Mirage Source

Free ORPG making software.
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 Forum: Resources   Topic: The Nerd Index

 Post subject: Re: The Nerd Index
Posted: Thu Oct 09, 2008 8:25 pm 

Replies: 15
Views: 10805


Awesome list, lots of interesting books on there. Nice find Sonire :D

ps ; stumble ftw

 Forum: Mirage Source 4 (Visual Basic 6)   Topic: Speed testing

 Post subject: Re: Speed testing
Posted: Thu Oct 09, 2008 1:41 am 

Replies: 19
Views: 12488


I was curious as to whether ZeroMemory was faster then erasing an array and redimming it for temporary arrays. Here is the code i used : Dim I As Long, Counter As Byte Dim timer As Long Dim bytA() As Byte ReDim bytA(1000) As Byte For Counter = 1 To 5 timer = GetTickCount For I = 1 To 1000000 ZeroMem...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Wed Oct 08, 2008 11:53 pm 

Replies: 353
Views: 90429


Updates: - Totally removed spell editor, all traces of the old system have dissapeared ;) - Spells work-in with stats. Values still have to be balanced, but point is it works xD - Mercenary stat worked out. Only works on NPCs though, to prevent players from exploiting this stat by getting exp by PK...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Wed Oct 08, 2008 1:30 am 

Replies: 353
Views: 90429


Updates: - Stat system practically finished :D Add in the player's stat window, modified some of the stats (No more agility, intuition now ;) ), started some of the formulas - Added new system for stat raising :) - Finished up the Bless spell (might be renamed). Bless basically increases the 4 base...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Oct 07, 2008 12:03 pm 

Replies: 353
Views: 90429


GIAKEN wrote:
TonyNooblet wrote:
Btw love how you post the updates.


It makes my eyes are hearty-like.





Image


I LOL'd

And thanks Tony :)

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Oct 07, 2008 3:51 am 

Replies: 353
Views: 90429


Updates : - Redid the way Player and NPC vitals regenerate (have to be resting for 5 seconds, which means no attacking or being attacked) before vitals start regenerating. Once this resting point has been reached, vitals regenerate decently quicly. Might change the 5 seconds to higher number, depen...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Mon Oct 06, 2008 4:53 am 

Replies: 353
Views: 90429


Updates: - Totally redid the way mods are handled, to make it much more effecient, and the mods now cover pretty much all stats :) Now, I also started working on a forum ;) No point in giving out URL yet though since I don't have a domain :P Maybe when I'm closer to a full client, which will hopefu...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Sun Oct 05, 2008 5:13 am 

Replies: 353
Views: 90429


Updates: - Made character list when you log-in much less clunky. Now doesn't show if a character doesn't exist (it used to show the message -free character slot- or whatever) and when you add a character, it just goes to the next possible slot, unless all your slots are filled. - News system on mai...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Fri Oct 03, 2008 4:40 am 

Replies: 353
Views: 90429


Updates:
    - Area of effect spell sucesfully coded in ;)
    - Optimized a few things in the game loop to prevent functions being called for no reason each loop, gained some FPS there ;)

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Thu Oct 02, 2008 12:29 am 

Replies: 353
Views: 90429


Alright, updates for today :D Updates : -Spell Animation System totally done :) - Hardcoded Heal, Flame (Click + Cast on a single player/npc), Fire Ring (4 surrounding tiles), Bless (Player buff, buffs most stats, however, the actual buffs haven't been added, but that takes two secs :) ) More to com...

 Forum: Show Off   Topic: T's pixel practice

 Post subject: Re: T's pixel practice
Posted: Wed Oct 01, 2008 2:08 am 

Replies: 28
Views: 13760


Dude, those are really good :O You could definitely use those in a game as sprited :O Especially the new models with proper legs. Awesome job :D

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Sep 30, 2008 9:41 pm 

Replies: 353
Views: 90429


Sorry I haven't been posting much, been working hard on the Spell System with animations and area of effect and such, hopefully I will be done soon :D

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Mon Sep 29, 2008 3:47 am 

Replies: 353
Views: 90429


Been busy, so I couldn't really work on Kolosos :( Got a nice feature done though :) : Updates -NPC drop system totally redone it, can now allow player to add a large amount of drops to the NPCs, allowing for many unique drops :D Woot :) -Worked in Haggling stat, now works when trading with NPCs :D

