Peaverin Posted October 19, 2012 Share Posted October 19, 2012 Wow Rob, you're making a really good job.I love that you always do a checkbox for everything. Then if i don't want something i just have to set the option in the checboxes.You're working very fast and very nice, congratulations!This is getting veeery exciting  Link to comment Share on other sites More sharing options...
Vus Posted October 19, 2012 Share Posted October 19, 2012 > Wow Rob, you're making a really good job.> > I love that you always do a checkbox for everything. Then if i don't want something i just have to set the option in the checboxes.> > You're working very fast and very nice, congratulations!> > This is getting veeery exciting Yeah! Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 If only there was an artist here to do a new UI  Link to comment Share on other sites More sharing options...
Peaverin Posted October 19, 2012 Share Posted October 19, 2012 If you show the new UI structure maybe i can adapt this:[http://www.touchofdeathforums.com/community/index.php?/topic/120357-free-gui/](http://www.touchofdeathforums.com/community/index.php?/topic/120357-free-gui/)But im not sure if that's what you're asking. Link to comment Share on other sites More sharing options...
Vus Posted October 19, 2012 Share Posted October 19, 2012 > If only there was an artist here to do a new UI I'll have fun trying to create my own version of it anyway.  Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 Here's the UI I've added. Basically there is an 800x600 interface PNG that can be changed in your graphics/interface folder that displays the HUD. It still uses all the default elements, such as the RichTextBox rather than Rendering every UI using DirectX. So it's extremely easy to manipulate and put all the UI elements in your own places, and simply change your Interface.png to reflect it.This was the simplest solution I could think of for users without any programming knowledge to still be able to move the UI to make their own game, without having to know how to program. Link to comment Share on other sites More sharing options...
Vus Posted October 19, 2012 Share Posted October 19, 2012 Looks nice, but where are bars for health mana etc.? Link to comment Share on other sites More sharing options...
Yunacen Posted October 19, 2012 Share Posted October 19, 2012 Hey, Rob! Thanks for being so positive with the post! Love the idea of WoW looting! That's going to be amazing! I just wanted to let you know before I wrote that post, I tried the negative value for the buff system. It worked fine gameplay wise, but when I went back into the editor to change it back to positive, I got: Run-time Error '380: Invalid property value, then the client crashes. Also, maybe one more idea… The ability to auto target yourself/allies in your party using F1-F4 (WoW style), making healing and support classes (and targeting yourself) a bit easier. Keep up the good work!Edit (right after posting) LOVE THE UI LOOK! Very happy we get a bigger play space and using the whole 800x600 Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 Haven't put the Mana, HP and Spirit bars anywhere just yet.Thanks for the warning on the negative buff Yuna. This happens if you erase the values out correct? If you just remove the negative sign - and don't clear the value of the textbox altogether does it work then? I'd be willing to bet it's just an issue with there being a completely blank textfield. No worries, I can fix that now. Link to comment Share on other sites More sharing options...
Yunacen Posted October 19, 2012 Share Posted October 19, 2012 It actually just happens when I click on the spell to modify it. Looking over at it, yes, everything does appear blank, but using the spell gives me the negative stats. Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 Thanks Yuna  Fixed it. Link to comment Share on other sites More sharing options...
MrPerfecTR Posted October 19, 2012 Share Posted October 19, 2012 Good Engine.Client source please Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 Source will come out after the 'new developer' has been selected for Official EO, only because that contest should be ran fairly and I don't want these custom features cut up and used in other projects until then. Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 I'll release another update in a few hours which will include1\. The newer UI for the picScreen only, still working on a new layout for character, inventory etc.2\. Due to map size changes the original starting maps no longer exist. If someone wants to map me a few intro levels with this version, I'd love that.3\. Items now have a kickback %. When you swing a melee weapon, it will calculate a chance of knocking the enemy in the opposite direction they've been struck by 1 cell. Set kickback to 0 for no kickback at all.4\. Tab targeting, continue to hit tab to cycle through targets near the player within a 5 cell range.5\. I hope to have WoW style looting finished tonight, NPCs will be able to drop a maximum of 5 different items at once. Link to comment Share on other sites More sharing options...
or3o Posted October 19, 2012 Share Posted October 19, 2012 > Please leave this topic Deathbeam.> > A) I find your posts increasingly hard to read due to the spelling and grammatical errors.> >  You may understand 'code' enough to get by but have no serious development experience or skill.> > C) Your modified version is simply a collection of tutorials and bug ridden features.> > D) Are you the teapot? or the kettle? Stating it'll end up like a version of EE…See C) in regards to Eclipse Advance.> > I'll finish with these few points.> > 1\. My features are all fully functional. You are confusing 'buggy' with just looking 'ugly'. Albeit it may need some tweaks, I've yet to run into any major 'bugs'. Forgetting to lock a textbox is not a bug> > 2\. I don't waste time reinventing the wheel and continuing to overhaul a piece of code. When an author writes a book, he writes a draft, then edits and revises in seperate phases. Programming should be no different.> > You're entitled to your own opinion, just keep them off my topic.Well i know who i want to be head developer. Link to comment Share on other sites More sharing options...
