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Miracle Reborn v0.1.0beta (before this was Eclipse Reborn)


tslusny
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Because commenting out one piece of code is hard man. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

```
' render fps

If FPS_Lock Then

RenderText Font_Default, "FPS: " & Round(GameFPS / 1500) & " Ping: " & CStr(Ping), 303, 48, White

Else

RenderText Font_Default, "FPS: " & GameFPS & " Ping: " & CStr(Ping), 303, 48, White

End If
```
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I never said it would be hard to get rid of. However, I'd rather be able to type _/fps_ or _/ping_ to show and hide fps/ping rather than having to open VB6, edit the code, save it, and recompile _**every time**_ I wanted to see my FPS or ping.

Maybe it's just me, but having it permanent (unchangeable without changing code) just seems silly.
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> It doesn't take much effort to add back an option for it though. Although I get the point, I was more talking to Ariel, which always seems to come off rather demanding to me whenever something changes that he dislikes.

Oh, I thought Ariel was talking to me. Telling me to just delete the FPS/ping part, not agreeing with me. Maybe I got the wrong end of the stick. ![:rolleyes:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/rolleyes.gif)

It just seems like a pointless change really. I can't see _any_ benefits to it.
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> I will add back FPS show/hide option, but i will render it to options menu, so for now i displayed it permanently. In some games, you have your FPS displayed always (for example League of Legends)

League of Legends is someone else's game, not an engine to build a game, so they can have it how they like.

Since you're customising an engine, it would make more sense to leave it as an option, and then let the user decide how they want it.
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**New version**

v0.0.6 -> v0.0.7

- Added searching to all Game Editors

- Moved all color constants from modText to modConstants

- Made some minor changes in Item Editor

- Renamed D3DT_TEXTURE to gTexture

- Changed Main Menu again

- Changed Logo texture rendering to support dynamic logo size and to be always centered

- Added version displaying to Main Menu

- Added Server Status to Main Menu

- Fixed High_Indexing on server load

- Changed method of Event name saving in Event editor to suit other editors

- Added Debug tab to Server

- New server layout

- Removed unused button graphics

ToDo:

- Finish DoT and HoT for new spell system (Now it is changing only HP, not MP)

- Sort things in modText and move text engine to clsDirectX8

- Finish Fogs, Weather and Map Tinting

- Add change Fog, Weather, Map Tint, Play Sound, Stop Sound, Play BGM, Stop BGM and Spawn NPC to Event system

**And finnaly some screenies** ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

**Main Menu**

![](http://www.freemmorpgmaker.com/files/imagehost/pics/e4da3974cf27b09e0d8cded274859ced.png)

**Server**

![](http://www.freemmorpgmaker.com/files/imagehost/pics/a30674bb911a8027e65e7fd2cbe6fe34.png)
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> I dont mean the properties.
>
> Well, I don't know if theres something wrong with my laptop, but I get very weird lines at the map editor. Also, I can't see what I am mapping until I close the map editor.

Idk, this error is not happening to me, so maybe. And for that lines, don´t you checked 32x32 grid?
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Deathbeam I love this engine but I have a problem converting my maps over from Eclipse Advanced?. I get RTE 9 when it tries to load the maps in the server. I don't want to have to re-do all my maps so what should I do?. Please help ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png).
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One bug I found (I think this was with 0.06, forgot to post it though) was with the Class choosing pictures. It stays permanent at 3 pictures in the GUI, so if you have 2 classes (like I plan to) and then try to press "Next" it attempts to move to a 3rd class… which it then finds it isn't there and errors out. My idea would be to move the class pictures to their own folder, then make the client count the classes and count the images to match so you can cycle through however many classes you want without going into source. (Most people will probably mod the source anyway, but if you do this you'd help out a lot of people)

Just my thoughts, I hope I helped somehow.
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> One bug I found (I think this was with 0.06, forgot to post it though) was with the Class choosing pictures. It stays permanent at 3 pictures in the GUI, so if you have 2 classes (like I plan to) and then try to press "Next" it attempts to move to a 3rd class… which it then finds it isn't there and errors out. My idea would be to move the class pictures to their own folder, then make the client count the classes and count the images to match so you can cycle through however many classes you want without going into source. (Most people will probably mod the source anyway, but if you do this you'd help out a lot of people)
>
> Just my thoughts, I hope I helped somehow.

Yea ik about this bug, it is becouse of that Class window system in CS:DE. But your idea is very good and i will make own folder for class images.
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> Bug: larger sprites was floating under tree resources and other sprites o-o and checked with smaller ones. they do the same o-o.

Ok idk what do you mean by floating, so please describe it and i will fix it ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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All im waiting for is:

- Finish DoT and HoT for new spell system (Now it is changing only HP, not MP)

- Sort things in modText and move text engine to clsDirectX8

- Finish Fogs, Weather and Map Tinting - Mostly this one

- Add change Fog, Weather, Map Tint, Play Sound, Stop Sound, Play BGM, Stop BGM and Spawn NPC to Event system - and mostly this one

Then I can finish implementing the Guild System with some other tweaks. Funny how it worked for me on ER but not on EA, I shoudl recheck, but meh.
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