SpecÃâ rum Posted April 17, 2011 Share Posted April 17, 2011 File not found… Link to comment Share on other sites More sharing options...
Guest Posted April 17, 2011 Share Posted April 17, 2011 @Spec†rum:> File not found…he is still working on it. (both EO beta convert, and new PV)chill… Link to comment Share on other sites More sharing options...
Sr_Sirius Posted April 17, 2011 Share Posted April 17, 2011 Waiting fot EO 2.0 beta remake, thank you Link to comment Share on other sites More sharing options...
mrmiguu Posted April 19, 2011 Author Share Posted April 19, 2011 Q: Do you guys want the dynamic animation system in PVO Beta 2.0.0?- It was poorly implemented but can still be thrown in there. Are there any complaints for lag regarding other players being online? Link to comment Share on other sites More sharing options...
horsehead Posted April 19, 2011 Share Posted April 19, 2011 Why not? :) More dynamic is better for every game. Link to comment Share on other sites More sharing options...
shwamshwam1 Posted April 19, 2011 Share Posted April 19, 2011 miguu i have as mall problem with the sprites.I have created my own sprites that I want to use with pv but they donw work.I realised that the sprite images have to be the same size as the Kirby sprite which kinda worked.but then i got this problem of then i walk the sprites seem to shuffle about.![](http://i810.photobucket.com/albums/zz22/shwamshwam1/bugimg.png)(img taken whilst walking)any help? Link to comment Share on other sites More sharing options...
schnurman Posted April 19, 2011 Share Posted April 19, 2011 @Snowstorm:> miguu i have as mall problem with the sprites.> I have created my own sprites that I want to use with pv but they donw work.> I realised that the sprite images have to be the same size as the Kirby sprite which kinda worked.> but then i got this problem of then i walk the sprites seem to shuffle about.> > ![](http://i810.photobucket.com/albums/zz22/shwamshwam1/bugimg.png)> > any help?make sprites smaller and move them Link to comment Share on other sites More sharing options...
ToshiroHayate Posted April 19, 2011 Share Posted April 19, 2011 @Snowstorm:> miguu i have as mall problem with the sprites.> I have created my own sprites that I want to use with pv but they donw work.> I realised that the sprite images have to be the same size as the Kirby sprite which kinda worked.> but then i got this problem of then i walk the sprites seem to shuffle about.> > ![](http://i810.photobucket.com/albums/zz22/shwamshwam1/bugimg.png)> > any help?I always thought PV had EO's dynamic sprite system? Link to comment Share on other sites More sharing options...
schnurman Posted April 19, 2011 Share Posted April 19, 2011 @Toshiro:> I always thought PV had EO's dynamic sprite system?it does Link to comment Share on other sites More sharing options...
shwamshwam1 Posted April 19, 2011 Share Posted April 19, 2011 @Toshiro:> I always thought PV had EO's dynamic sprite system?so why doesnt it work?It is the same width as the base sprite…@Schnurman:> make sprites smaller and move themmay i ask how this would help? Link to comment Share on other sites More sharing options...
ToshiroHayate Posted April 19, 2011 Share Posted April 19, 2011 @Snowstorm:> so why doesnt it work?Two of my guesses, would be that you either aligned the sprite wrong, or you have to edit the sprite size in the source code. I'm not 100% on how that dynamic sprite system works. Link to comment Share on other sites More sharing options...
mrmiguu Posted April 19, 2011 Author Share Posted April 19, 2011 @Toshiro:> or you have to edit the sprite size in the source codeThat can be edited via server-sided data.ini file. Link to comment Share on other sites More sharing options...
ToshiroHayate Posted April 19, 2011 Share Posted April 19, 2011 @MrMiguu:> That can be edited via server-sided data.ini file.My mistake. Appreciate the correction. Link to comment Share on other sites More sharing options...
mrmiguu Posted April 19, 2011 Author Share Posted April 19, 2011 @Toshiro:> My mistake. Appreciate the correction.It's okay. It was changed fairly late in the engine's development. It used to be source-edit only. Link to comment Share on other sites More sharing options...
shwamshwam1 Posted April 19, 2011 Share Posted April 19, 2011 @MrMiguu:> That can be edited via server-sided data.ini file.thanks for the help miguu and toshiEDIT:i go into the .ini folder and change the settings to this:FRAMES_STANDING=1FRAMES_WALKING=3FRAMES_RUNNING=3FRAMES_ATTACKING=6FRAMES_JUMPING=4FRAMES_FALLING=1but then it comes to FRAMES_LENGTH=500do i need to change this? Link to comment Share on other sites More sharing options...
mrmiguu Posted April 19, 2011 Author Share Posted April 19, 2011 @Snowstorm:> thanks for the help miguu and toshi> > EDIT:> > i go into the .ini folder and change the settings to this:> > FRAMES_STANDING=1> FRAMES_WALKING=3> FRAMES_RUNNING=3> FRAMES_ATTACKING=6> FRAMES_JUMPING=4> FRAMES_FALLING=1> > but then it comes to FRAMES_LENGTH=500> do i need to change this?Frame length is the time it takes for one frame to transition to the next. 500, for example, would be 0.5 seconds long. A smaller number equates to faster transitions and will allow for smoother animations. Link to comment Share on other sites More sharing options...
