Robin Posted August 6, 2010 Author Share Posted August 6, 2010 It'd require you to convert to dx8. Link to comment Share on other sites More sharing options...
Helladen Posted August 6, 2010 Share Posted August 6, 2010 I figured. Thanks for informing me though. :) Link to comment Share on other sites More sharing options...
doomteam1 Posted August 6, 2010 Share Posted August 6, 2010 Pay Robin to convert it to DX8 Link to comment Share on other sites More sharing options...
Robin Posted August 6, 2010 Author Share Posted August 6, 2010 @Doomteam1:> Pay Robin to convert it to DX8Bugger off. Link to comment Share on other sites More sharing options...
Guest Posted August 6, 2010 Share Posted August 6, 2010 When a player uses a spell on a player or if you pick up an bind item sometimes the server crashes. Link to comment Share on other sites More sharing options...
Kinjiru Posted August 6, 2010 Share Posted August 6, 2010 Just curious, but why do VX tiles require Alpha Blending?The bigest problem I see is that there format is completely differentNormal XP{x}{x}{x}{x}{x}{x}{x}{x}{x}{x}{x}{x}VX{x}{x}{x}{x}{x}{x}Im not sure how the autotile system in orgins works and how dynamic it is, so 'I really dont know if this will be a problem Link to comment Share on other sites More sharing options...
Helladen Posted August 7, 2010 Share Posted August 7, 2010 @Robin:> @Doomteam1:> > > Pay Robin to convert it to DX8> > Bugger off.I asked him, but he never replied back to me. Besides he's busy and he has to work on Origins. There's a DX8 class in MR I can use anyway. :P Link to comment Share on other sites More sharing options...
gamesucker Posted August 7, 2010 Share Posted August 7, 2010 man robin has patience. 71 pages, and I'm guessing most of that quest6ions/error reports… and all the other help topics out there... O.e Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 @Kinjiru:> Just curious, but why do VX tiles require Alpha Blending?> The bigest problem I see is that there format is completely differentNo, the biggest problem is alpha blending. The VX tilesets are absolutely filled with alpha channels. To render them properly, you need a graphics engine which can render them properly. I know, I've used them myself before.![](http://img42.imageshack.us/img42/6974/tilesl.png) Link to comment Share on other sites More sharing options...
Kinjiru Posted August 7, 2010 Share Posted August 7, 2010 Ah, well how would orgins handle the different format? Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 @Kinjiru:> Ah, well how would orgins handle the different format?Changing the player rendering procedure to handle different formats is piss easy compared to old versions of Eclipse. Simply change 2 values and it'll be done. Link to comment Share on other sites More sharing options...
Kinjiru Posted August 7, 2010 Share Posted August 7, 2010 Oh wow thats really simple, I expected it to be much harder than that, would it be hard for it to handle formats dynamically? Or at least add an option so you could handle both? Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 @Kinjiru:> Oh wow thats really simple, I expected it to be much harder than that, would it be hard for it to handle formats dynamically? Or at least add an option so you could handle both?-shrug- You'll have to find something which would allow the engine to differentiate between the formats. As the size is already dynamic, I'd say it's fairly impossible. Link to comment Share on other sites More sharing options...
Kinjiru Posted August 7, 2010 Share Posted August 7, 2010 @Robin:> @Kinjiru:> > > Oh wow thats really simple, I expected it to be much harder than that, would it be hard for it to handle formats dynamically? Or at least add an option so you could handle both?> > -shrug- You'll have to find something which would allow the engine to differentiate between the formats. As the size is already dynamic, I'd say it's fairly impossible.Ah I see, one last question, Do the auto tiles each need to be on separate sheets, or do they all go on one big sheet like in rpg maker? Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 They can be either. You select the tile the exact same way as you do when you're using the other layers, except instead of selecting a single 32x32 tile, it'll select a 96x128 section of the sheet. Link to comment Share on other sites More sharing options...
Helladen Posted August 7, 2010 Share Posted August 7, 2010 Thanks for clearing that up. Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 Oh, but if you want animated autotiles, they need to be in their own file. If you have 4 autotiles next to each other in the same file, it'll animate between them. Link to comment Share on other sites More sharing options...
Kinjiru Posted August 7, 2010 Share Posted August 7, 2010 @Robin:> Oh, but if you want animated autotiles, they need to be in their own file. If you have 4 autotiles next to each other in the same file, it'll animate between them.Awesome!Thanks robin, cant wait to play with autotiles now Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2010 Share Posted August 7, 2010 Is 60 x 45 to big for a scrolling map?If so what is the maximum sized recommended? It there a limit to how many tile sheets you should have?(I currently have 16) Link to comment Share on other sites More sharing options...
Qazek Posted August 7, 2010 Share Posted August 7, 2010 Robin can you add to animation editor X and Y variables (showing animation + / - X pixels opposite player/npc sprite etc.) ? Link to comment Share on other sites More sharing options...
Ruins of Hell Posted August 7, 2010 Share Posted August 7, 2010 @Ambard:> Is 60 x 45 to big for a scrolling map?> If so what is the maximum sized recommended?> > Â It there a limit to how many tile sheets you should have?(I currently have 16)Max size for map is 255x255.Tilesets are automatically detected and loaded. You can have as many as you want. Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2010 Share Posted August 7, 2010 Awsome! Be prepared for epic-ness, lol.I played around with some of my custom 3d models and set up this 288x224 pixel monster with 12 frame movement. Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2010 Share Posted August 7, 2010 The resources are fantastic.However the shop feature is very limited as far as playability goes. Resources will never be enjoyable and they will be shunned if you can't take your resources to the shop and sell all that's in your inventory at one time. To have to click the sell option then double click the item to sell one at a time is pretty laborious.Maybe the engine could detect duplicates and ask how many you want to sell. Link to comment Share on other sites More sharing options...
Robin Posted August 7, 2010 Author Share Posted August 7, 2010 Yeah, I was planning on using the generic currency handler to handle duplicate single-slot items as well. Just haven't got around to it. Link to comment Share on other sites More sharing options...
Kinjiru Posted August 7, 2010 Share Posted August 7, 2010 @Ambard:> Awsome! Be prepared for epic-ness, lol.> I played around with some of my custom 3d models and set up this 288x224 pixel monster with 12 frame movement.Looks Awesome!Oh and map size dosent affect lag, Im sure your glad to hear Link to comment Share on other sites More sharing options...
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