Zopto Posted May 2, 2013 Author Share Posted May 2, 2013 > add a semi transparent chat boxhmm maybe i will see Link to comment Share on other sites More sharing options...
ramoneknot Posted May 3, 2013 Share Posted May 3, 2013 Attack animations does not work zopto?i just change to 3 frames but shows only frame when attack Link to comment Share on other sites More sharing options...
aksakan Posted May 3, 2013 Share Posted May 3, 2013 V7 NPC EXP NOT Working Link to comment Share on other sites More sharing options...
Calypsis Posted May 3, 2013 Share Posted May 3, 2013 I like what your doing with this engine, truly amazing to finally see someone take what Mr. Miguu's made and make it even better. Seems like you have EVERYTHING you need from the event system, to buffs/debuffs to even the quest system. Great job, man. Link to comment Share on other sites More sharing options...
Zopto Posted May 3, 2013 Author Share Posted May 3, 2013 **[ramoneknot](http://www.touchofdeathforums.com/community/index.php?/user/36946-ramoneknot/)**Attack animations does not work zopto?i just change to 3 frames but shows only frame when attackattack animation is same like Eo just 1 frame…and here is litl fix for running and faill animations![](http://img194.imageshack.us/img194/4071/122233.png)but you can chage that in client :Find :```Public Const FRAMES_ATTACKING As Byte = 2 ```and chage it to 3,4 framesps: i am not shure how mrmiguu coded animations things but i think that wold work**[aksakan](http://www.touchofdeathforums.com/community/index.php?/user/78691-aksakan/)**V7 NPC EXP NOT Workingopen server>control tab >chage exp rate to 1.2.3.4 whatever number you want**[Calypsis](http://www.touchofdeathforums.com/community/index.php?/user/83142-calypsis/)**I like what your doing with this engine, truly amazing to finally see someone take what Mr. Miguu's made and make it even better. Seems like you have EVERYTHING you need from the event system, to buffs/debuffs to even the quest system. Great job, man.tnx alot ^^ Link to comment Share on other sites More sharing options...
aksakan Posted May 4, 2013 Share Posted May 4, 2013 Thx You ![:lol:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/laugh.png) Link to comment Share on other sites More sharing options...
Zopto Posted May 4, 2013 Author Share Posted May 4, 2013 ^^ any time Link to comment Share on other sites More sharing options...
dingleberrys Posted May 4, 2013 Share Posted May 4, 2013 will you fix the attack animation? it only plays the 1st frame when standing still then it spazzes between frame 1 and 2 while movingalso will you give weapons & armor durability?also is it possible to make spells fire projectiles? im no coder but should be easy to take the projectile system from the weapon editor and put it into the spell editor. so it fires in the direction your facing with out targeting a mob also is it possible to add an animation on the hit target like a fireball explosion. Link to comment Share on other sites More sharing options...
Zopto Posted May 4, 2013 Author Share Posted May 4, 2013 1\. it is not a bug it use 1 new frame for attack and one walking frame…. like e.o (but i am not shure how mrmiguu make attack animationsi will look into)2.maybe in some other updates3.yes it possible (soon) Link to comment Share on other sites More sharing options...
Zopto Posted May 5, 2013 Author Share Posted May 5, 2013 **Soon****in v8:****Projectile(Linear) Type Spell** (full working)![](http://img560.imageshack.us/img560/539/346345354.png)(i made that fireball(thing that looks like) fast just to show how spell work)ok here is better picture![](http://img29.imageshack.us/img29/539/346345354.png)some-bugfixlitl gui editehope you like it ^^ Link to comment Share on other sites More sharing options...
dingleberrys Posted May 8, 2013 Share Posted May 8, 2013 sweet, next I'd like to see item durability, also could you add more tool types?shovel for digging up treasuressickle for herb/plant gatheringShears for collecting wool off sheep and or other creatures (a sheep sprite with and without wool so players can sheer them and wait for em to regrow)Arcane Tool for gathering magical items such as dust, souls or magical crystals. Link to comment Share on other sites More sharing options...
