Spainion Posted October 30, 2012 Share Posted October 30, 2012 > For rendering Particle prewiev to Effect editor i must duplicate all rendering for Particles to render preview to picBox, and i think it is alot of wasted code, but it is easy 2do so i think i will make it soon.> > And for shadows, yea they positioning is designed only for 32x64 sprites, i must fix it.> > EA is almost finished, i am not going to add any other features, just finish 2Dos like Effect Preview and fix some minor bugs. Maybe i will remake admin panel to use vb6 menus system.Excellent work so far, I'm somewhat relived your done adding features. I will mention any bugs I encounter during dev.Your animated map and inventory items are not working, I'm unsure if this has been fixed but particles from CastEffect move around when on a scrolling map. Link to comment Share on other sites More sharing options...
tslusny Posted October 30, 2012 Author Share Posted October 30, 2012 > Excellent work so far, I'm somewhat relived your done adding features. I will mention any bugs I encounter during dev.> > Your animated map and inventory items are not working, I'm unsure if this has been fixed but particles from CastEffect move around when on a scrolling map.Yea ik that animated map and inventory items are not working, it is just minor feature what i do not finished yet (it just just few lines fix). And for that particles, yea ik about that, but they are not moving it base location where Effect spawned, only positions for each particle in effect. I think it is looking good, but if it is issue, i can try to fix it. Link to comment Share on other sites More sharing options...
Spainion Posted October 30, 2012 Share Posted October 30, 2012 > Yea ik that animated map and inventory items are not working, it is just minor feature what i do not finished yet (it just just few lines fix). And for that particles, yea ik about that, but they are not moving it base location where Effect spawned, only positions for each particle in effect. I think it is looking good, but if it is issue, i can try to fix it.Yeah its an easy fix I just wasn't sure if you were aware. The particles look really messed up if you run during long effects, I would try and fix the particles. I fixed it by making the particles move in the opposite direction based on the player speed. It works but there may be a better way. Link to comment Share on other sites More sharing options...
ZeoWorks Posted October 30, 2012 Share Posted October 30, 2012 > It wouldnt be that hard with this Projectile system, i will try to do it. It will be fair if NPCs can shoot players too ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)Sounds great! ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) I can't wait. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png) (Considering that my game uses mainly ranged combat lol… *scifi-scenario*) Link to comment Share on other sites More sharing options...
mithos91 Posted October 31, 2012 Share Posted October 31, 2012 nice … seriously.but this version need a quest sistem with an internal info pannel, an selectionable resolution. i think that this can be essential for my personal point of view. anyway nice version Link to comment Share on other sites More sharing options...
Spainion Posted October 31, 2012 Share Posted October 31, 2012 I think your probably right about the wasted code showing people a particle preview, I just added a few lines to show a preview a few tiles below the player. Same difference and much less polluted code. Link to comment Share on other sites More sharing options...
hammer Posted October 31, 2012 Share Posted October 31, 2012 what about check points? is really bad die and start at lvl 1 map or not? Link to comment Share on other sites More sharing options...
iraasta Posted October 31, 2012 Share Posted October 31, 2012 It seems that there is no way to add another tools, It would be nice to have ammount of tools modificable. Link to comment Share on other sites More sharing options...
tslusny Posted October 31, 2012 Author Share Posted October 31, 2012 > It seems that there is no way to add another tools, It would be nice to have ammount of tools modificable.Another tools? WHat do you mean? Link to comment Share on other sites More sharing options...
iraasta Posted October 31, 2012 Share Posted October 31, 2012 I mean there is only Hatchet, Rod and Pickaxe to choose, and we cant add another options. Can we? Link to comment Share on other sites More sharing options...
tslusny Posted October 31, 2012 Author Share Posted October 31, 2012 > I mean there is only Hatchet, Rod and Pickaxe to choose, and we cant add another options. Can we?Yea it is simplest thing to do. Just add another item to list. Link to comment Share on other sites More sharing options...