Whackeddie99 Posted October 19, 2012 Share Posted October 19, 2012 Wow, this is just fantastic! You must have a lot of free time, or are just really fast. I really hope you decide to become the head developer. And damn, I was going to use that knockback idea. I have a question about what general General General Pony told you - did you change GetTickCount to TimeGetTime? He told me to, so I have, but it seems player movement is ducked up now.EDIT: Player movement is ducked up when you have more than 1 player online. Link to comment Share on other sites More sharing options...
Rob Janes Posted October 19, 2012 Author Share Posted October 19, 2012 Nope, I may look into that though. What I did was add a simpleIf PlayersOnMap(MapNum) check on the updatemaplogic so it doesn't process useless data for maps that no one is playing on. Link to comment Share on other sites More sharing options...
Whackeddie99 Posted October 19, 2012 Share Posted October 19, 2012 ooh, good call. And the TimeGetTime is very simple, the only purpose of switching it out is that research shows it is more accurate than GetTickCount. Link to comment Share on other sites More sharing options...
Peaverin Posted October 19, 2012 Share Posted October 19, 2012 Hey Rob, why you don't make some spells have also a knockback effect chance? Link to comment Share on other sites More sharing options...
Rob Janes Posted October 21, 2012 Author Share Posted October 21, 2012 Hey guys,I tweaked the UI a little, it's more of a straight bottom bar now, a little more organized and doesn't impede on the map as much.A neat new feature is the 'Target' window.Like many online games, when you have a target selected, a window will appear in the bottom right, and show you your target's name, level and health. See the screenshot, I have myself targetted. Link to comment Share on other sites More sharing options...
or3o Posted October 21, 2012 Share Posted October 21, 2012 Sweet! i like that little target window and the new gui. Link to comment Share on other sites More sharing options...
iSnow Posted October 21, 2012 Share Posted October 21, 2012 You think a set of right click menus for NPCs and Players is a worthy addition to add? This could hold a list of commands for the player to perform with that other target. Link to comment Share on other sites More sharing options...
or3o Posted October 21, 2012 Share Posted October 21, 2012 I would like to be able to attack with the left click, When i tried out your system i found myself clicking trying to attack without thinking about it, im still new to the whole mouse movement part tho lol. Link to comment Share on other sites More sharing options...
Rob Janes Posted October 21, 2012 Author Share Posted October 21, 2012 Never thought about that snow…it might be something to consider.I could do that [oÇɹo](http://www.touchofdeathforums.com/community/index.php?/user/67363-o%c7%9d%c9%b9o/) Link to comment Share on other sites More sharing options...
Rob Janes Posted October 21, 2012 Author Share Posted October 21, 2012 Here's the download link for tonight's update.1\. Improved User Interface2\. Target Window - Target a player or NPC to view their name, HP and level. This will update whenever vitals are sent back and forth.3\. Kickback - Knockback - Set this variable in the Kickback % for a weapon. 0 for disabled, 100% for always kickback. This will knock the enemy back one cell away from the direction they got struck in. This may be a little over powered in PVP. May need to tweak it.4\. Working on new interfaces for everything, as well as a new way to render the party window.So, how do you get the cool vines around the screens?Native Win32 elements like all the labels and rich text boxes are still on the frmMain, however it grabs the interface PNGs in the graphics/interface folder and renders them above the map. As picture boxes will always still above what's being rendered through D3D, the picture boxes are just lined up with the interface PNGs. It's a really easy method to still use Win32 components and not have to use DirectX to render any text or buttons, and still give it a more modern look and feel.Download LinksZipped[www.samugames.com/eclipse/EOrjanes.zip](http://www.samugames.com/eclipse/EOrjanes.zip)Rar'ed[www.samugames.com/eclipse/EOrjanes.rar](http://www.samugames.com/eclipse/EOrjanes.rar)Note: Tab Targetting and Auto Targetting when attacking currently disabled - still touching this up. Link to comment Share on other sites More sharing options...
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