Zopto Posted May 8, 2013 Author Share Posted May 8, 2013 sry i was offline 4 days….my pc blow up so i buyed new laptop today now i can work agen....and [Urimas Ebonheart](http://www.touchofdeathforums.com/community/index.php?/user/36312-urimas-ebonheart/) tnx but i will not going to add soo much staff in engine fo now ![:mellow:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/mellow.png) i will just try to fix some bugs and make it more stable…but you got nice ideas there ^^ anyway update **pa v8 ** soon as posoable Link to comment Share on other sites More sharing options...
ramoneknot Posted May 9, 2013 Share Posted May 9, 2013 i was checking the packets sentwhen i hit one time Ctrl for attack, client sent 10+ packets per attack why? Link to comment Share on other sites More sharing options...
Zopto Posted May 9, 2013 Author Share Posted May 9, 2013 **Update Project Angels v8 :****Chage Log: >! Add Projectile Type Spell>! Add some chages to chatbox>! Resized>! Screen(Agen)**New Fixed v8**Download Link: >! **[http://www.sendspace.com/file/zp9aox](http://www.sendspace.com/file/zp9aox)**>! **How to use Projectile Type Spell: >! Frst go to spell editor>! Then chose Type:Projectile>! New window will>! open whit>! Pic,Range,Dmg and speed scrl bars>! note (it use projectile pic>! from projectile folder)>! after that make item type spell>! lern spell>! and cast it ^^**>! ps:i forgot to resize background picture(need to be same size like game screen)** Link to comment Share on other sites More sharing options...
ramoneknot Posted May 9, 2013 Share Posted May 9, 2013 Zopto this Miggu Code will not work coz this is only a condition for a packet floodingand in that case client is sending 25 - 27 packets for only one attackEdit : i was checking this, Client sending and receive many packets for an attack , example for one attack they send 15 packets and receive 15 packets from server Link to comment Share on other sites More sharing options...
Zopto Posted May 9, 2013 Author Share Posted May 9, 2013 hmm I am not good whit that packet tings if you found out how to fix pm me I will keep looking…what version you trayed?can you pls look v1 if it is there it is not my fault :S?i look in attack sub and chek attack all look ok...... idk if this going to work but try raplace all Public Sub BltPlayer(ByVal Index As Long) whit this```Public Sub BltPlayer(ByVal Index As Long)Dim i As Long, x As Long, y As LongDim Sprite As Long, spriteleft As LongDim rec As DxVBLib.RECTDim attackspeed As LongDim TempOnGround As Boolean' If debug mode, handle error then exit outIf Options.Debug = 1 Then On Error GoTo errorhandlerSprite = GetPlayerSprite(Index)If Sprite < 1 Or Sprite > NumCharacters Then Exit SubCharacterTimer(Sprite) = GetTickCount + SurfaceTimerMaxCall InitDDSurf("characters\" & Sprite, DDSD_Character(Sprite), DDS_Character(Sprite))If (FRAMES_STANDING >= FRAMES_WALKING Or FRAMES_STANDING >= FRAMES_RUNNING Or FRAMES_STANDING >= FRAMES_ATTACKING Or FRAMES_STANDING >= FRAMES_JUMPING Or FRAMES_STANDING >= FRAMES_FALLING) ThenHighestFrame = FRAMES_STANDINGElseIf (FRAMES_WALKING >= FRAMES_STANDING Or FRAMES_WALKING >= FRAMES_RUNNING Or FRAMES_WALKING >= FRAMES_ATTACKING Or FRAMES_WALKING >= FRAMES_JUMPING Or FRAMES_WALKING >= FRAMES_FALLING) ThenHighestFrame = FRAMES_WALKINGElseIf (FRAMES_RUNNING >= FRAMES_STANDING Or FRAMES_RUNNING >= FRAMES_WALKING Or FRAMES_RUNNING >= FRAMES_ATTACKING Or FRAMES_RUNNING >= FRAMES_JUMPING Or FRAMES_RUNNING >= FRAMES_FALLING) ThenHighestFrame = FRAMES_RUNNINGElseIf (FRAMES_ATTACKING >= FRAMES_STANDING Or FRAMES_ATTACKING >= FRAMES_WALKING Or FRAMES_ATTACKING >= FRAMES_RUNNING Or FRAMES_ATTACKING >= FRAMES_JUMPING