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[ENGINE] Eclipse Advanced v3.0.21


tslusny
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Ok i know i already demand to much. But i saw there is a folder Panoramas. Death can you make panoramas as they were in RPGMXP? IT WOULD BE SO AWESOME ![:wub:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wub.png)
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Ok. It's me again. How about event Wait? It is really important and is missing.

Could you do this for us Death?

PS: I'm getting too greedy ![:rolleyes:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/rolleyes.gif)
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I mean waiting in two ways.

1\. There is a delay in which character waits paralelly with event. Like in normal programming you wait with program to get to next line.

2\. Event waits alone. F.e you open event and walk away and event closes after several seconds (not sure if it is possible to do)
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You know…… when I go through the list of features; I am sitting here going “ I don’t care, I don’t care, I don’t know what that even is supposed to do, what does that even mean? , I don’t care, I don’t……”

But I went and gave your engine a little try….

all of these little things, are actually a lot of fun and made the engine look and feel a lot nicer.

Keep up the good work! I’ll keep tracking this, hoping you’ll come up with that one feature that’s going to put you above the rest.
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To the people asking about adding a quest system.

I believe eclipse mega has a quest system, so it would probably be easiest to rip the quest system out of eclipse mega and put it in to this engine. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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Can't you just use Alatar's Quest system for DirectX8 version(s) of EO: [http://www.touchofde…est-system-v12/](http://www.touchofdeathforums.com/community/index.php?/topic/127841-eo-dx8-alatars-quest-system-v12/) Or am I missing something out here >.>?
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Deathbeam converted Alatar's quest system and added it into EM (So basically he followed the tutorial and put the code in EM then re-coded the GUI shit for the quest log and quest dialog which is what I kept ducking up).

However, the current Quest system in EM doesn't save or load correctly (haven't figured out which one is bugged) So I wouldn't suggest ripping it from EM until I release the fixed version. Or follow Alatar's tutorial and just rip the quest log and dialog coding from EM for it to work with dx8.
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You'd have to change the GUI image and also the placement of the button. Look for something like Buttons(5) in the client and then look at the button numbers until you see the comment labelling them for the menu. Then change the Y and X cords of whatever row you want to move.
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I have 5 feature requests (including one big).

1\. Usage of PNG files for graphics and OGG for sound. Aside from obvious things like 8bit transparency for PNGs, both OGG and PNG are *much* smaller than counterparts already used (WAV and BMP). OGG could be also used for music, MIDI won't do everything.

2\. Autoupdate function. Basically all data files (maps, graphics, sfx, etc.) would be stored on server and client would on start check if they have current version.

3\. **MAJOR/BIG** Lua scripting engine integration. Why Lua? Well, it is fastest scripting engine currently made and as such, it would work very well on server. Integration itself would be simple task, I think, but what makes this major suggestion, is that I'd like all mod*.bas files into Lua to avoid engine recompilation to minimum, only if something seriously break.

Now two suggestions for map engine:

4\. Picking tile/rectangle of tiles with right click directly from map, like in RPG Maker

5\. Ability to set default spawnpoint directly in map editor. If there are different spawn points on different maps, spawnpoint would be selected at random. Also class-specific spawnpoints, so all mages would spawn into Mage Tower while all warriors into Warrior training center, etc.
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