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Eclipse - Some Unique Name Here


Rob Janes
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> An auction house and crafting a nice additions but they should be unique to your game and not within the engine itself.

Of course, but not everyone needs to use it.

These addons probably isn't compatible with this engine.

It is Your engine and it is are only my proposals.
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Thats the problem with most eclipse games now, most features can be added via a tutorial or a custom version. No games have much originality theese days because we all use the same features. This is another reason why basically all eclipse games fail.

~Kibbelz
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Try out the new hack-n-slash combat system, it is still a work in progress and I'll certainly make improvements to it. Give it a try and see what you think, I'm open to suggestions! NPCs dont use the new type of combat just yet.

How does this combat system work you ask?

Since movement and tiles work on a 16x16 size tiles, I wanted the hack-n-slash style to hit in an arc infront of the player. When you swing your sword now, it will check the 3 tiles infront of the tile in an arc as your sword swings and tries combat with the NPC or Player on those tiles. I added Directional Animations to weapons meaning that you can assign animations to weapons for each direction (up down left right). There's a lot of back end changes, since the attributes like Str, Agi etc no longer exist, the damage is directly relational to the weapon damage without factoring in any attributes.

Try it out!

[http://www.samugames.com/eclipse/Build2.zip](http://www.samugames.com/eclipse/Build2.zip)

Here's the full changelog

+ Fixed Autotile sizes, will now properly select VX/XP style autotiles.

+ Players Max Vitals are stored per player now and not calculated based on player attributes. Stored as Player(Index).MaxVital(Vital.X)

+ Changed GetPlayerMaxVital function to return the Player(Index).MaxVital(Vital.X)

+ Rewrote Combat functions to work with the new Hack-n-Slash style. No longer calculates any attributes into the mix. Without a weapon equipped players deal 1 damage. Note for Designers: Remember that we are working on a 1 heart to 1 damage ratio, so a sword that deals 2 dmg will take away 2 hearts from a player or NPC. Just so we know we don't want to overpower weapons.

+Added Direction Animations for Weapons. A Weapon can now have a different animation for the direction the player is facing.

Players will at some point have an attacking animation where it looks like they're swinging something with their arms. The directional attacking animation of the item they're wearing will be the actual sword or axe or whatever that swings on the screen and fits nicely into their hands. You can change the directional animation for weapons in the Item Editor.

+ Added an optional PlayerIndex to the SendAnimation, it locks attacking animations to the player attacking position as well as OffsetX and Y so it doesn't lag when players move.
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I'm going to start a second topic for this project as it's actually a game developed with Eclipse. (It's latest build is here

[www.samugames.com/eclipse/Build3.zip](http://www.samugames.com/eclipse/Build3.zip) using a better combat system, knockback pushes enemies back farther and swords reach longer)

My Eclipse Engine is still available here and I'll continue to work on it after the Developer contest has been finished, regardless of the outcome, I'll be releasing the source for that after a new developer or team has been picked!
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Now with Bouncing NPCs so when you strike them they sort of bounce backwards and not look as though they're warping….feels 100% better.

NPCs now bounce back farther and your sword strikes a little farther

You can no longer hold in Control to attack and must tap it each time you want to swing!

[www.samugames.com/eclipse/Build4.zip](http://www.samugames.com/eclipse/Build4.zip)
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How will this Hack & Slash combat system work out with networking brought into play?

I had always thought this was a major problem with eclipse's current networking setup, which can barely handle the combat + movement as is. Let alone what you have been working on.

Other than that, the engine looks fantastic!
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There's no real difference between this and the current Eclipse combat in all reality. All it does is A) Renders a Swinging Animation to the Map ![B)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/cool.png) Uses a new function called NPCBounceBack which is bascially a glorifed NpcMove function that sends the bounce to the map, and moves them accordingly with a new MOVING_BOUNCE constant. So during processnpcmovement client side, if the NPCs movement is set to MOVING_BOUNCE, it moves them a bit faster backwards.
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Man I really like where the hack-n-slash engine is going. Would be cool if you could release a custom engine with basic features but I understand that would create more work plus competition for your other awesome project. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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> Can you clarify your issues for me DMF
>
> Striker, in your config.ini side the data files folder, change device=1 to device=2 or device=3

It would be a neat feature to make the client attempt to init DX8 on each of those devices, and when it is successful on creating one update that config file accordingly. I would do it but I'm to lazy to re download Eclipse xD
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> I saw a screenshot of Prospekt online and I was inspired! I rather enjoyed the look of the fog of war, so I whipped one up quickly. It's toggleable per map under the map settings, so if the 'Vision Fog' checkbox is disabled, it will render the map normally, if it's enabled, it will render this mask over the screen giving the impression that you're walking with a light. Very useful for dungeons or if you're wanting to add something spooky to your game! I know I said I wasn't going to add any more features but I thought the public would enjoy this.
>
> ![](http://www.samugames.com/eclipse/EO21.png)
>
> ![](http://www.samugames.com/eclipse/EO22.png)

where can i download this Rob??? is there any update on this? thanks love your work.
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You can download the latest release candidate here.

[www.samugames.com/eclipse/EORJ_ReleaseCandidate_3.zip](http://www.samugames.com/eclipse/EORJ_ReleaseCandidate_3.zip)

It'll be uploaded in 2 minutes ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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> I'll do it as Custom Request for people if they want it; or maybe I'll release two versions. We'll see once the new developer voting has taken place/

That never goes well. Just make a boolean in the source that controls which type of movement to use?
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> It's not 16x16 pixel movement, it's 16x16 tiles as a whole, so it'd be hard to make that as a boolean and switchable on the fly. Not saying it's not doable, just not worth the time.

Oh I see. Yeah totally understand.
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Yeah, it's basically changing the entire tile engine from large to small tiles. If people REALLY want it, I could do it. But it wouldn't perform very well without all the other rewrites I've created like Client-Side blocking, Client-Side attacking and movement rewrites. It'd just be extra laggy sending movement data that often with small tiles.
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