mrmiguu Posted September 26, 2010 Author Share Posted September 26, 2010 Arrows will most likely be dynamically animated. Link to comment Share on other sites More sharing options...
Guest Posted September 26, 2010 Share Posted September 26, 2010 @Miguu:> Arrows will most likely be dynamically animated.ok good to know :azn: Link to comment Share on other sites More sharing options...
Gohan Posted September 27, 2010 Share Posted September 27, 2010 @Miguu:> Here's some **real** progress!> ```> ==========================================> Project Vertigo Origins [1.0.0] -> [1.0.1]> ==========================================> - [DONE] Fixed paperdoll to fit along dynamic sprite frames.> - NPC animations dynamic like player sprites.> - Allow NPCs to fall off the edge of platforms> - [DONE] Fixed directional blocking.> - [DONE] Fixed spells to display player's attack-animation during cast.> - [DONE] Now you can't warp out of bounds> - [DONE] Made players have to press [DOWN] to enter a warp tile.> - Added spring tiles.> - [DONE] Made altering sprite frames server-sided.> - [DONE] Added double jump option (server-sided).> ```I don't see this in there :sad:@Miguu:> @Gohan:> > > If I wanted to put separate frame counts for individual sprites would it be as simple as this?> > > > ```> > If SpriteNumber = 1 Then> > Public Const FRAMES_STANDING As Integer = 1> > Public Const FRAMES_WALKING As Integer = 7> > Public Const FRAMES_RUNNING As Integer = 7> > Public Const FRAMES_ATTACKING As Integer = 6> > Public Const FRAMES_JUMPING As Integer = 1> > Public Const FRAMES_FALLING As Integer = 1> > Public Const FRAMES_LENGTH As Long = 500> > Public attackspeed As Long> > Public pCheck As Long> > End If> > ```> > Or similar code, then repeating the process for each individual sprite? Or would there be more to it than that?> > Funny you mention that. I was considering having each player have their own personal frame settings (maybe the frames are assigned to sprites as a SpriteRec in the modTypes). Link to comment Share on other sites More sharing options...
mrmiguu Posted September 27, 2010 Author Share Posted September 27, 2010 @ Gohan: It's not yet. I just made the frame counts decided by the options.ini file in the server to allow developers without VB6 to use the engine dynamically. I will add the sprite specific frames later. Link to comment Share on other sites More sharing options...
horsehead Posted September 28, 2010 Share Posted September 28, 2010 Miguu? Maybe u can add some of the EO tuts to your engine? Because the we dont have to redo all the shit whit every new version :P Link to comment Share on other sites More sharing options...
mrmiguu Posted September 29, 2010 Author Share Posted September 29, 2010 @RoX:> Miguu? Maybe u can add some of the EO tuts to your engine? Because the we dont have to redo all the shit whit every new version :PIt all depends. I don't use tuts anymore since it's not original code. If I was to make my own game on an engine, I'd want the engine as clean as possible as a nice structure for my game. I wouldn't like deleting unwanted features. [PV] Origins is meant to have the simplicity of [EO] while having the gameplay characteristics of any general side-scroller. Link to comment Share on other sites More sharing options...
ramoneknot Posted September 29, 2010 Share Posted September 29, 2010 well nice engine i will report one thingwhen more than 1 player log into game they receive packet flood i just change packet control to 200 but the server lags and lack of synchronism Link to comment Share on other sites More sharing options...
mrmiguu Posted September 29, 2010 Author Share Posted September 29, 2010 @ramoneknot:> well nice engine I will report one thing> > when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronismWhich engine is this? [PV] Origins or the Stable version? Link to comment Share on other sites More sharing options...
Gohan Posted September 29, 2010 Share Posted September 29, 2010 @Miguu:> @ramoneknot:> > > well nice engine I will report one thing> > > > when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronism> > Which engine is this? [PV] Origins or the Stable version?I don't think Stable is "Packet flooding". I'm pretty sure thats Origins. Link to comment Share on other sites More sharing options...
