Mirage Source

Free ORPG making software.
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PostPosted: Sat Jan 24, 2009 2:43 pm 
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He was only asking


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PostPosted: Sat Jan 24, 2009 10:13 pm 
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Ehh it's a bit common sense who really has enough time to do that and even if they did why would they want to when they could just browse through the source in a swift.

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PostPosted: Mon Jan 26, 2009 6:58 pm 
If you kill npcs on a map, walk off the map, then come back, they don't show properly.

I talked to Dugor about this and he came up with the start of how to fix it, this will make them appear if they move, but they still go poof.

HandleSpawnNpc - client side

Code:
Dim i As Long


At the bottom of the sub, before "End Sub" add this:

Code:
High_Npc_Index = 0
     For n = 1 To MAX_MAP_NPCS
        If MapNpc(n).Num > 0 Then
            High_Npc_Index = High_Npc_Index + 1
        End If
     Next


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PostPosted: Tue Jan 27, 2009 7:13 pm 
Dugor tested it and it even happened for him. I'd set npcs on two maps, kill them on one, walk to another map, then walk back and they were all messed up.


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PostPosted: Wed Jan 28, 2009 4:45 pm 
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good news DFA the problem I had is no more ;)

Well done. Keep up the good work. By the way what else are you doing until the final release of MS4?


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PostPosted: Wed Jan 28, 2009 5:45 pm 
It would be great if these features that you add were also released in tutorial format, for those of us that have already begun to work on a project.


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PostPosted: Wed Jan 28, 2009 7:34 pm 
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The spell animations don't quite work correctly. Seems like it shows the wrong animation, and if you kill the npc in one hit, the animation doesn't play until the npc respawns.

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PostPosted: Fri Jan 30, 2009 11:04 pm 
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Hey DFA, as far as Rian's comment goes, the spells "DO" blit the correct image, but if the NPC Dies in one hit of the spell, or the spell is the last damage delt, it won't blit until the npc respawns.

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PostPosted: Sat Jan 31, 2009 9:47 pm 
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The Items are now done like XW right? so the converter for XW should work for the new MS?

EDIT:omg, now I would need to convert my entire sprite sheet 1 by 1.

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PostPosted: Sun Feb 01, 2009 2:58 am 
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Ya had more than one player online and the players other than the first player online spirits don't blt right 0.0 it has to be the bltspirit or player thing or the playerhighindex..


sorry i fixed it its because the classes where blank =.=

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PostPosted: Mon Feb 02, 2009 6:58 pm 
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It's a very nice source indeed. Started building a few more features off it to replace my outdated source. I'll have a few more tutorials out by the end of the week.

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Why aren't maps and shit loaded up in a dynamic array?
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PostPosted: Mon Feb 02, 2009 11:37 pm 
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I just tried out the new version, it looks really nice.

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PostPosted: Tue Feb 03, 2009 12:27 am 
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hey heres a suggestion, MP3 support, that would be nice!

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PostPosted: Tue Feb 03, 2009 12:29 am 
I don't think it'd be hard to write a program that would convert the sprite sheet to several files with 1 sprite each.

I'm not doing it though, so, it don't matter to me.


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PostPosted: Tue Feb 03, 2009 2:53 am 
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Heres a couple suggestions from me:

-Stats are in a picbox and not in the chatbox.
-Menu Music.

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PostPosted: Tue Feb 03, 2009 3:04 am 
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timster0 wrote:
Heres a couple suggestions from me:

-Stats are in a picbox and not in the chatbox.
-Menu Music.


Menu music is amazingly easy.

Go to the form which you want it to play on

Call PlayMidi("MidiName")

And then Call StopMidi("MidiName")

Or some BS

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PostPosted: Tue Feb 03, 2009 3:20 am 
Or stop being lazy and find the tutorial that was released years ago for it?


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PostPosted: Tue Feb 03, 2009 10:35 am 
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The new sprite system is easy to work with. I just edited my old sprite converter that takes a sheet with 8 sprites from RM2K, which then converts it to the classic Mirage layout, then converts it to sprites.BMP in one huge sheet. Now it also takes each sprite and saves it into a seperate file. :3

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Quote:
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Why aren't maps and shit loaded up in a dynamic array?
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the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Tue Feb 03, 2009 12:47 pm 
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lets see hmmm

1 show the spell animation on the tile the npc is on not on the npc so that way if the npc dies the animation still goes till it stops and doesn't blt on the npc when it revives.

2 Fullscreen choose between using it or not on login?

just some things people would like to have that i heard about the spell thing was me its kind of annoying that it blts off the newly re-spawned npc instead of the maptile ^^.

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PostPosted: Tue Feb 03, 2009 12:52 pm 
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I just removed the spell blting system. Didn't work very well.

I have it set to the x & y co-ordinates, not the actual player. I store all the data in a new type, and have that type set into a re-dimmed array, so you can have as many animations on the map as possible, and you can set them anywhere, not just on the player ;D

For example, with my resource system, if you hit a tree with an axe, it'll show an animation on the tree to show this, and the same happens when hitting a rock with a pickaxe.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Tue Feb 03, 2009 1:47 pm 
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hm trigger activated animations =] kind of like my roofing tiles i did =]. it is a really good idea and spell animation they do work just he has them set on the player or npc instead of blting on map.

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PostPosted: Tue Feb 03, 2009 2:07 pm 
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Oh, I know they work, but it's annoying seeing an animation disappear when the player warps or dies or something.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Tue Feb 03, 2009 3:32 pm 
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he should have just did it as tiles. ii don't like how every time it goes threw both npc and player it search's for a spell. and how annoying it is for the way it is being blt.

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PostPosted: Tue Feb 03, 2009 3:34 pm 
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Robin wrote:
I have it set to the x & y co-ordinates, not the actual player. I store all the data in a new type, and have that type set into a re-dimmed array, so you can have as many animations on the map as possible, and you can set them anywhere, not just on the player ;D

Yeah, I've done it too.
This should be in MS4, works great.

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PostPosted: Tue Feb 03, 2009 4:43 pm 
genusis wrote:
he should have just did it as tiles. ii don't like how every time it goes threw both npc and player it search's for a spell. and how annoying it is for the way it is being blt.


Quit bitching. DFA is doing this for free.


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