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Pages: 1 2 [3] 4 5
Site Author : Topic: True 3-Frame Movement  (Read 4269 times)
0 Members and 2 Guests 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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    • WWW
    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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    Real men use Eclipse Origins v1.1.0 to create their games!

    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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    Real men use Eclipse Origins v1.1.0 to create their games!

    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
    Bonzo?
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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: [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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    June 21, 2009, 10:04:02 PM
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    Teh Uberleet
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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
    Bonzo?
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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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