shwamshwam1 Posted April 20, 2011 Share Posted April 20, 2011 oh ok.what would you recommend for the settings i put? Link to comment Share on other sites More sharing options...
mrmiguu Posted April 21, 2011 Author Share Posted April 21, 2011 @Snowstorm:> oh ok.> what would you recommend for the settings i put?Depends on what you like. If you're using alot of frames to have fluid animations, set a low number like 100 (if that still looks choppy, set it to about 50). Link to comment Share on other sites More sharing options...
hedgy Posted April 24, 2011 Share Posted April 24, 2011 I got some questions MrMiguu;*You're creating a new PVO, but also creating a PVR What will be the difference? (Except the fact that PVO is made from eclipse origins, and PVR fully created yourself.)*Will PVR use VB6 or another scripting program?*If I start creating a game from the current PVO, will I be easy able to update this to the coming PVO, or do I have to re-create all the maps?I would like to know wich engine is the best for a sonic game ^^ Link to comment Share on other sites More sharing options...
mrmiguu Posted April 24, 2011 Author Share Posted April 24, 2011 @hedgy:> I got some questions MrMiguu;> *You're creating a new PVO, but also creating a PVR What will be the difference? (Except the fact that PVO is made from eclipse origins, and PVR fully created yourself.)> *Will PVR use VB6 or another scripting program?> *If I start creating a game from the current PVO, will I be easy able to update this to the coming PVO, or do I have to re-create all the maps?> > I would like to know wich engine is the best for a sonic game ^^1\. The difference is that the new PVO will literally be Eclipse Origins Beta 2.0 (as you see it now) with physics slapped-on. PVR will have pixel movement and interpolation to bring ease to one's bandwidth when displaying a ton of character animations and fast movement (adjustment of coordinates leads usually to a ton of packets. Interpolation fixes this).2\. PVR will most likely be in C# due to the upcoming IPv6 and the willing readiness of IPv6 address compatibility. It will utilize the .NET socket features (not Winsock).3\. You can only update your game as well as you could have if you were using Eclipse Origins 1.3, transferring to 2.0 Beta. Alot of data has been changed in the Map.dat files since then so most likely you would have to remake them.I suggest either waiting for PVO 2.0 Beta or cont. to use PVO 1.3 (current version) since waiting for PVR might be like waiting for Solar Eclipse (I'm sure HM can work a 1000x faster than me when using unfamiliar languages. If anything, I am reprogramming PVO as a learning experience). Link to comment Share on other sites More sharing options...
hedgy Posted April 25, 2011 Share Posted April 25, 2011 @MrMiguu:> 1\. The difference is that the new PVO will literally be Eclipse Origins Beta 2.0 (as you see it now) with physics slapped-on. PVR will have pixel movement and interpolation to bring ease to one's bandwidth when displaying a ton of character animations and fast movement (adjustment of coordinates leads usually to a ton of packets. Interpolation fixes this).> > 2\. PVR will most likely be in C# due to the upcoming IPv6 and the willing readiness of IPv6 address compatibility. It will utilize the .NET socket features (not Winsock).> > 3\. You can only update your game as well as you could have if you were using Eclipse Origins 1.3, transferring to 2.0 Beta. Alot of data has been changed in the Map.dat files since then so most likely you would have to remake them.> > I suggest either waiting for PVO 2.0 Beta or cont. to use PVO 1.3 (current version) since waiting for PVR might be like waiting for Solar Eclipse (I'm sure HM can work a 1000x faster than me when using unfamiliar languages. If anything, I am reprogramming PVO as a learning experience).Thanks for answering :) I'll wait for PVO 2.0 in that case. ^^ Link to comment Share on other sites More sharing options...
Azvd Posted May 2, 2011 Share Posted May 2, 2011 when you will release? Link to comment Share on other sites More sharing options...
mrmiguu Posted May 2, 2011 Author Share Posted May 2, 2011 @MrMota14:> when you will release?Which one?I will probably answer: "I have no idea, myself." Link to comment Share on other sites More sharing options...
Lavos Posted May 11, 2011 Share Posted May 11, 2011 How is the week going for you miguu? any updates? Link to comment Share on other sites More sharing options...
mrmiguu Posted May 11, 2011 Author Share Posted May 11, 2011 @Miklatov:> How is the week going for you miguu? any updates?Well with finals and projects for school, I have been trying my best to work. I'm not one of those "oh, he's a dogmatic VB6 coder…" kind of people. I am trying to decide which languge would be appropriate for the engine. C# is convenient but seems a bit too managed for me to work with. I really like .NET's socket system but I am sure I can get the same kind of efficiency with BSD or even Winsock 2\. The thing that's really killing it for me is the deprecation of managed DirectX. They now use this spoon-fed XNA crap. XNA's socket system, from what I hear, can only support 30ish people at once. I will probably either use C++ with DirectX or C# with SlimDX.Opinions? Link to comment Share on other sites More sharing options...
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