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Sat Sep 27, 2008 4:37 am 

Replies: 353
Views: 90429


xD :P Updates : - Finished player killer system. Players can become a PK at level 10 and can kill other players in certain areas. Not sure how looting will be controlled yet. PK System keeps track of player kills and deaths and you can view another player's stats by typing /pkstats playername. :) - ...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Fri Sep 26, 2008 11:45 am 

Replies: 353
Views: 90429


fatnoob wrote:
OMG OMG OMG Looks soooo goood and sounds soooo goood.
Your engine is what I'm definetly going to use when it is finished and released


Sorry to dissapoint, but it's not an engine :(

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Fri Sep 26, 2008 4:30 am 

Replies: 353
Views: 90429


Updates :
    -Extra layers for mapping, hurrah :D
    -Quite a few additions for developers, including multi-tile select and some map editor options (turn off players/npcs, etc.)
    -Started redoing PK system

Hopefully more to come for tonight :)

 Forum: Mirage Source 4 (Visual Basic 6)   Topic: MS4 DX8

 Post subject: Re: MS4 DX8
Posted: Thu Sep 25, 2008 5:03 am 

Replies: 23
Views: 15209


DX8 is pretty easy, you just have to forget how you did things in DX7 ;) Converting it to DX8 is easy, it's the whole texture system that's annoying xD You have to make tools to split up all your sprites/tiles/items into textures, you have to make a Texture Pool System (well, you don't have to but y...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Thu Sep 25, 2008 1:34 am 

Replies: 353
Views: 90429


Updates : -Night/Dawn/Day/Dusk System! It's not how it was originally planned, but I think it is pretty good how it is :). NPCs can show up at certain period of the day, which can be very useful for certain quests. Also, you can some certain maps where the day/night doesn't affect them (for example...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Wed Sep 24, 2008 3:10 am 

Replies: 353
Views: 90429


Read bottom of post - Edited Night time in the wild, without a torch ;) http://i37.tinypic.com/2qtvexd.jpg Notice how the top left and bottom right is a bit iffy though o_O Still trying to figure that one out xD. But you get the drift :) Edit : Hmm, donno if I'll be keeping this day/night system ye...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Wed Sep 24, 2008 1:23 am 

Replies: 353
Views: 90429


Working on the Day/Night system at the mo :D Got to kink out one last bug and then I'll show a screenie :) Torches haven't been added yet, that'll be next :D @Doomteam : APK is a really amazing GUI maker if I remember correctly, he used to make some for games, but I think he meant they never got rel...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Sep 23, 2008 11:50 am 

Replies: 353
Views: 90429


Apk wrote:
too bad no ones ever made use out of my damn GUI's T_T

i don't think you should settle into a GUI until you're done coding for a while anyhow


Yeah, that's probably what I'm gonna do when I'm nearer release, since for now I don't really need a GUI :)

 Forum: Tutorials   Topic: [Misc] Some useful functions...

Posted: Tue Sep 23, 2008 5:02 am 

Replies: 1591
Views: 58345


Hey guys :) Here are just a few useful functions I've made lately :) Enjoy :D Public Function IsInRange(ByVal TestX As Integer, ByVal TestY As Integer, ByVal X As Byte, ByVal Y As Byte, ByVal Range As Byte) As Boolean IsInRange = False TestX = Sqr(((TestX - X) * (TestX - X)) + ((TestY - Y) * (TestY ...

 Forum: Related Products   Topic: Kolosos

 Post subject: Re: Kolosos
Posted: Tue Sep 23, 2008 3:42 am 

Replies: 353
Views: 90429


Update for today :) : -Quite large FPS boost thanks to an optimization by DFA :) -Started a system that will store certain variables for the player instead of constantly re-calculating it, and will update when you equip/de-equip an item with mods or when you put in stat points (Damage, Armor/Defenc...

 Forum: Tutorials   Topic: Class Sprite for Male and Female

Posted: Tue Sep 23, 2008 3:36 am 

Replies: 1154
Views: 55778


Alright, so what this tutorial will basically do is let you choose a sprite for the male version of a class and the female version of a class! :) This is all server side too :D Go look for the following lines, in modTypes : Type ClassRec Name As String * NAME_LENGTH Sprite As Integer Stat(1 To Stats...

 Forum: Tutorials   Topic: Client Swear Filter With Replaces

Posted: Tue Sep 23, 2008 2:58 am 

Replies: 1847
Views: 62203


Unfortunately, it won't work...it will only replace the last swear word in the string. Like this: Msg = "shit whore fuck bitch" for example... CheckMessage = "**** whore fuck bitch" but Msg is still the same so it will look for the second swear...so then CheckMessage = "shi...
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