iraasta Posted October 31, 2012 Share Posted October 31, 2012 Oh. Right. Just saying it would be nice to see this in Admin Panel.BTW is it possible to make spells which temporarly makes player ignore collisions? Link to comment Share on other sites More sharing options...
tslusny Posted October 31, 2012 Author Share Posted October 31, 2012 > Oh. Right. Just saying it would be nice to see this in Admin Panel.> > BTW is it possible to make spells which temporarly makes player ignore collisions?Yea, look how i handled disabling of collisions in Dev Suite (server side: search for TempPlayer(Index).inDevSuite Link to comment Share on other sites More sharing options...
clark Posted October 31, 2012 Share Posted October 31, 2012 Deathbeam , str , int , etc doesn't affect anything when we boost it how can i fix that?And how to make so each time we boost it , spells are doing more damages .Also i found this bug only occuring with the client.exe not with the ClientDev[http://www.touchofdeathforums.com/community/index.php?/topic/130344-trade-and-bank-problem/](http://www.touchofdeathforums.com/community/index.php?/topic/130344-trade-and-bank-problem/) Link to comment Share on other sites More sharing options...
tslusny Posted November 1, 2012 Author Share Posted November 1, 2012 Hey guys new (and probably last) EA is almost ready. NPC Projectiles working like charm ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
matthewpull Posted November 1, 2012 Share Posted November 1, 2012 There won't be many more updates to EA with loads of new features?Awwww…. Link to comment Share on other sites More sharing options...
abhi2011 Posted November 1, 2012 Share Posted November 1, 2012 Thank you from the whole community for making an engine as great as this one. Link to comment Share on other sites More sharing options...
matthewpull Posted November 1, 2012 Share Posted November 1, 2012 Will you still fix bugs if we find them? Link to comment Share on other sites More sharing options...
abhi2011 Posted November 1, 2012 Share Posted November 1, 2012 I don't suppose so he will. Like all devs, he will allow the community to fix bugs. (Minor, not ones like the particle system maybe) And later on in like 1 month or so he might release it again with all found bugs fixed. Link to comment Share on other sites More sharing options...
matthewpull Posted November 1, 2012 Share Posted November 1, 2012 Ah well, at least this is a pretty darn decent engine.Anyone could use this as a base for a great game.Thanks again Deathbeam, and I wish you good luck in all of your projects in the future, especially Prospekt Online.Thanks,–Matt Link to comment Share on other sites More sharing options...
iraasta Posted November 1, 2012 Share Posted November 1, 2012 > Ah well, at least this is a pretty darn decent engine.> > Anyone could use this as a base for a great game.> > –MattI already do ![:lol:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/laugh.png)Yeah. True, it is great engine indeed.But i truly wish it was developed in future.BTW.: About bugfixes. Is it possible to make newline in news editor? I really miss that. Link to comment Share on other sites More sharing options...
DMF Posted November 1, 2012 Share Posted November 1, 2012 deathbeam , you have done a great job. and to guy about bout more features. truthfuly engines only need some you should ad your own to make it unique. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) cant wait see your finished EA copy. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Draken Posted November 1, 2012 Share Posted November 1, 2012 I finally had time to look at this, and hes stopping work on it lol. oh well good job on what you done Link to comment Share on other sites More sharing options...
clark Posted November 1, 2012 Share Posted November 1, 2012 Thanks Deathbeam for this engine ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) ! Link to comment Share on other sites More sharing options...
Synergy Posted November 1, 2012 Share Posted November 1, 2012 Despite all it's faults, EA has undeniably been one of the more successful custom versions.You can be incredibly thick-headed when it comes to defending some of your programming, Deathbeam, but I can't fault you for the dedication and sheer volume of work you've put in to this engine.It might not be the best engine performance wise; far from it, in fact, but it is definitely a good engine for people to start with. It's got enough features that you won't have to spend a long time in the code but it's not too overloaded with useless features.Good job, and I look forward the final version.PS. I still think you should release bug-fix updates when bugs are found. Link to comment Share on other sites More sharing options...
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