Or FRAMES_ATTACKING >= FRAMES_FALLING) ThenHighestFrame = FRAMES_ATTACKINGElseIf (FRAMES_JUMPING >= FRAMES_STANDING Or FRAMES_JUMPING >= FRAMES_WALKING Or FRAMES_JUMPING >= FRAMES_RUNNING Or FRAMES_JUMPING >= FRAMES_ATTACKING Or FRAMES_JUMPING >= FRAMES_FALLING) ThenHighestFrame = FRAMES_JUMPINGElseIf (FRAMES_FALLING >= FRAMES_STANDING Or FRAMES_FALLING >= FRAMES_WALKING Or FRAMES_FALLING >= FRAMES_RUNNING Or FRAMES_FALLING >= FRAMES_ATTACKING Or FRAMES_FALLING >= FRAMES_JUMPING) ThenHighestFrame = FRAMES_FALLINGEnd If' if we're in water, slow us downIf Map.tile(GetPlayerX(Index), GetPlayerY(Index)).Type <> TILE_TYPE_WATER ThenWaterVelocity = 1ElseWaterVelocity = 0.5End If' speed from weaponIf GetPlayerEquipment(Index, Weapon) > 0 Thenattackspeed = Item(GetPlayerEquipment(Index, Weapon)).SpeedElseattackspeed = 1500End IfIf GetPlayerY(Index) < Map.MaxY ThenTempOnGround = CheckDirection(DIR_DOWN, Index)ElseTempOnGround = Not Map.Down > 0End If' Check for attacking animationIf Player(Index).AttackTimer + (attackspeed / 3) > GetTickCount ThenIf Player(Index).Attacking = 1 ThenIf Player(Index).state <> 3 Then Player(Index).Anim = 0Player(Index).state = 3End IfElse' If not attacking, jump/fall normallyIf Not TempOnGround ThenSelect Case GetPlayerInertia(Index)Case DIR_UPIf Player(Index).state <> 4 Then Player(Index).Anim = 0Player(Index).state = 4Case DIR_DOWNIf Player(Index).state <> 5 Then Player(Index).Anim = 0Player(Index).state = 5End SelectEnd IfEnd IfWith Player(Index)If .AttackTimer + (attackspeed / WaterVelocity) < GetTickCount Then.Attacking = 0.AttackTimer = 0End IfEnd With' Set the leftSelect Case GetPlayerDir(Index)Case DIR_LEFTspriteleft = 1Case DIR_RIGHTspriteleft = 0End SelectIf HighestFrame > 0 Then Frames_Width = (DDSD_Character(Sprite).lWidth / 2) / HighestFrameWith rec.top = Player(Index).state * (DDSD_Character(Sprite).lHeight / 6) ' 6 animation states.Bottom = .top + (DDSD_Character(Sprite).lHeight / 6).Left = (spriteleft * (DDSD_Character(Sprite).lWidth / 2)) + (Player(Index).Anim * Frames_Width).Right = .Left + Frames_WidthEnd With' Calculate the Xx = GetPlayerX(Index) * PIC_X + Player(Index).XOffset - ((Frames_Width - 32) / 2)' Is the player's height more than 32..?If (DDSD_Character(Sprite).lHeight) > 32 Then' Create a 32 pixel offset for larger spritesy = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - ((DDSD_Character(Sprite).lHeight / 6) - 32)Else' Proceed as normaly = GetPlayerY(Index) * PIC_Y + Player(Index).YOffsetEnd If' render the actual spriteCall BltSprite(Sprite, x, y, rec)Select Case Player(Index).stateCase 0 ' standingIf Player(Index).AnimTimer + (FRAMES_STANDING_LENGTH / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_STANDING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Anim = 0End IfPlayer(Index).AnimTimer = GetTickCountEnd IfCase 1 ' walkingIf Player(Index).AnimTimer + (FRAMES_WALKING_LENGTH / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_WALKING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Anim = 0End IfPlayer(Index).AnimTimer = GetTickCountEnd IfCase 2 ' runningIf Player(Index).AnimTimer + (FRAMES_RUNNING_LENGTH / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_RUNNING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Anim = 0End IfPlayer(Index).AnimTimer = GetTickCountEnd IfCase 3 ' attackingIf Player(Index).AttackTimer + ((attackspeed / FRAMES_ATTACKING) / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_ATTACKING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Attacking = 0Player(Index).AttackTimer = 0End IfEnd IfCase 4 ' jumpingIf Player(Index).AnimTimer + (FRAMES_JUMPING_LENGTH / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_JUMPING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Anim = 0End IfPlayer(Index).AnimTimer = GetTickCountEnd IfCase 5 ' fallingIf Player(Index).AnimTimer + (FRAMES_FALLING_LENGTH / WaterVelocity) < GetTickCount ThenIf Player(Index).Anim < (FRAMES_FALLING - 1) ThenPlayer(Index).Anim = Player(Index).Anim + 1ElsePlayer(Index).Anim = 0End IfPlayer(Index).AnimTimer = GetTickCountEnd IfEnd Select' check for paperdollingFor i = 1 To UBound(PaperdollOrder)If GetPlayerEquipment(Index, PaperdollOrder(i)) > 0 ThenIf Item(GetPlayerEquipment(Index, PaperdollOrder(i))).Paperdoll > 0 ThenCall BltPaperdoll(x, y, Item(GetPlayerEquipment(Index, PaperdollOrder(i))).Paperdoll, Player(Index).state, Player(Index).Anim, spriteleft)End IfEnd IfNext' Error handlerExit Suberrorhandler:HandleError "BltPlayer", "modDirectDraw7", Err.Number, Err.Description, Err.Source, Err.HelpContextErr.ClearExit SubEnd Sub```anyway how you check that O.o? 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ramoneknot Posted May 9, 2013 Share Posted May 9, 2013 did not workwhat version you trayed?I tested V7 and V8 same problemanyway how you check that O.o?i can check that with a packet snifferI was watching this project since the beginning with older versions of Miguu, before was the same problem but with all animations even standing, now its better but continues with attack packet.Srry for my english…. Link to comment Share on other sites More sharing options...
Zopto Posted May 9, 2013 Author Share Posted May 9, 2013 hmm yea attack animation is litl bit hard coded and i dont understude it well how mrmiguu made it x.x but now is better then befor like you said i will try to look into Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2013 Share Posted May 10, 2013 …can you make Sonic Games with this? ![:huh:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/huh.png) Link to comment Share on other sites More sharing options...
Vortigem Posted May 10, 2013 Share Posted May 10, 2013 > …can you make Sonic Games with this? ![:huh:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/huh.png)It would take some additional modding to create a _spin_ effect while sprinting, hurdling down onto enemies to cause damage etc. However a "sonic" style game is much closer with this source than any other (eclipse wise). Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2013 Share Posted May 10, 2013 > It would take some additional modding to create a _spin_ effect while sprinting, hurdling down onto enemies to cause damage etc. However a "sonic" style game is much closer with this source than any other (eclipse wise).…so...yes? Link to comment Share on other sites More sharing options...
Vortigem Posted May 10, 2013 Share Posted May 10, 2013 > …so...yes?![](http://i3.kym-cdn.com/entries/icons/original/000/006/026/futuramafry.jpg) Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2013 Share Posted May 10, 2013 > ![](http://i3.kym-cdn.com/entries/icons/original/000/006/026/futuramafry.jpg)…er...I'll take that as a yes then. ^^; Link to comment Share on other sites More sharing options...
Zopto Posted May 10, 2013 Author Share Posted May 10, 2013 yes you can make sonic game whit this. ^^but if you want spin effect when runing![](http://img194.imageshack.us/img194/4071/122233.png)your characters animations need to look like thislike vortigem saidv8 download link removed (uploading new fixed v8)edite: add new fixed v8 Link to comment Share on other sites More sharing options...
Qazek Posted May 13, 2013 Share Posted May 13, 2013 How to use background layer? XD Link to comment Share on other sites More sharing options...
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