Firestar Posted September 30, 2008 Share Posted September 30, 2008 @Steel:> DUDE, you use the key attribute through the map editor.magic8ball is asking for a tile where you don't need a key item, and you don't have to use it on any door or whatever. You can just walk into the tile if you have the item ANYWHERE, and it's blocked otherwise. Basically less of a hassle than key attributes.Edit: Here's another idea, an NPC attribute that makes an NPC spawn at a location so you can have more than 15 NPCs on one map. Or just make it so that you can add more NPCs. Or both! :D Because for games with epic maps, you may need more NPCs. Link to comment Share on other sites More sharing options...
magic8ball Posted September 30, 2008 Share Posted September 30, 2008 thankyou firestar and i agree with npc i think they need to be more versitile. and useable. so you can make them more lifelike. Link to comment Share on other sites More sharing options...
Jarmendes Posted October 8, 2008 Share Posted October 8, 2008 I dont know if this has been said..But how about having more than one attribute on one map!!?? It gets so annoying when I want to have say…npc block on one tile and then bank on the same tile. I end up having to put npc avoids around that tile instead... Link to comment Share on other sites More sharing options...
shadowwulf Posted October 8, 2008 Share Posted October 8, 2008 that is being looked into… Link to comment Share on other sites More sharing options...
Jarmendes Posted October 8, 2008 Share Posted October 8, 2008 Also what about not having a map grid? Im sick and tired of using block and I cant put the block where I want it. Link to comment Share on other sites More sharing options...
YunO Posted October 9, 2008 Share Posted October 9, 2008 What about the Block attribute be able to put by 16x16 tiles, not 32x32… You can make realistic maps on that. And make the players to walk by 16x16, not 32x32\. Or make them a choice. Link to comment Share on other sites More sharing options...
monowolf00 Posted October 9, 2008 Share Posted October 9, 2008 @Jarmendes:> Also what about not having a map grid? Im sick and tired of using block and I cant put the block where I want it.It has a map grid in the map editor.@YunO:> What about the Block attribute be able to put by 16x16 tiles, not 32x32… You can make realistic maps on that. And make the players to walk by 16x16, not 32x32\. Or make them a choice.You would have to re-write the mapping system, which is probably not going to happen soon.–------------------------------My idea- A scripting command similiar toCall SetPlayerSprite(index) to change into 64x64 sprites.e.x.- Call SetPlayerSprite64x64((index)*) Link to comment Share on other sites More sharing options...
prefix Posted October 10, 2008 Share Posted October 10, 2008 I'd love to have more attributes on one tile, altso i would love additional layers to the mask and fringe layers. Link to comment Share on other sites More sharing options...
unnown Posted October 10, 2008 Share Posted October 10, 2008 aditional layers would cause more lag,and about the 16*16…would be possible but.would be a fair amount of work Link to comment Share on other sites More sharing options...
Firestar Posted October 10, 2008 Share Posted October 10, 2008 Ah, here's an idea. Keep walkthrough attributes in, but make walkthrough an option in data.ini, and if it's 1, all players can walk through each other. Link to comment Share on other sites More sharing options...
YunO Posted October 10, 2008 Share Posted October 10, 2008 Good idea with the walkthrough… I was going to suggest something, but I forgot. Wait that when I remeber I'll post here :D Link to comment Share on other sites More sharing options...
AdrianC Posted October 11, 2008 Share Posted October 11, 2008 @Firestar:> Ah, here's an idea. Keep walkthrough attributes in, but make walkthrough an option in data.ini, and if it's 1, all players can walk through each other.Its soo easy to allow players to walk through each other in the source. I think I have a modified eclipse 2.7 which allows players to walk through players and npcs.If anybody needs it, give me a msg Link to comment Share on other sites More sharing options...
kerii Posted October 11, 2008 Share Posted October 11, 2008 I have one. Elemetal items? Link to comment Share on other sites More sharing options...
