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Project Vertigo Origins [ 1.1.4 – FINAL ] (2D Side-Scrolling ORPG Engine)


mrmiguu
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@creatorfromhell:

> My opinion would be mixed because I am great at coding with both C# and C++. The only thing I have barley any experience in is SlimDX. From a coder's point of view I would choose C++ with DirectX, but either one would be great.

SlimDX is very similar to DX code. It's practically the same.
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@Sealbreaker:

> I'd use sdl/opengl in your  case because it's crossplatform… but since not too many use mac or linux i guess it's okay..
>
> -seal

SFML would be my choice because SDL, from what I've read, has had some issues with speed and memory leaks. Plus, SFML has audio and input capabilities.
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SDL has input capabilities (already used them) and as far as audio goes I think SDL can handle that as well? (idk in that case though). Memory leaks (as far as I tested and used SDL) are only created by not unloading images & stuff… I guess everything can have memory leaks if being stupid enough. Anyways, I think C++ is the right choice, good luck.

-seal
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@tainmach:

> Files error upload pls filefor..

@MrMiguu:

> :: **Old Releases** ::
> Links current not working due to my website's folder being wiped due to computer "issues." Please be patient while I search for another copy to repost
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@asmirbelkic:

> url is death don't can download :s

:: Old Releases ::
Links current not working due to my website's folder being wiped due to computer "issues." Please be patient while I search for another copy to repost

edit- ok here is pv stable and origins http://www.mediafire.com/?cluun59d5stll8c

since u have not pmed me back i just figured id post it here.
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@YashimatsuPL:

> I've got this when I try to open it
> http://screenshooter.net/5881409/rmieuij

That means that the constant isn't being assigned a solid value soon enough (after execution). You just need to alter the _Public Const_ prefix of the error'd variables to _Public_ **(without the _Const_)**. That will change them into global variables, which can be changed whenever (even after the packets determining their values are received).
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you mean that ? Couse it's doesn't work

>! Public Const FRAMES_STANDING = Buffer.ReadLong
    Public Const FRAMES_WALKING = Buffer.ReadLong
    Public Const FRAMES_RUNNING = Buffer.ReadLong
    Public Const FRAMES_ATTACKING = Buffer.ReadLong
    Public Const FRAMES_JUMPING = Buffer.ReadLong
    Public Const FRAMES_FALLING = Buffer.ReadLong
    Public Const FRAMES_LENGTH = Buffer.ReadLong
I apologise for mistakes but I'm starting with VB
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Use this vvv
```
Public FRAMES_STANDING As Byte
Public FRAMES_WALKING As Byte
Public FRAMES_RUNNING As Byte
Public FRAMES_ATTACKING As Byte
Public FRAMES_JUMPING As Byte
Public FRAMES_FALLING As Byte
Public FRAMES_LENGTH As Byte

FRAMES_STANDING = Buffer.ReadLong
FRAMES_WALKING = Buffer.ReadLong
FRAMES_RUNNING = Buffer.ReadLong
FRAMES_ATTACKING = Buffer.ReadLong
FRAMES_JUMPING = Buffer.ReadLong
FRAMES_FALLING = Buffer.ReadLong
FRAMES_LENGTH = Buffer.ReadLong

```
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[Update]
Pumped out the basic outline of the map editor.
All I have left to do is code the interface and make it actually function.

Here's what it'll look like:
(You'll be able to also map in fullscreen-mode)
![](http://i2.photobucket.com/albums/y23/Alexanderthegreat91/MapEditor_Preview1.png)
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