Mirage Source

Free ORPG making software.
It is currently Mon Apr 29, 2024 6:09 am

All times are UTC


Search found 61 matches
Search these results:

Author Message

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Re: Custom Map Sizes.
Posted: Sun Jan 25, 2009 11:10 pm 

Replies: 25
Views: 11192


how big is a tile (in bytes)? what is your map x? what is your map y? mapx*mapy*tilesize = memsize; memory in your computer = maxmem; if memsize > maxmen then FAIL call backupplan else wewt end if sub backupplan: find a way to optimize your maps, load into memory only what is displayed. end sub &qu...

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Re: Custom Map Sizes.
Posted: Sun Jan 25, 2009 5:26 am 

Replies: 25
Views: 11192


So, everything went okay, Untill now. The maps get created, then when they load I get RTE 7 Out of Memory, The error referring to the following line of code; ReDim Map(i).Tile(0 To Map(i).x, 0 To Map(i).y) As TileRec Now when I hover over map(i).x and map(i).y, I see the following map(i).x = 5389762...

 Forum: General   Topic: Chat Channels?

 Post subject: Re: Chat Channels?
Posted: Sat Jan 24, 2009 3:09 am 

Replies: 21
Views: 7102


I tried it and got "Wrong number of arguments or invalid property assignment" and it said the problem was with this: Sub HandleGlobalMsg(ByRef Parse() As String) Call AddTextGlobal(Parse(1), Val(Parse(2))) End Sub Highlighting This Code: Call AddTextGlobal Did you create Sub AddTextGlobal?

 Forum: General   Topic: Chat Channels?

 Post subject: Re: Chat Channels?
Posted: Fri Jan 23, 2009 3:03 am 

Replies: 21
Views: 7102


Find "Social packets" You'll notice all social packets use the same, "Call AddText(Parse(1), Val(Parse(2)))". Duplicate the sub AddText and change it to Sub AddTextGlobal. Now create a new textbox on frmMirage called chtGlobal. Now in your new Sub AddTextGlobal Change, txtChat to...

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Re: Custom Map Sizes.
Posted: Sat Jan 03, 2009 6:09 pm 

Replies: 25
Views: 11192


Matt wrote:
You really should use MS4 if you're starting fresh.

And I'd look at Robin's code. It's drawn with DirectX8, but I'm sure you can get the jist of how it all works.


I've been working on my game for about a year or two now, I'm not restarting with MS4. Oh, and I'll be sure to check out Essence.

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Re: Custom Map Sizes.
Posted: Sat Jan 03, 2009 8:16 am 

Replies: 25
Views: 11192


GIAKEN wrote:
Take a look at Robin's Essence's source.


I believe it's Direct X 8 is it not? Would it be worth looking at? I'm using 3.0.3 of Mirage.

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Re: Custom Map Sizes.
Posted: Sat Jan 03, 2009 7:24 am 

Replies: 25
Views: 11192


Rian wrote:
MAX_MAPX and MAX_MAPY, make sure the picScreen is always evenly divisible by 32.


Lol, No No, I ment like, the vairables saved in the Maps Data file. So any maps X and Y can be adjusted.

 Forum: General   Topic: Custom Map Sizes.

 Post subject: Custom Map Sizes.
Posted: Sat Jan 03, 2009 3:49 am 

Replies: 25
Views: 11192


Anyone have an idea on how I should go about this? All I need is a simple start and I'm sure I could get it done. Thanks.

 Forum: General   Topic: Sprites issue.

 Post subject: Re: Sprites issue.
Posted: Wed Dec 31, 2008 7:38 am 

Replies: 18
Views: 6096


can you tell me what you did i wanted to know this too In BltPlayer I changed x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset - 4 to x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 16 y = GetPlayerY(Index) * PIC_Y + Player(Index).y...

 Forum: General   Topic: Sprites issue.

 Post subject: Re: Sprites issue.
Posted: Wed Dec 31, 2008 4:55 am 

Replies: 18
Views: 6096


TonyNooblet wrote:
Mess with this

x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 32
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset


Worked perfect! I owe you one, Thanks a lot.

 Forum: General   Topic: Sprites issue.

 Post subject: Re: Sprites issue.
Posted: Wed Dec 31, 2008 2:13 am 

Replies: 18
Views: 6096


It's not a normal BltPlayer code.. There's a lot of sprites per sheet, 36... Although here you go. Sub BltPlayer(ByVal Index As Long) Dim Anim As Byte Dim x As Long, y As Long ' Only used if ever want to switch to blt rather then bltfast With rec_pos .Top = GetPlayerY(Index) * PIC_Y + Player(Index)....

 Forum: General   Topic: Sprites issue.

 Post subject: Sprites issue.
Posted: Wed Dec 31, 2008 12:05 am 

Replies: 18
Views: 6096


Okay, 32x64 Sprites are what I was using. I am switching to 64x64, yet keeping the same 32x64 sprite, just centering it. This allows me have larger ingame items(Wings, Weapons, Etc.). I finished the 64x64. Although now the player is centered in between two tiles when Blted. I need players to be on o...

