iSnow Posted October 26, 2012 Share Posted October 26, 2012 So, nice projectile system indeed, but perhaps make it shoot in straight lines by select or vice versa? It's great but I'd like to control how my machine gun fire instead of being able to button mash and hit anything for certain. Link to comment Share on other sites More sharing options...
Nazban Posted October 27, 2012 Share Posted October 27, 2012 > So, nice projectile system indeed, but perhaps make it shoot in straight lines by select or vice versa? It's great but I'd like to control how my machine gun fire instead of being able to button mash and hit anything for certain.I love the auto hit design, trying to line up invisable boxs just does not feel right at all, if you do ever change this deathbeam please leave a tutorial on the homing/auto hit design thanks.However I see your point if you are shooting guns obviously bullets will not curve and that will look awkward. Link to comment Share on other sites More sharing options...
Elihu Posted October 27, 2012 Share Posted October 27, 2012 Have you ever considered adding a quest system? Link to comment Share on other sites More sharing options...
abhi2011 Posted October 27, 2012 Share Posted October 27, 2012 He is isn't he? Link to comment Share on other sites More sharing options...
tslusny Posted October 27, 2012 Author Share Posted October 27, 2012 > Nice additions but the way you render effects is just wrong,> > Look how it's done for the animations so the effects are linked to the player/npc even when they are moving> > That's how it should be done copy/paste that.> > Respectfully,Do not talk about about what are you do not understand, i cannot just copy paste that, and target-binding is already included, but i do not used it, becouse for some effects it is doing weird thigns> **Major Bug:** Npc's float twards you it does not show fluent movement when they chase you. Is anyone else getting this problem?You are talking about mushrooms, i added movement speed option to NPC editor, and i set it to move slow, but frequency is still normal. And bees are moving fast.> So, nice projectile system indeed, but perhaps make it shoot in straight lines by select or vice versa? It's great but I'd like to control how my machine gun fire instead of being able to button mash and hit anything for certain.If you wanna shooting in straight lines, use Wabbit´s projectile system, i wanted to make something like in normall MMOs, where when you are shooting from gun/bow, arrow/bullet will shoot directly to target (for example runescape). And yea i gonna remove-autotarget and make it so it will shoot only targetted enemy Link to comment Share on other sites More sharing options...
Guest Posted October 27, 2012 Share Posted October 27, 2012 This is honestly realllllllyyyyy, good. Might i suggest finishing the effect rendering in the editor and try to do something about the sound engine. If not then just the effect rendering. Link to comment Share on other sites More sharing options...
tslusny Posted October 27, 2012 Author Share Posted October 27, 2012 New versionEclipse Advanced v3.0.21What is new?* Changed handling of shooting Projectiles - Now they will shoot only targeted enemy, and do not search entire map for target and randomly shoot in-range enemies* Added MAJOR bugfix - Moved DevSuite check to separated packet called before GameInit, becouse in Login packet it was causing Out Of Memory error after some time Link to comment Share on other sites More sharing options...
Alerd Posted October 27, 2012 Share Posted October 27, 2012 look for it ;D![](http://imageshack.us/a/img843/5972/refine1.png)![](http://imageshack.us/a/img37/9128/refine2.png)![](http://imageshack.us/a/img201/1972/refine3.png)for more please pw ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
minipimp Posted October 27, 2012 Share Posted October 27, 2012 I like those screenys ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Link to comment Share on other sites More sharing options...
iraasta Posted October 27, 2012 Share Posted October 27, 2012 How about that 4th/5th sprite lane to be an attack sprite?This would be an awesome option. Because it is really hard to make ranged fighters to look realistic. Link to comment Share on other sites More sharing options...
Guest Posted October 27, 2012 Share Posted October 27, 2012 > Do not talk about about what are you do not understandOh the irony. Link to comment Share on other sites More sharing options...
Pasein Posted October 27, 2012 Share Posted October 27, 2012 This great, you thought adding the quest system in future versions? Link to comment Share on other sites More sharing options...
iraasta Posted October 27, 2012 Share Posted October 27, 2012 No he is not. Seriously, read a whole thread before asking questions.firstable quest can be easly done with events and player varsand secondable it was mentioned on almost every page of this topic Link to comment Share on other sites More sharing options...
minipimp Posted October 27, 2012 Share Posted October 27, 2012 He implemented Alatars quest system into Eclipse Mega, so that also is another choice if your looking for a quest system in a good custom engine. Link to comment Share on other sites More sharing options...