FrogImmortal Posted October 11, 2008 Share Posted October 11, 2008 Optional improved walking. It's a necessity. Y'know, like left foot, standing, right foot, standing, repeat. Like in RPG maker. Link to comment Share on other sites More sharing options...
YunO Posted October 11, 2008 Share Posted October 11, 2008 PNG image support! Using alpha! Don't need to configure, the program can autodetect it, looking at the extension, if PNG, use the alpha or the color of the first pixel to alpha. If BMP, use the color of the first pixel Link to comment Share on other sites More sharing options...
tiggilyboo Posted October 12, 2008 Share Posted October 12, 2008 @lucifer1101:> huh?> what do you mean by none scriptingHaving the skills done in Visual Basic, rather than using SadScripting.And example of this can be found in EE2.1 (This is extremely bugged, thats why it had to be taken out) Link to comment Share on other sites More sharing options...
monowolf00 Posted October 13, 2008 Share Posted October 13, 2008 I've got a couple ideas that badly want implemented in 3.0.Throwable bombs.I've got an example of how this would work.Equip the bomb as an arrow. Attack with it as an arrow, and when it hits the target it does a spell animation and causes a set amount of damage.Traps. You have an extra item category, called traps.You stand on a tile.You double click the trap in your inventory.It sets the item under your feet.If any player walks on it, it casts a spell. i.e. Vine strangling opponent, or bomb exploding.If your opponent has high enough speed, he/she can disarm and destroy the trap. Link to comment Share on other sites More sharing options...
DrNova Posted October 13, 2008 Share Posted October 13, 2008 shooting npc's Link to comment Share on other sites More sharing options...
Driocku Posted October 18, 2008 Share Posted October 18, 2008 My wish:Tiles that are like fringe but if a player goes on them from a certain direction it displays under them.(so players can walk on rooftops while other players can hide behind the building Link to comment Share on other sites More sharing options...
YunO Posted October 18, 2008 Share Posted October 18, 2008 That'd be nice, but hard to do :D Link to comment Share on other sites More sharing options...
demon xxx x Posted October 18, 2008 Share Posted October 18, 2008 Japanese Eclipse… >.> Link to comment Share on other sites More sharing options...
sir zach Posted October 18, 2008 Share Posted October 18, 2008 "Attackable" tiles :)This would solve many problems; Chests, less code for signs, etc… Link to comment Share on other sites More sharing options...
joeypc1 Posted November 9, 2008 Share Posted November 9, 2008 It will be fine if you have qeusts in the game and more paperdolls and titles lists than you can do more and you can make levels more changing. Link to comment Share on other sites More sharing options...
riseofwar Posted November 9, 2008 Share Posted November 9, 2008 Some of my ideas would be:-Built in quest system, press F1, go to edit, and edit quests….would be A LOT easier!-Traps idea is good (someone mentioned it earlier in this post)-When the player first plays the game, it shows them a tutorial on the buttons and everything! Link to comment Share on other sites More sharing options...
monowolf00 Posted November 10, 2008 Share Posted November 10, 2008 > -Built in quest system, press F1, go to edit, and edit quests….would be A LOT easier!Already being made.> Traps idea is good (someone mentioned it earlier in this post)My idea.> -When the player first plays the game, it shows them a tutorial on the buttons and everything!Easily scriptable.–------------------------My ideas,Throwable bombs.I've got an example of how this would work.Equip the bomb as an arrow. Attack with it as an arrow, and when it hits the target it does a spell animation and causes a set amount of damage.Traps. You have an extra item category, called traps.You stand on a tile.You double click the trap in your inventory.It sets the item under your feet.If any player walks on it, it casts a spell. i.e. Vine strangling opponent, or bomb exploding.If your opponent has high enough speed, he/she can disarm and destroy the trap.64x64 players.A new command to change a player to 64x54Call SetPlayer64x64(index, #)#= 64x64 sprite number Link to comment Share on other sites More sharing options...
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