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


mrmiguu
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> I really need PVO 1.0.1 Because i'm trying to change PVO back to the non spinning thing and i'm screwing up all the codes :'(

That was fixed in 1.1.1, and should also be good in 1.1.2, so you don't need an older version.
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> Tried that and failed

Try again! Try as many times as you need to in order to afford yourself the desired result! Keep trying until you feel your brain about to explode from the stress! Then you should probably stop! That would be rather bad if your brain exploded! I think!
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> Try again! Try as many times as you need to in order to afford yourself the desired result! Keep trying until you feel your brain about to explode from the stress! Then you should probably stop! That would be rather bad if your brain exploded! I think!

I don't want my brain to explode ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
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you can chage last sprite to dont spin simple edit in paint …. + i fixed sprite bug on last version and maybe i will realse it whit new things

i add event system

autotiles

quest system

friend system

etc and many bug fixes
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I just need V 1.0.1 :'(

Then i'll rip it out of the codes and put it in my source and else ill make my own (ill probably fail but like Hao sayd ill try till my brains explode ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png))

Edit: I no longer need V1.0.1, I already deleted the tolling feature ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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  • 5 months later...
**[update]**

Version 1.1.3 is officially out! I fixed long term bugs that were hindering my enthusiasm. This is probably one of the last updates I'll ever have to do to this engine. Thank all of you for supporting it along it's progression. Please report any questionable bugs immediately.

> - Newly-created players' sprites now render (was fixed with the anim/desync fix?)
>
> - Cleaned up some x and y offset resetting code
> - Fixed InertiaSpeed value overflow error (RTE: 6)
> - Made DropDown into a player-specific variable to prevent animation desync

'Items floating in-air' is not a bug. I left that like that to give the engine a clever gameplay quirk.
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~~I found a new bug already! (Yay.)~~

**I fixed it already . . .**

> 1. map_A has a width of 30 tiles
> 2. map_B has a width of fewer tiles (29-)
> 3. You're on map_A, x-tile #30
> 4. You step on a warp tile that warps you to map_B, (0, 0)
> 5. During the move, the game at one point registers your character on x-tile #30 for map_B
> 6. x-tile #30 does not exist within the width boundaries of map_B (only map_A at this point)
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That makes complete sense, kibbelz. I guess I, too many times, just plop'd variables in without anally forcing them all into index format. Will add that to the list!

_EDIT:_

_Updated the main post's v1.1.3 bug list to represent… well... the current list of bugs_
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Does anyone remember the bug where if the map size is just one larger than the default 14x11 (e.g. _15x12_), the camera is offset one entire tile to the right/bottom? Well, it exists in PV and the vanilla copy of EO 2.0\. It's something that was never reported to Robin (probably never found). If it was reported, it don't remember seeing any fixes for it. The funny thing is, it only exists because making any map just one measly tile larger than the screen size has never seemed like a practical idea to developers. The point is, though, it exists in all vanilla versions of EO 2.0.

My head hurts just from the idea of digging into Robin's mechanism of camera offsetting to fix this. It's one of the last of two bugs left PVO. The other bug that I have yet to fix is when animations are displayed on monsters that die from final hits, the animations drop one tile down.
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[UPDATE]

Version 1.1.4 is now available. This will most likely be the last PVOrigins release ever. I've fixed all major bugs (except for that map one; if you use EO at all, you've got it too) and minor bugs. I feel like the engine at its current state is definitely usable as a base for Lostica Online (my ORPG project made with Eclipse). This is what I had in mind from the beginning of development on this engine and it's what I have in mind right now. If anyone finds any bugs that are game-breaking, PLEASE REPORT THEM HERE OR PM ME! I want to get this thing stamped as officially final in terms of development.

Download link:

–-----------------------------

[http://mrmiguu.com/pv/engine.htm](http://mrmiguu.com/pv/engine.htm)

Mirror link:

–-----------------------------

[http://www.mediafire.com/?9x9eiz5nj26mcwa](http://www.mediafire.com/?9x9eiz5nj26mcwa)
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**i am so glad you finished it ! grate job mrmiguu!**

–-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

**but i never understude  how attack animations works it is like it skip frames and it dont show full attack animation …**
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