 Forum: Old Competitions   Topic: Wisefire Award Banner

 Post subject: Re: Wisefire Award Banner
Posted: Tue Nov 25, 2008 4:10 am 

Replies: 14
Views: 10139


Kay, Added... Lol.

 Forum: Tutorials   Topic: Unbreakable items

 Post subject: Re: Unbreakable items
Posted: Sun Nov 02, 2008 12:46 am 

Replies: 1364
Views: 71948


Can't you just remove the code? Well, I suppose if you want perfect and imperfect items then you would use something like this..

 Forum: Resources   Topic: Attack GFX / Spell GFX

 Post subject: Re: Attack GFX / Spell GFX
Posted: Wed Oct 29, 2008 1:04 am 

Replies: 15
Views: 4945


What do you mean by attack graphics?

 Forum: Old Competitions   Topic: Vote For the Best Work!

 Post subject: Re: Vote For the Best Work!
Posted: Tue Oct 21, 2008 1:51 am 

Replies: 18
Views: 11651


William wrote:
wisefire over did his work by adding a frame, background and floor :P But I just like the eyes. It's hard making good eyes. But as you say, all are good though.


There wasn't a limit to what we could do.. You never said, "Hey Now, Don't add a Background and Floor!"

 Forum: Old Competitions   Topic: Finished Picture

 Post subject: Re: Finished Picture
Posted: Wed Oct 01, 2008 4:39 am 

Replies: 9
Views: 7539


Lea wrote:
Image

Hatsune Miku <3
I'm not much of a pixel artist, btw.


That's hot.

 Forum: Old Competitions   Topic: Finished Picture

 Post subject: Re: Finished Picture
Posted: Sat Sep 27, 2008 4:26 pm 

Replies: 9
Views: 7539


Eh, Not much but...

Image

 Forum: Tutorials   Topic: Tutorial Directory [MS4]

Posted: Fri Sep 19, 2008 4:53 am 

Replies: 1594
Views: 93851


Nean wrote:
Nice, but you got DarkC and my name mixed up. I did the Jail command, whereas he did the kill command.


Sorry, I Was working on my Geometry homework while posting that. Fixed.

 Forum: Tutorials   Topic: Tutorial Directory [MS4]

 Post subject: Tutorial Directory [MS4]
Posted: Thu Sep 18, 2008 10:29 pm 

Replies: 1594
Views: 93851


I figured it would be proper to start a topic like this now, Rather than wait until there's a large amount of MS4 tutorials. Alphabetical Listing of Tutorials # A Adding New Commands - Dugor Adding New Stats - Dugor Admin Panel - Doomteam1 B C D Display Sprite on Character Creation - Lea Display Sta...

 Forum: Resources   Topic: Sliding Map Transition

 Post subject: Re: Sliding Map Transition
Posted: Fri Sep 12, 2008 3:04 am 

Replies: 89
Views: 42553


Dave, The tutorial will be the, ""Think about it" and not "copy and paste", right?

I need to learn, And I want to add this, So if the tutorial is as you say, It could benefit me in both way's.

 Forum: General   Topic: Click to open Guild Master

Posted: Sun Aug 31, 2008 12:05 am 

Replies: 20
Views: 6489


Everything is done for you. Server side, where the playersearch stuff is executed, check the npc's behavior, if it's a guild master, send a packet back to the client, telling the client to open the window.. This is simple stuff guys, cmon. Uh, Thank's. Sorry were not all as smart as you. Some of us...

 Forum: General   Topic: Click to open Guild Master

Posted: Sat Aug 30, 2008 4:11 pm 

Replies: 20
Views: 6489


Why do you have Dim Index if your not using it? I would look at the way targeting works. I would assume you need to get your players mouse coordinates. Sorry, I was messing around ealier. I though so too, But I can't seem to find anything with the Mouse tracking ect. I honestly have no idea how tha...

 Forum: General   Topic: Click to open Guild Master

 Post subject: Click to open Guild Master
Posted: Sat Aug 30, 2008 3:51 pm 

Replies: 20
Views: 6489


So.. Simply, I'm adding guilds and a guild master, When you click the guild master the Guild Creation should open.. How exactly do I get it to check the exact tile I click to check for the NPC_BEHAVIOR_GUILDMASTER? I figured something like, Sub CheckGuildMaster() If NPC_BEHAVIOR_GUILDMASTER Then frm...

 Forum: Resources   Topic: Sliding Map Transition

 Post subject: Re: Sliding Map Transition
Posted: Mon Aug 25, 2008 9:45 pm 

Replies: 89
Views: 42553


GIAKEN wrote:
I don't see how I am a noob just because I wanted some reference :?


You're all "Noobs" for using the term "Noob".

Uh Oh, I am now, a "Noob". ]:
Sort by:  
Page 1 of 3 [ Search found 61 matches ]


All times are UTC


Jump to:  
Powered by phpBB® Forum Software © phpBB Group