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[ENGINE] Eclipse Advanced v3.0.21


tslusny
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> 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.
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> 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.
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> 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.
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> 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*)
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> 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
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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/)
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> Ah well, at least this is a pretty darn decent engine.
>
> Anyone could use this as a base for a great game.
>
> –Matt

I 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.
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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)
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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.
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