DshWinchester Posted September 29, 2010 Share Posted September 29, 2010 @Gohan:> @Miguu:> > > @ramoneknot:> > > > > well nice engine I will report one thing> > > > > > when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronism> > > > Which engine is this? [PV] Origins or the Stable version?> > I don't think Stable is "Packet flooding". I'm pretty sure thats Origins.both I guessSame here on pvoOrigins I dont try with other player onI will wait until the next release to see if this error continues Link to comment Share on other sites More sharing options...
mrmiguu Posted September 29, 2010 Author Share Posted September 29, 2010 I debugged the packets received by players into inputting a server message. I only counted up to 70+ at most. I suppose you can alter the data packet limit to your needs. It might be a combination of my shitty coding and your slow computer/network. Link to comment Share on other sites More sharing options...
DshWinchester Posted September 29, 2010 Share Posted September 29, 2010 ' Check for packet flooding If TempPlayer(Index).DataPackets > 100 Then HackingAttempt Index, "Packet Flooding" Exit Sub End Ifmy bad ;-d Link to comment Share on other sites More sharing options...
ramoneknot Posted September 29, 2010 Share Posted September 29, 2010 i must report miguu i have dedicated server with 100mb internet conection and computer have good hardware i am using the engine without any custom code only to test and i get this packet flooding wihen the second player joins (vertigo origins), and i'm reporting this for the vertigo staff look at this when release next versions..best regardsi have experience in games made in elysium and i wanna upgrade then to originsif you look now i have 2 games with 50+ players online each Link to comment Share on other sites More sharing options...
mrmiguu Posted September 29, 2010 Author Share Posted September 29, 2010 @ramoneknot:> I'm reporting this for the **vertigo staff** look at this when release next versions..Lol. Vertigo staff? You mean me?I didn't mean to offend you. Do you run either of the two other games in Origins? I don't know why you're getting lag. It's not like that many more packets are being sent than the original origins. The only packet I could think of that would maybe lag your computer is the one sending the player animations. Link to comment Share on other sites More sharing options...
ramoneknot Posted September 30, 2010 Share Posted September 30, 2010 ok other thing i must report to you is stats cant be more than 250 or causes rte 6 and level too Link to comment Share on other sites More sharing options...
Ruins of Hell Posted September 30, 2010 Share Posted September 30, 2010 Yes we know. That's not a bug. It's called bytes and they can only store up to 255\. If you want more, you'll need to change it. Link to comment Share on other sites More sharing options...
ramoneknot Posted September 30, 2010 Share Posted September 30, 2010 yea i made it but get others errors in getplayernextlevel Link to comment Share on other sites More sharing options...
mrmiguu Posted September 30, 2010 Author Share Posted September 30, 2010 @ramoneknot:> yea I made it but get others errors in getplayernextlevelI didn't mess with that piece of code. All I did **LITERALLY** was take a clean copy of [EO] 1.1.0 and add physics to it. That bug should be reported to _**Robin**_, not me. Link to comment Share on other sites More sharing options...
ramoneknot Posted September 30, 2010 Share Posted September 30, 2010 ok mr. miggu thanks anyway for your great work Link to comment Share on other sites More sharing options...
Sr_Sirius Posted September 30, 2010 Share Posted September 30, 2010 Miguu i love you too much. Link to comment Share on other sites More sharing options...
DshWinchester Posted September 30, 2010 Share Posted September 30, 2010 @Sr_Sirius:> Miguu I love you too much.marshsmiley: Link to comment Share on other sites More sharing options...
mrmiguu Posted September 30, 2010 Author Share Posted September 30, 2010 Apparently I should "stay puft," whatever that means.If you guys are going to report "lag" and "unsynchronized" coordinates, be a bit specific. State the event in which this occured during, how it happened, how it looked, how long it lasted, and any other specifics. Link to comment Share on other sites More sharing options...
Chief Posted October 1, 2010 Share Posted October 1, 2010 Miguu, you and I shall elope to the mountains and have babies… no homo. Link to comment Share on other sites More sharing options...
Sr_Sirius Posted October 1, 2010 Share Posted October 1, 2010 Miguu seriusly i really love you. Link to comment Share on other sites More sharing options...
mrmiguu Posted October 1, 2010 Author Share Posted October 1, 2010 @LOL:> Miguu, you and I shall elope to the mountains and have babies… no homo.No Broke-Back ;D Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now