Gohan Posted August 23, 2010 Share Posted August 23, 2010 @Alatar:> Awesome work Miguu, as always :D> Are you planning on porting PV to EO? Because that would be just EPIC ;DYes please port PV to EO ;D Link to comment Share on other sites More sharing options...
mrmiguu Posted August 31, 2010 Author Share Posted August 31, 2010 [UPDATE][HOTFIX #1]- [top-of-map stuck glitch] fix and the [bottom-of-map stuck glitch] fix.- Fix for the top-of-jump sprite flicker.- NPCs are even smarter! If you stand on them, they will move to the side and start attacking. If you jump to a pltform on top of the NPC, it will quickly move aside and start owning you.Download: [PV Hotfix #1](http://173.58.134.49/PV_Hotfix_1.zip) Link to comment Share on other sites More sharing options...
VitinhooxD Posted August 31, 2010 Share Posted August 31, 2010 PV on EO would be so nice. Link to comment Share on other sites More sharing options...
mrmiguu Posted August 31, 2010 Author Share Posted August 31, 2010 @Vitin:> PV on EO would be so nice.Yes. I get the point. Everyone and their mom has told me to make [PV] on [EO]. I will get around to it once I start receiving criticism on the newly released hotfix. Link to comment Share on other sites More sharing options...
Alatar Posted September 1, 2010 Share Posted September 1, 2010 Awesome! New version! *d'loading* ;D Link to comment Share on other sites More sharing options...
mrmiguu Posted September 1, 2010 Author Share Posted September 1, 2010 [UPDATE]I managed to get physics into [EO]. Stop drooling ;DI will have a release out by tomorrow (no promises though). Link to comment Share on other sites More sharing options...
Sr_Sirius Posted September 1, 2010 Share Posted September 1, 2010 wow miguu sounds very great :) i cant wait to see!Thanks Link to comment Share on other sites More sharing options...
Alatar Posted September 2, 2010 Share Posted September 2, 2010 OMFG Epic, :O ;DPS: I've tested the new version, bugs fix works great and the npc's ai looks promising :) Link to comment Share on other sites More sharing options...
mrmiguu Posted September 2, 2010 Author Share Posted September 2, 2010 Glad you like it so far. I really like what I did to the NPC AI. Much better than that of the old [PV]. Link to comment Share on other sites More sharing options...
Gohan Posted September 3, 2010 Share Posted September 3, 2010 @Miguu:> Stop drooling ;DI refuse ;D Link to comment Share on other sites More sharing options...
mrmiguu Posted September 3, 2010 Author Share Posted September 3, 2010 @Gohan:> @Miguu:> > > Stop drooling ;D> > I refuse ;DBuf if you drool into your keyboard, you'll mess up your keys and thus, won't be able to use the new [PV] unless you buy a new keyboard and gain self discipline for drooling. Link to comment Share on other sites More sharing options...
Gohan Posted September 3, 2010 Share Posted September 3, 2010 @Miguu:> @Gohan:> > > @Miguu:> > > > > Stop drooling ;D> > > > I refuse ;D> > Buf if you drool into your keyboard, you'll mess up your keys and thus, won't be able to use the new [PV] unless you buy a new keyboard and gain self discipline for drooling.I have one of those plastic laptop slip-covers so it wouldn't make any difference, I can just wipe up the drool.So again I refuse ;D Link to comment Share on other sites More sharing options...
mrmiguu Posted September 3, 2010 Author Share Posted September 3, 2010 Oh. In that case -drool all you want.[UPDATE]I was having some weird bugs but I seem to have ironed most of them out. The only problem now is that when playing, other players will "pause" when at the peak of their jump. I'm looking into fixing it at the moment. Other than that, eveything works perfect (no more glitchy jumping for "other" players on the map, I fixed it!) Link to comment Share on other sites More sharing options...
Sr_Sirius Posted September 3, 2010 Share Posted September 3, 2010 This update is add to download link?Thanks Link to comment Share on other sites More sharing options...
mrmiguu Posted September 4, 2010 Author Share Posted September 4, 2010 @Sr_Sirius:> This update is add to download link?> > ThanksNot the original link. You'll have to download the actual engine, then the hotfix. Link to comment Share on other sites More sharing options...
Gohan Posted September 4, 2010 Share Posted September 4, 2010 Any idea when the Origins version will be up? Link to comment Share on other sites More sharing options...
mrmiguu Posted September 4, 2010 Author Share Posted September 4, 2010 @Gohan:> Any idea when the Origins version will be up?Once I get this "other player" top-of-jump stuck bug fixed. I also want to implement a static back ground. Link to comment Share on other sites More sharing options...