DshWinchester Posted October 28, 2012 Share Posted October 28, 2012 Hi,I would like to know if the 'Sound Tile bug' is fixed in 3.0.15?thanks Link to comment Share on other sites More sharing options...
clark Posted October 28, 2012 Share Posted October 28, 2012 ![](http://img15.hostingpics.net/pics/368188EAprob.png)Deathbeam how can i fix this ? tell me the code to change (EA 3.0.17) thanks Link to comment Share on other sites More sharing options...
minipimp Posted October 28, 2012 Share Posted October 28, 2012 I believe that lots of the placement for things are messed up. Link to comment Share on other sites More sharing options...
clark Posted October 28, 2012 Share Posted October 28, 2012 Argh that's ugly and i really need to fix that but i don't know how i hope someone replies :/ Link to comment Share on other sites More sharing options...
abhi2011 Posted October 28, 2012 Share Posted October 28, 2012 Thats a simple fix. Find the DrawShopItemCost and in renderTexture (first line) there will be a 10 at then end change it to 55-60 Link to comment Share on other sites More sharing options...
clark Posted October 28, 2012 Share Posted October 28, 2012 Thank you ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)Just to precise for the others : .width + 10 and .Height + 80 (correct values ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) ) Link to comment Share on other sites More sharing options...
ramoneknot Posted October 28, 2012 Share Posted October 28, 2012 Hi Death how about dynamic projectiles size? will be a great addon Link to comment Share on other sites More sharing options...
abhi2011 Posted October 28, 2012 Share Posted October 28, 2012 > Thank you ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)> > Just to precise for the others : .width + 10 and .Height + 80 (correct values ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) )Nope just the top value. It will be something like GUIWindow(Gui_blablabla).y + 10 or something change the 10 to 50/55/60 Link to comment Share on other sites More sharing options...
clark Posted October 28, 2012 Share Posted October 28, 2012 > Nope just the top value. It will be something like GUIWindow(Gui_blablabla).y + 10 or something change the 10 to 50/55/60I Changed this line with width + 10 and Height + 80 and it worked ^^ i don't know if i did it good but it works xD```Public Sub DrawShopItemDesc()Dim shopSlot As LongIf Not GUIWindow(GUI_SHOP).visible Then Exit SubshopSlot = IsShopItem(GlobalX, GlobalY)If shopSlot > 0 ThenIf Shop(InShop).TradeItem(shopSlot).Item > 0 ThenDrawItemDesc Shop(InShop).TradeItem(shopSlot).Item, GUIWindow(GUI_SHOP).X + GUIWindow(GUI_SHOP).Width + 10, GUIWindow(GUI_SHOP).YDrawItemCost True, shopSlot, GUIWindow(GUI_SHOP).X + GUIWindow(GUI_SHOP).Width + 10, GUIWindow(GUI_SHOP).Y + GUIWindow(GUI_DESCRIPTION).Height + 80End IfEnd IfEnd Sub```**DrawItemCost True, shopSlot, GUIWindow(GUI_SHOP).X + GUIWindow(GUI_SHOP).Width + 10, GUIWindow(GUI_SHOP).Y + GUIWindow(GUI_DESCRIPTION).Height + 80** Link to comment Share on other sites More sharing options...
abhi2011 Posted October 28, 2012 Share Posted October 28, 2012 Yep that's what you have to do. Link to comment Share on other sites More sharing options...
tslusny Posted October 28, 2012 Author Share Posted October 28, 2012 > Hi Death how about dynamic projectiles size? will be a great addonYou wanna bigger ones? xD It is easy 2do so i will add it, great idea ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)> I believe that lots of the placement for things are messed up.> ![](http://img15.hostingpics.net/pics/368188EAprob.png)> > Deathbeam how can i fix this ? tell me the code to change (EA 3.0.17) thanksOh i always forgot about this little bug. I fixed it in my game already, but forgot 2do it in EA ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Fix in new version.I will post here what i am planning to add (becouse otherwise i will forgot ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) )* Dynamic Projectiles* Shop Cost fix* Currency text saved as chat text fix Link to comment Share on other sites More sharing options...
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