tepe15 Posted November 20, 2012 Share Posted November 20, 2012 > 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. Link to comment Share on other sites More sharing options...
kibbelz Posted November 21, 2012 Share Posted November 21, 2012 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 Link to comment Share on other sites More sharing options...
Rob Janes Posted November 21, 2012 Author Share Posted November 21, 2012 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. Link to comment Share on other sites More sharing options...
Alexoune001 Posted November 22, 2012 Share Posted November 22, 2012 OH! While there, great! Bravo for the attack system super realistic! Link to comment Share on other sites More sharing options...
Rob Janes Posted November 22, 2012 Author Share Posted November 22, 2012 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! Link to comment Share on other sites More sharing options...
Rob Janes Posted November 22, 2012 Author Share Posted November 22, 2012 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 fartherYou 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) Link to comment Share on other sites More sharing options...
JohnPony Posted November 22, 2012 Share Posted November 22, 2012 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! Link to comment Share on other sites More sharing options...
Rob Janes Posted November 22, 2012 Author Share Posted November 22, 2012 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. Link to comment Share on other sites More sharing options...
Zetasis Posted November 24, 2012 Share Posted November 24, 2012 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) Link to comment Share on other sites More sharing options...
DMF Posted November 24, 2012 Share Posted November 24, 2012 Server can get RTE 6 . clinet comes with 1 buggy crappy thing and a sorta working client ? i made an account reloaded client and trys make me remake it. ?? this release is lil buggy. Link to comment Share on other sites More sharing options...
Dr.House Posted November 24, 2012 Share Posted November 24, 2012 is possible to make that other characters or classes to have different animations of sword swing? Link to comment Share on other sites More sharing options...
hammer Posted November 24, 2012 Share Posted November 24, 2012 unable to initialize directx8 :c why? other sources work well for me :C Link to comment Share on other sites More sharing options...
Rob Janes Posted November 25, 2012 Author Share Posted November 25, 2012 Can you clarify your issues for me DMFStriker, in your config.ini side the data files folder, change device=1 to device=2 or device=3 Link to comment Share on other sites More sharing options...
JohnPony Posted November 25, 2012 Share Posted November 25, 2012 > 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=3It 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 Link to comment Share on other sites More sharing options...
Rob Janes Posted November 25, 2012 Author Share Posted November 25, 2012 That's quite simple and genius ! Thanks Link to comment Share on other sites More sharing options...
hammer Posted November 25, 2012 Share Posted November 25, 2012 ty rob work perfect now ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Rob Janes Posted November 27, 2012 Author Share Posted November 27, 2012 Just an update for the fans of this project, it'll still go open source when a new developer is picked. Link to comment Share on other sites More sharing options...
BugSICK Posted November 30, 2012 Share Posted November 30, 2012 > 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. Link to comment Share on other sites More sharing options...
Rob Janes Posted December 1, 2012 Author Share Posted December 1, 2012 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) Link to comment Share on other sites More sharing options...
Peaverin Posted December 1, 2012 Share Posted December 1, 2012 Hey, Rob, can you add 16x16 pixel movement in your engine? Link to comment Share on other sites More sharing options...
Rob Janes Posted December 1, 2012 Author Share Posted December 1, 2012 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/ Link to comment Share on other sites More sharing options...
Guest Posted December 1, 2012 Share Posted December 1, 2012 > 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? Link to comment Share on other sites More sharing options...
Rob Janes Posted December 1, 2012 Author Share Posted December 1, 2012 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. Link to comment Share on other sites More sharing options...
Guest Posted December 1, 2012 Share Posted December 1, 2012 > 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. Link to comment Share on other sites More sharing options...
Rob Janes Posted December 1, 2012 Author Share Posted December 1, 2012 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. Link to comment Share on other sites More sharing options...
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