Gohan Posted September 4, 2010 Share Posted September 4, 2010 @Miguu:> @Gohan:> > > Any idea when the Origins version will be up?> > Once I get this "other player" top-of-jump stuck bug fixed. I also want to implement a static back ground.Tiles are 32x32 right? and map size is 31x31 tiles? Then wouldn't you just need to have it draw a static background from a 992x992 image right? Link to comment Share on other sites More sharing options...
mrmiguu Posted September 4, 2010 Author Share Posted September 4, 2010 @Gohan:> @Miguu:> > > @Gohan:> > > > > Any idea when the Origins version will be up?> > > > Once I get this "other player" top-of-jump stuck bug fixed. I also want to implement a static back ground.> > Tiles are 32x32 right? and map size is 31x31 tiles? Then wouldn't you just need to have it draw a static background from a 992x992 image right?I don't need help on understanding how parallax backgrounds work. I have a system already in [PV]. Besides, you're wrong. I only need a image the size of the picScreen then render it at XY(0, 0). Your method would be no better than just having a background stay put similar to regular tiles. Link to comment Share on other sites More sharing options...
Gohan Posted September 4, 2010 Share Posted September 4, 2010 Actually I wasn't trying to help you understand it I was trying to understand it myself ;)Guess I could've phrased it better if you took it like that :icon_crap: Link to comment Share on other sites More sharing options...
mrmiguu Posted September 5, 2010 Author Share Posted September 5, 2010 Sorry. Didn't mean to get so defensive. I got the thing working perfectly, dynamically, and smoothly. The only things left to really do are fix the slight pause at the top of the "other" players jumps and add attribute-specific tile collision checks for jumping and landing. Link to comment Share on other sites More sharing options...
Gohan Posted September 5, 2010 Share Posted September 5, 2010 @Miguu:> Sorry. Didn't mean to get so defensive. I got the thing working perfectly, dynamically, and smoothly. The only things left to really do are fix the slight pause at the top of the "other" players jumps and add attribute-specific tile collision checks for jumping and landing.Awesome :D Can't wait until it's finished. Link to comment Share on other sites More sharing options...
mrmiguu Posted September 6, 2010 Author Share Posted September 6, 2010 [UPDATE]The new [PV] Origins now has fully dynamic animations for: standing, walking, attacking, jumping, and falling. In the code just set the FRAMES_STANDING = however many frames you want for standing. The other frames are right underneath it. Right now its set to:```' Static frames/animationsPublic Const FRAMES_STANDING As Integer = 1Public Const FRAMES_WALKING As Integer = 2Public Const FRAMES_ATTACKING As Integer = 1Public Const FRAMES_JUMPING As Integer = 1Public Const FRAMES_FALLING As Integer = 1```All animations/frames will be timer-rendered and to add more just change the number for whatever type of frame and add/take away frames in the 1.BMP file. Link to comment Share on other sites More sharing options...
Gohan Posted September 6, 2010 Share Posted September 6, 2010 @Miguu:> [UPDATE]> The new [PV] Origins now has fully dynamic animations for: standing, walking, attacking, jumping, and falling. In the code just set the FRAMES_STANDING = however many frames you want for standing. The other frames are right underneath it. Right now its set to:> ```> ' Static frames/animations> Public Const FRAMES_STANDING As Integer = 1> Public Const FRAMES_WALKING As Integer = 2> Public Const FRAMES_ATTACKING As Integer = 1> Public Const FRAMES_JUMPING As Integer = 1> Public Const FRAMES_FALLING As Integer = 1> ```All animations/frames will be timer-rendered and to add more just change the number for whatever type of frame and add/take away frames in the 1.BMP file.Perfect feature for the Zoids we're building :OMiguu you are awesome ;D Link to comment Share on other sites More sharing options...
mrmiguu Posted September 6, 2010 Author Share Posted September 6, 2010 Just finished adding the timer fix depending on the amount of frames. As complicated as that sounds, it's very simple. I basically just have one main time-value (a.k.a. FRAMES_LENGTH = 500 for the gettickcount check) and it's divided by the amount of frames for each specific action. So if you have 6 frames of movement to show smooth transitions, a lower number for FRAMES_LENGTH would give a very seemless slide. Link to comment Share on other sites More sharing options...
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