Likestodraw Posted January 26, 2013 Share Posted January 26, 2013 I said that a while ago. It is ridiculously hard. You would have trouble even finding someone who would sit down and try to make them for you. Link to comment Share on other sites More sharing options...
bintin Posted January 27, 2013 Share Posted January 27, 2013 This has so much more potential, can I add any scripts to it like the quest system with no hassle (like copy and pasting code) or does it require some good coding skills :\ Link to comment Share on other sites More sharing options...
Xolani Posted February 4, 2013 Share Posted February 4, 2013 This engine looks interesting, we don't really have a great 2d sidescroller version of eclipse yet so I'll have to check this out. Link to comment Share on other sites More sharing options...
Jumbofile Posted February 5, 2013 Share Posted February 5, 2013 I think you should take robs engine and make it pvo. It has all the features a orpg should have. If you dont want to have the features i would say start from 2.3 and add on Link to comment Share on other sites More sharing options...
bintin Posted February 5, 2013 Share Posted February 5, 2013 Or take this engine and take the time and effort in coding the things you want yourself. Link to comment Share on other sites More sharing options...
Bloo Posted February 14, 2013 Share Posted February 14, 2013 Will you ever add Alatar's Quest system? I tried adding it manually and apparently the /editquest didn't work. Link to comment Share on other sites More sharing options...
Zopto Posted February 15, 2013 Share Posted February 15, 2013 grate engine! Link to comment Share on other sites More sharing options...
santa-clause Posted April 8, 2013 Share Posted April 8, 2013 Somebody has the link for version 1.0.1?Please PM it to me ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)Or simply quote me Link to comment Share on other sites More sharing options...
santa-clause Posted April 9, 2013 Share Posted April 9, 2013 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 :'( Link to comment Share on other sites More sharing options...
erkro1 Posted April 9, 2013 Share Posted April 9, 2013 > 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. Link to comment Share on other sites More sharing options...
santa-clause Posted April 9, 2013 Share Posted April 9, 2013 Erwin i mean i hate the spinning thing it's fixed yeah i know but i don't hate that bug i just hate the hole feature if a player jumps then they just need to jump not rol over Link to comment Share on other sites More sharing options...
erkro1 Posted April 9, 2013 Share Posted April 9, 2013 How about you just take out that feature then? Link to comment Share on other sites More sharing options...
santa-clause Posted April 9, 2013 Share Posted April 9, 2013 Tried that and failed ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
TheRexion Posted April 9, 2013 Share Posted April 9, 2013 > Tried that and failedTry 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! Link to comment Share on other sites More sharing options...
santa-clause Posted April 9, 2013 Share Posted April 9, 2013 > 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) Link to comment Share on other sites More sharing options...
Zopto Posted April 9, 2013 Share Posted April 9, 2013 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 thingsi add event systemautotilesquest systemfriend systemetc and many bug fixes Link to comment Share on other sites More sharing options...
santa-clause Posted April 9, 2013 Share Posted April 9, 2013 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) Link to comment Share on other sites More sharing options...
mrmiguu Posted September 23, 2013 Author Share Posted September 23, 2013 **[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. Link to comment Share on other sites More sharing options...
mrmiguu Posted September 23, 2013 Author Share Posted September 23, 2013 ~~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) Link to comment Share on other sites More sharing options...
mrmiguu Posted September 23, 2013 Author Share Posted September 23, 2013 Okay, another bug here:> * If the map is just one tile larger than the static non-scrolling map size (15x11; normal static size is 14x11), the map will improperly scroll Link to comment Share on other sites More sharing options...
kibbelz Posted September 23, 2013 Share Posted September 23, 2013 Another one you want to investigate is when multiple players are on the server, one walks through water and it causes the other player to walk slowly too. If I remember correctly it was some indexing problems. Link to comment Share on other sites More sharing options...
mrmiguu Posted September 23, 2013 Author Share Posted September 23, 2013 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_ Link to comment Share on other sites More sharing options...
mrmiguu Posted September 27, 2013 Author Share Posted September 27, 2013 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. Link to comment Share on other sites More sharing options...
mrmiguu Posted September 30, 2013 Author Share Posted September 30, 2013 [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) Link to comment Share on other sites More sharing options...
Zopto Posted September 30, 2013 Share Posted September 30, 2013 **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 …** Link to comment Share on other sites More sharing options...
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