Mirage Source

Free ORPG making software.
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 Forum: General   Topic: Scrolling Maps

Posted: Thu Jul 20, 2006 3:23 pm 

Replies: 21
Views: 10656


So with misunderstoods seamless tutorial I can make none seamless scrolling maps that stops scrolling at the edges?

[EDIT]
Ah, nvm, I understand it now

 Forum: General   Topic: Scrolling Maps

Posted: Thu Jul 20, 2006 1:24 pm 

Replies: 21
Views: 10656


I think that he wants the (not seamless) scrolling maps but that it stops scrolling as soon as you see the edge of the map, so that you won't see all the black areas. I think that elysium has it too.

 Forum: Resources   Topic: IOCP tutorial

Posted: Sun Jul 09, 2006 10:50 am 

Replies: 23
Views: 13176


Thanks Xentar, I've got it working now ^^. phantasy, just follow the tutorial but change all the GameServer.Sockets... to GamerServer.Sockets.Item... Then when you're done go to client and change Sub SendData to: Sub SendData(ByVal data As String) Dim dbytes() As Byte dbytes = StrCon...

 Forum: General   Topic: Isometric

Posted: Sun Jul 02, 2006 7:22 pm 

Replies: 21
Views: 9469


does anyone maybe got this half-done tut around somewhere?

 Forum: General   Topic: Isometric

Posted: Sat Jul 01, 2006 4:07 pm 

Replies: 21
Views: 9469


Could you maybe link me to the tut, 'caus I can't seem to find it.

 Forum: General   Topic: Isometric

 Post subject: Isometric
Posted: Sat Jul 01, 2006 12:34 pm 

Replies: 21
Views: 9469


Would it be hard to make MSE isometric, has anyone tried yet?

 Forum: Resources   Topic: Animation bug?

Posted: Thu Jun 29, 2006 7:46 pm 

Replies: 17
Views: 6822


Ah... Ok, I get it :) . Thanks for the help. Oh, and I found out that if you change Case DIR_UP If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1 to Case DIR_UP If (Player(Index).YOffset > PIC_Y / 2) Then Anim = 1 and do the same for Case DIR_LEFT (change the < to ...

 Forum: Resources   Topic: Animation bug?

Posted: Thu Jun 29, 2006 7:23 pm 

Replies: 17
Views: 6822


Okay, I think I get it, thanks. But still, in the source it says: .Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X (2*3+0) * 32 = 192, and that's where it's supposed to pick the sprite with legs closed, but somehow goes one sprite to the right, it's just that I'm just kind of starting to understand ...

 Forum: Resources   Topic: Animation bug?

 Post subject: Animation bug?
Posted: Thu Jun 29, 2006 6:12 pm 

Replies: 17
Views: 6822


I just noticed that a blank version of MSE, when standing still and fasing left, doens't blit the the wright sprite (I think). It's supposed to blit the player fasing left with legs closed, but it blits the one with open legs. http://i9.photobucket.com/albums/a67/MagicChain/smallsprites.png --------...

 Forum: Resources   Topic: My Quest System

Posted: Sun Jun 25, 2006 9:27 pm 

Replies: 26
Views: 16727


Well, I meant a new tile type, so the quest would start when you see a wanted poster or something, but yea, it would be even better if the quest starts when you talk to a npc :P , it isn't that difficult to do, great tut man.

 Forum: Resources   Topic: My Quest System

Posted: Sun Jun 25, 2006 6:23 pm 

Replies: 26
Views: 16727


Nice tutorial, it really helped. It would be neat though if the quest starts when the player steps on a tile instead of when he enters the map, but I'll be able the figure that out myself I think :)

 Forum: Resources   Topic: IOCP tutorial

Posted: Sat Jun 24, 2006 9:05 pm 

Replies: 23
Views: 13176


Run-time error '438'

Object does not support this property or method.

The error dissapears when I change it to GameServer.Sockets.Item(index).
I just still got the problem from before.

 Forum: Resources   Topic: IOCP tutorial

 Post subject: IOCP tutorial
Posted: Sat Jun 24, 2006 7:38 pm 

Replies: 23
Views: 13176


I just did Verrigans tutorial for changing WinSock to IOCP ( link ) After fixing some errors it gave me I could finally start the server successfull, but now, when the client wants to create a new account on the server it gets stuck at: Connected, sending account data. The account does get created, ...
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