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Eclipse++


Marsh
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Sorry for lack of updates, havent worked on this in awhile.

Just fixed the npc movement though. Hopefully going to start working on it again now. Got Sprite collision working. Sprites now have 8 directional movement just like the players. You can now attack and kill npcs. The backspace key actually works ingame and will no longer crash the client :P.
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well marsh could add an container for the sprites, which would be very effective for dynmic size sprites.
That's what i'm going to use in the future …
first it would provide better packet sprites
second it would not be that easy for ultra nubs to get them,
especially you use blowfish or something on them (well editable when u provide the sources)
And btw, Ragnarok Spirte sheets are doomed.. i think there's a better method to put them into a container ...
(I was supporting the german section of eAthena for about 2 years and 1 year mod til i was fed up with the community)
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As you may have noticed all the screen shots have only 1 npc. Thats because it only had support for one npc. So i decided to finally put multiple npcs in. I had to basically delete my entire old system built for one npc. So it was pretty dumb to not just write it properly the first time.

So heres a screen shot of a new system that can load 20 npcs per map. Working on getting all the npcs features that were there before, like collision etc.

![](http://www.freemmorpgmaker.com/files/imagehost/pics/ea29da1d60f70b6c400e049024bfa884.png)
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@Draothgorin:

> "seamless zones" called scrolling maps, eventually it would need to end unless you figured out some kick ass way for it to keep going. but are computers had to be stupid and make a maximum limit for things.

I think you may be wrong on that one. All you have to do is make it so that when the player moves to the left load one line of tiles to the left and unload one line of tiles on the right. That way no matter where he walks it will always load another line of tiles into his view and unload the ones that left his view. That way he never hits the end of a map and it never has to load a entire map.

Or perhaps load 5 or so to keep up speed/
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I'm using this already, if it is what i think.
![](http://kami.azurog.de/dl/pic.png)
That's the "normal" state.
The white is what you see!

![](http://kami.azurog.de/dl/pic2.png)
Then when you move to right, you move the grid to left.

![](http://kami.azurog.de/dl/pic3.png)
After you walked one unit (32px)  you'll be at this point.
Now you add to your pointer for the array of the maptiles +1
And set the grid back to "normal" state

![](http://kami.azurog.de/dl/pic.png)
This is the way how it's done.

This works very well even on slow computers.
the only thing you will notice is the loading of the map if you switch it.
I'm implementing "seamless" maps too.
But i think i'll work with threads so that you will not notice the loading time..
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