprite** with:```' Set the left Select Case GetPlayerDir(Index) Case DIR_UP spriteleft = 3 Case DIR_RIGHT spriteleft = 2 Case DIR_DOWN spriteleft = 0 Case DIR_LEFT spriteleft = 1 End Select With rec .Top = (spriteleft) * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .Top + (DDSD_Character(Sprite).lHeight / 4) .Left = (Anim + 1) * (DDSD_Character(Sprite).lWidth / 4) .Right = .Left + (DDSD_Character(Sprite).lWidth / 4) End With ' Calculate the X X = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((DDSD_Character(Sprite).lWidth / 4 - 32) / 2) ' Is the player's height more than 32..? If (DDSD_Character(Sprite).lHeight) > 32 Then ' Create a 32 pixel offset for larger sprites Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - ((DDSD_Character(Sprite).lHeight / 4) - 32) Else ' Proceed as normal Y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset End If ' render the actual sprite Call BltSprite(Sprite, X, Y, rec)```Now do the same in BltNpc With this:```' Set the left Select Case MapNpc(MapNpcNum).Dir Case DIR_UP spriteleft = 3 Case DIR_RIGHT spriteleft = 2 Case DIR_DOWN spriteleft = 0 Case DIR_LEFT spriteleft = 1 End Select With rec .Top = (spriteleft) * (DDSD_Character(Sprite).lHeight / 4) .Bottom = .Top + (DDSD_Character(Sprite).lHeight / 4) .Left = (Anim + 1) * (DDSD_Character(Sprite).lWidth / 4) .Right = .Left + (DDSD_Character(Sprite).lWidth / 4) End With ' Calculate the X X = MapNpc(MapNpcNum).X * PIC_X + MapNpc(MapNpcNum).XOffset - ((DDSD_Character(Sprite).lWidth / 4 - 32) / 2) ' Is the player's height more than 32..? If (DDSD_Character(Sprite).lHeight) > 32 Then ' Create a 32 pixel offset for larger sprites Y = MapNpc(MapNpcNum).Y * PIC_Y + MapNpc(MapNpcNum).YOffset - ((DDSD_Character(Sprite).lHeight / 4) - 32) Else ' Proceed as normal Y = MapNpc(MapNpcNum).Y * PIC_Y + MapNpc(MapNpcNum).YOffset End If Call BltSprite(Sprite, X, Y, rec)``` Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 I feel stupid, but I can't seem to find where you calculate players their HP/Mana/SP from their stat points. :embarrassed: Link to comment Share on other sites More sharing options...
Kevin49 Posted June 18, 2010 Share Posted June 18, 2010 Oh my god Robin! You don't know me but I know you! (Want to play a game? xD) I thought this stuff didn't exist yet! Holy crap if my game works fine with this, I give you out at least 20 bucks :D (do you accept euros?) Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 Also, if you're using large tilesets that still fit in the max size after a while you won't be putting down the tiles you selected anymore, but tiles from somewhere on top of the tileset, rather then the ones you picked near the bottom.EDIT : It does this when your tileset is larger then 8912 pixels. Most likely to do with the 255 limit on everything? Link to comment Share on other sites More sharing options...
peekay Posted June 18, 2010 Share Posted June 18, 2010 one thing with the spell system, the duration and intervals scroll bars (i take it this is a DoT spell - damage over time) these arent working i believe Link to comment Share on other sites More sharing options...
Kevin49 Posted June 18, 2010 Share Posted June 18, 2010 Umh, Where do we put in all the sadscript please? I launched everything, & got myself connected. Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 @Kevin49:> Umh, Where do we put in all the sadscript please? I launched everything, & got myself connected.Nowhere, there is no scripting engine. Now go open up VB6 and do it right. ;D Link to comment Share on other sites More sharing options...
shadowwulf Posted June 18, 2010 Share Posted June 18, 2010 @YamYam:> It does this when your tileset is larger then 8912 pixels. Most likely to do with the 255 limit on everything?Woah… you shouldnt be having tilesets that large.I thought mine were still to big and my biggest is currently 1600x1600 pixels.You want to keep sets broken down and as small as possible to.Even though this engine is dope fast... you still should consider end users.Keep the tilesets super small so the minimum is loaded each map. Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 They were even bigger at first, used them in a different engine I built from scratch just fine. XD Ah well, if I have to split them up even further it'll be a pain, have 8 tilesets already right now, and they're still huge. ;D Link to comment Share on other sites More sharing options...
