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Pages: 1 2 [3] 4 5
Site Author : Topic: True 3-Frame Movement  (Read 3540 times)
0 Members and 1 Guest are viewing this topic.
February 15, 2009, 04:22:30 PM
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Very nice work bro, it made my project have smooth movement to it , Very nice.
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March 19, 2009, 04:32:49 AM
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Great!
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April 04, 2009, 10:40:36 AM
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I can't find 'BltPlayer' where do i look????? I'm new to all this...... :embarrassed:
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April 11, 2009, 11:44:09 AM
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Hi ;D My eanglish is easy I`am from germany ;pppp XD

How to get this code on npc??


Code: [Select]
I want it to work with my npcs..
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April 12, 2009, 02:24:07 AM
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BltPlayer find

you must click Ctrl + F

and write to box BltPlayer and change option Current Project

my eanglish is easy xd are you understand my eanglish?? ;]
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April 13, 2009, 08:42:46 AM
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using this.
« Last Edit: May 03, 2009, 07:43:02 AM by Ezmek » Logged

May 02, 2009, 07:32:04 PM
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Attacking won't work for me. It walks perfect, but attacking? not working.
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May 08, 2009, 03:46:30 PM
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I know this is a few days late but im stupid with VB, and still tryin to learn it.

I did the first 1 and it works and all but I cant get robins extra attack frame to work right, when i use it, it plays the attack animation for the up movement as the stance for the facing down and the walk left animations for the walk down and the attack down for the attack left , etc. its all messed up and idk y , and ive replaced the sprites positions but more than 1 direction/attack uses one frame so cant fix that with moving the sprites around, sorry for the big confusing explaination.

Thank You for any help.
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May 09, 2009, 11:42:56 PM
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Huh, when i play from vb6 it has an error and it tells me to look in frm mirage for the error.
Line 2407: Cannot load control Socket; license not found.
that's the error. Any help?

edit: when i try to compile it also has an error. But this time it opens a form up and shows this line with the red stuff highlighted.
frmMirage.txtChat.SelStart = Len(frmMirage.txtChat.Text)
« Last Edit: May 09, 2009, 11:46:30 PM by Mcnugget » Logged


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May 25, 2009, 06:22:46 PM
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Hi ;D My eanglish is easy I`am from germany ;pppp XD

How to get this code on npc??


Code: [Select]
I want it to work with my npcs..
Btw that's in mah sig.
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May 25, 2009, 06:54:09 PM
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Btw that's in mah sig.
Face it, nothing will ever beat Blanco though
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June 16, 2009, 07:25:49 PM
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Very nice. Using this for my game.
;)
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June 17, 2009, 02:59:30 AM
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Eh, personally I'd wait till I release a new tutorial. This one is years old.

My next one has full support for several different animation styles ;D
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June 21, 2009, 05:37:46 AM
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thank you good tutorial!

NPC & PET 3-Frame Movement code please...

please help me! :cheesy:
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June 21, 2009, 08:58:38 AM
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Try and do it yourself.
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June 21, 2009, 06:34:21 PM
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please teach me NPC 3-Frame Movement code...please!! :icon_alabanza:
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June 21, 2009, 10:02:14 PM
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First, under 'BltPlayer' in modGameLogic find where it says 'check for animation and change everything between that and the next set of green text to this:

Code: (vb) [Select]
' Check for animation
    Anim = 1
  If Player(Index).Attacking = 0 Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        If (Player(Index).yOffset > 8) Then Anim = Player(Index).Step
      Case DIR_DOWN
        If (Player(Index).yOffset < -8) Then Anim = Player(Index).Step
      Case DIR_LEFT
        If (Player(Index).xOffset > 8) Then Anim = Player(Index).Step
      Case DIR_RIGHT
        If (Player(Index).xOffset < -8) Then Anim = Player(Index).Step
    End Select
  Else
    If Player(Index).AttackTimer + 1000 > GetTickCount Then
      Anim = 2
    End If
  End If

Use the same code and same process under 'BltPlayerTop'.
______________________
Next find 'Sub processmovement' and replace the entire code (in between the lines) with this:
Code: [Select]
Sub ProcessMovement(ByVal Index As Long)

  ' Check if player is walking, and if so process moving them over
  If Player(Index).Moving = MOVING_WALKING Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        Player(Index).YOffset = Player(Index).YOffset - WALK_SPEED
      Case DIR_DOWN
        Player(Index).YOffset = Player(Index).YOffset + WALK_SPEED
      Case DIR_LEFT
        Player(Index).XOffset = Player(Index).XOffset - WALK_SPEED
      Case DIR_RIGHT
        Player(Index).XOffset = Player(Index).XOffset + WALK_SPEED
    End Select
 
    ' Check if completed walking over to the next tile
    If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then
      If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    Else
      If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    End If
  End If

  ' Check if player is running, and if so process moving them over
  If Player(Index).Moving = MOVING_RUNNING Then
    Select Case GetPlayerDir(Index)
      Case DIR_UP
        Player(Index).YOffset = Player(Index).YOffset - RUN_SPEED
      Case DIR_DOWN
        Player(Index).YOffset = Player(Index).YOffset + RUN_SPEED
      Case DIR_LEFT
        Player(Index).XOffset = Player(Index).XOffset - RUN_SPEED
      Case DIR_RIGHT
        Player(Index).XOffset = Player(Index).XOffset + RUN_SPEED
    End Select
 
    ' Check if completed walking over to the next tile
    If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then
      If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    Else
      If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then
        Player(Index).Moving = 0
        If Player(Index).Step = 0 Then
          Player(Index).Step = 2
        Else
          Player(Index).Step = 0
        End If
      End If
    End If
  End If
 
  Select Case GetPlayerDir(Index)
    Case DIR_UP
      If Player(Index).YOffset <= 0 Then
        Player(Index).YOffset = 0
      End If
    Case DIR_DOWN
      If Player(Index).YOffset >= 0 Then
        Player(Index).YOffset = 0
      End If
    Case DIR_LEFT
      If Player(Index).XOffset <= 0 Then
        Player(Index).XOffset = 0
      End If
    Case DIR_RIGHT
      If Player(Index).XOffset >= 0 Then
        Player(Index).XOffset = 0
      End If
  End Select
End Sub
_________________
Finally, in modType find 'PlayerRec' and add this after "Party As PartyRec":
Code: [Select]
Step As Byte[/quote]

Ok, so will this code work for EE2.7 and/or EE2.8?
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lambur22 (7:51:29 AM): I don't like to keep track of other peoples sex lives. LOL  makes mine look worse
June 21, 2009, 10:04:02 PM
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Yes, it will. It will work for basically any Mirage Source engine. Unless it's a modification to specific area of a game that only one engine version has, it's safe to assume that any source edit on this board can be done to any version of Eclipse.
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June 21, 2009, 10:08:54 PM
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I should have asked this with my first question but is VB required to do this?
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June 21, 2009, 10:15:41 PM
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Yes, Visual Basic 6 is required.
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