Spainion Posted November 1, 2012 Share Posted November 1, 2012 Looking forward to the final release excellent job. You will see your engine in my upcoming game, good work stitching it all together. Link to comment Share on other sites More sharing options...
iraasta Posted November 2, 2012 Share Posted November 2, 2012 Where is the code which in prevoius version was in **modGameEditors?**Can't find it. Link to comment Share on other sites More sharing options...
abhi2011 Posted November 2, 2012 Share Posted November 2, 2012 Open up devSuite.vbp it is in this project that there is the module. Link to comment Share on other sites More sharing options...
iraasta Posted November 2, 2012 Share Posted November 2, 2012 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) Link to comment Share on other sites More sharing options...
abhi2011 Posted November 2, 2012 Share Posted November 2, 2012 There are panoramas for this game. I think. Map Editor properties. And try modGraphics. Link to comment Share on other sites More sharing options...
iraasta Posted November 2, 2012 Share Posted November 2, 2012 Why does frmMain comes with "Line 28: Class MSWinsockLib.Winsock of control Socket was not a loaded control class." Error? Link to comment Share on other sites More sharing options...
Joyce Posted November 2, 2012 Share Posted November 2, 2012 Do you get this error on other engines as well? If so, please install Visual Basic 6 Service Pack 6. Link to comment Share on other sites More sharing options...
iraasta Posted November 3, 2012 Share Posted November 3, 2012 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) Link to comment Share on other sites More sharing options...
DMF Posted November 3, 2012 Share Posted November 3, 2012 event wait? like a timer set?? o-o Link to comment Share on other sites More sharing options...
iraasta Posted November 3, 2012 Share Posted November 3, 2012 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) Link to comment Share on other sites More sharing options...
or3o Posted November 3, 2012 Share Posted November 3, 2012 so a timer :/ Link to comment Share on other sites More sharing options...
Jumbofile Posted November 4, 2012 Share Posted November 4, 2012 would i be able to add the quest system with no problem? Link to comment Share on other sites More sharing options...
iSnow Posted November 4, 2012 Share Posted November 4, 2012 You can add a quest system but you have to create a new menu and button for it, you can actually use a transparent image for a Form's image in this but it makes more sense to render one with DX8. Link to comment Share on other sites More sharing options...
abhi2011 Posted November 4, 2012 Share Posted November 4, 2012 I am trying to make one. But seems a bit to hard getting the right code and stuff. Link to comment Share on other sites More sharing options...
lel Posted November 4, 2012 Share Posted November 4, 2012 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……â€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. Link to comment Share on other sites More sharing options...
Santini Posted November 4, 2012 Share Posted November 4, 2012 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) Link to comment Share on other sites More sharing options...
ZeoWorks Posted November 4, 2012 Share Posted November 4, 2012 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 >.>? Link to comment Share on other sites More sharing options...
clark Posted November 4, 2012 Share Posted November 4, 2012 I'm not sure but i think the Quest system is specially only for EM and also it isn't bugfixed so …Nevermind we all think that the missing feature is Quest system. Link to comment Share on other sites More sharing options...
Santini Posted November 4, 2012 Share Posted November 4, 2012 Eclipse Mega used Eclipsed Advanced as a base and also Deathbeam was the one who added it to Eclipse Mega, so surely if he were to add a quest system to this engine it would be pretty much the same. Link to comment Share on other sites More sharing options...
Ertzel Posted November 5, 2012 Share Posted November 5, 2012 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. Link to comment Share on other sites More sharing options...
DshWinchester Posted November 8, 2012 Share Posted November 8, 2012 anxious ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png) Link to comment Share on other sites More sharing options...
clark Posted November 8, 2012 Share Posted November 8, 2012 I have a question ,How can i make the item , inventory , option buttons linearI mean i want them to be on the same line not one on the other one.Could anybody tell me the exact code to look in ? Link to comment Share on other sites More sharing options...
Ertzel Posted November 8, 2012 Share Posted November 8, 2012 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. Link to comment Share on other sites More sharing options...
clark Posted November 8, 2012 Share Posted November 8, 2012 Ok Thanks. Link to comment Share on other sites More sharing options...
darkhog Posted November 9, 2012 Share Posted November 9, 2012 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 Maker5\. 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. Link to comment Share on other sites More sharing options...
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