Ertzel Posted June 18, 2010 Share Posted June 18, 2010 @YamYam:> Also, if you're using large tilesets that still fit in the max size after a while you won't be putting down the tiles you selected anymore, but tiles from somewhere on top of the tileset, rather then the ones you picked near the bottom.> > EDIT : It does this when your tileset is larger then 8912 pixels. Most likely to do with the 255 limit on everything?ohh ok, I thought I screwed something up when I was doing source edits when I noticed this happening lol Link to comment Share on other sites More sharing options...
shadowwulf Posted June 18, 2010 Share Posted June 18, 2010 I have 27 tilesets i believe. Most are simply just grass(the one type) or sand or water. You arent going to use 5 different grasses types in one map. Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 Oh, right.. Origins isn't stuck with a max of 10 tilesets :P Anyways! I got this tutorial system running now.. It's surprising me how easy it is to add new stuff to this engine without having to look around 60 million lines of code that are complete bullcrap. :cheesy: Link to comment Share on other sites More sharing options...
jcsnider Posted June 18, 2010 Share Posted June 18, 2010 @YamYam:> Oh, right.. Origins isn't stuck with a max of 10 tilesets :P Anyways! I got this tutorial system running now.. It's surprising me how easy it is to add new stuff to this engine without having to look around 60 million lines of code that are complete bullcrap. :cheesy:From what I see, you did an excellant job with the tutorial, simple, yet very helpful.I agree to what you said, it took me a little while to learn but it was really easy to start adding and editing stuff in it, so far I have gotten a working pet system (with pets doing spells) for peekay and a good start of a Pokemon Engine with it. Link to comment Share on other sites More sharing options...
Zetasis Posted June 18, 2010 Share Posted June 18, 2010 I'm pretty sure some one has already mentioned this but I don't think the Slide Attribute works. Is there a particular way to get it to work or does it just not work yet? Link to comment Share on other sites More sharing options...
Ertzel Posted June 18, 2010 Share Posted June 18, 2010 Robin was having problems with it so he disabled it until he can get it working right.@Robin:> The slide code was causing problems so I just removed it entirely. I'll fix it up and put it into the next release. Link to comment Share on other sites More sharing options...
Zetasis Posted June 18, 2010 Share Posted June 18, 2010 Oh I guess I must have over looked that post. Thanks Ertzel. Link to comment Share on other sites More sharing options...
mcvizzle Posted June 18, 2010 Share Posted June 18, 2010 Just wondering if anyone has tested if the combat system has been updated? For example, what each stat does by default before editing? Link to comment Share on other sites More sharing options...
Robin Posted June 18, 2010 Author Share Posted June 18, 2010 @mcvizzle:> Just wondering if anyone has tested if the combat system has been updated? For example, what each stat does by default before editing?If it's not in the change log, it hasn't been changed. Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 I'm so happyyy noooow. :azn: Link to comment Share on other sites More sharing options...
Zetasis Posted June 18, 2010 Share Posted June 18, 2010 @YamYam:> I'm so happyyy noooow. :azn:Gasp!Nice work. Wish it were in Origins and not just your game haha. Nice though. Link to comment Share on other sites More sharing options...
Robin Posted June 18, 2010 Author Share Posted June 18, 2010 See, I could do something like that but I'd hate it being so… static.I need things to be dynamic. It's a curse. XD Link to comment Share on other sites More sharing options...
Joyce Posted June 18, 2010 Share Posted June 18, 2010 It beats having nothing at all though, and can be interesting enough when implented correctly.. Link to comment Share on other sites More sharing options...
shadowwulf Posted June 18, 2010 Share Posted June 18, 2010 Any one else have trouble removing directional blocking? XDI made a couple one way paths and then walked them… then couldnt remove them...Then i reopened the map editor twice and then I could remove them...Then I couldnt again. lol(fresh copy) Link to comment Share on other sites More sharing options...
IceCream Tuesday Posted June 18, 2010 Share Posted June 18, 2010 @Robin:> See, I could do something like that but I'd hate it being so… static.> > I need things to be dynamic. It's a curse. XDA quest system with a scripting system? that dynamic enough? Link to comment Share on other sites More sharing options...
Robin Posted June 18, 2010 Author Share Posted June 18, 2010 @[PIE:> ICT link=topic=57637.msg651119#msg651119 date=1276903654]> A quest system with a scripting system? that dynamic enough?Sacrificing speed like that is not an option.For EC we'll be using hardcoded 'scripting'. modScripts.Where unique events such as quests, 'scripted' items etc. can all be created. Link to comment Share on other sites More sharing options...
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