Mirage Source

Free ORPG making software.
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 Forum: Resources   Topic: Packetbuffer for IOCP

Posted: Wed Jan 10, 2007 6:13 pm 

Replies: 17
Views: 6014


Please read before posting any comments that may be taken as 'flame-bait', and please, if you have the urge to flame someone, PM them and try to keep the forum clean... it really doesn't make anyone look good, or better than the person they decide to flame. It is pointless and annoying for everyone...

 Forum: General   Topic: Something similar to zip, or pak...

Posted: Wed Jan 10, 2007 6:00 pm 

Replies: 712
Views: 48828


Yeah but what about the images?

 Forum: General   Topic: New Type of Map System...

Posted: Wed Jan 10, 2007 5:58 pm 

Replies: 914
Views: 34188


(good assumption! it sends their sprite, if you have paperdoll it sends what they're wearing, and a few other things)

Thanks for the reply as well... i assumed i'd have to do something like that, i just wanted to make sure it was one of the best ways of doing it. Thanks for the confirmation! :)

 Forum: General   Topic: New Type of Map System...

 Post subject: New Type of Map System...
Posted: Wed Jan 10, 2007 5:47 am 

Replies: 914
Views: 34188


Okay i just recently (in the last 4 hours or so), started working on a new type of map system. There is 1 horrendously large map, and tiles are loaded/destroyed as you move, so the entire game is just 1 map. I was going through it, and i got a lot of really good ideas on how to handle the different ...

 Forum: General   Topic: I hit my head and got a really good idea... (seriously)

Posted: Wed Jan 10, 2007 5:02 am 

Replies: 1142
Views: 40665


Okay right now, for NPCs everytime they're supposed to start moving, the server does a for i = 1 to max_maps, then inside of that it does a for x = 1 to max_map_npcs (or something like that).... wouldn't it be much better... to use a multi-dimensional array, to store the NPCs location (map, x/y), so...

 Forum: General   Topic: Something similar to zip, or pak...

Posted: Wed Jan 10, 2007 2:10 am 

Replies: 712
Views: 48828


awesome, thanks dave.

 Forum: General   Topic: Something similar to zip, or pak...

Posted: Wed Jan 10, 2007 12:03 am 

Replies: 712
Views: 48828


i'm not really doing it to protect my graphics, my tiles aren't a complete set. they're individual based on what they are. each tile, also has binary data with it. Now it's not difficult to store both the picture and binary data that goes along with it. I just don't want like... 500 individual image...

 Forum: General   Topic: Something similar to zip, or pak...

Posted: Tue Jan 09, 2007 11:38 pm 

Replies: 712
Views: 48828


well reading is really the biggest deal for me. as long as the program can easily read the data back out of it easily it should be okay.

 Forum: General   Topic: Something similar to zip, or pak...

Posted: Tue Jan 09, 2007 11:28 pm 

Replies: 712
Views: 48828


I was wondering if there was a program that could store a bunch of other graphics and/or files into a single file, but couldn't easily be ripped apart (e.g., using winzip). I'm redoing a lot of my game system, and i wanted to store the majority of info in 1 file. I thought about searching PSCode, bu...

 Forum: Show Off   Topic: Some sprites

Posted: Tue Jan 09, 2007 5:57 am 

Replies: 17
Views: 9121


the weapons just look a bit large for the bodyies

 Forum: General   Topic: Tuts

Posted: Tue Jan 09, 2007 5:55 am 

Replies: 285
Views: 19511


My suggestion would be to check the tutorials section then. Or if you have any specific questions, please feel free to ask, i'd be happy to help.

 Forum: General   Topic: Help me decide...

Posted: Tue Jan 09, 2007 5:53 am 

Replies: 826
Views: 50122


MSE Build 1 is the most stable of current engines... although i cannot speak for vbGore, but it is not MS based.

My suggestion is, like everyone else's, MSE Build 1

 Forum: General   Topic: RTB

Posted: Tue Jan 09, 2007 4:57 am 

Replies: 798
Views: 30185


yeah there was a tutorial for it a while ago. i might still have it. i'll look and see

 Forum: Resources   Topic: Extra Layers

Posted: Tue Jan 09, 2007 1:20 am 

Replies: 29
Views: 12284


Right now, you have an "attribute" that is saved as Type (a byte), check your "Type TileRec", you'll see... Type as Byte. If you want multiple attributes, my suggestion would be to make a Type2 as Byte, or Even Type2 and 3 depending on how many you want to do. Then, just set the ...

 Forum: General   Topic: Blitting NPC Names with Misunderstood's Scrolling Maps

Posted: Mon Jan 08, 2007 5:21 am 

Replies: 700
Views: 34828


just pass the scrolling variables through to the blt sub, then change it based on that. Very similar to the way that you blt npcs/items/players based on their "offset"

 Forum: General   Topic: RTE 438

 Post subject: RTE 438
Posted: Sun Jan 07, 2007 8:29 am 

Replies: 706
Views: 34699


Hmmm, i just converted to byte arrays (for the second time... first time was a big mess...), anyways i thought i finally had it all setup and now when there is any kind of client based connection, i get RTE438 Object Does not Support this Property or Method If GameServer.Sockets(Index).Socket Is Not...

 Forum: Show Off   Topic: Photoshop CS2 Map

Posted: Sun Jan 07, 2007 3:32 am 

Replies: 23
Views: 9798


easy way to output maps i guess

 Forum: Show Off   Topic: juste a face

Posted: Sun Jan 07, 2007 1:30 am 

Replies: 66
Views: 45977


... :shock:

 Forum: Show Off   Topic: Photoshop CS2 Map

Posted: Sat Jan 06, 2007 9:12 pm 

Replies: 23
Views: 9798


yeah... you could just design everything in photoshop, save them as bmp files, and have maps just read those back instead of having individual tiles and what not... that could work.

 Forum: General   Topic: Small problem

Posted: Sat Jan 06, 2007 7:28 pm 

Replies: 792
Views: 37241


is your inventory full? that would return a zero...

or maybe it's saying that slot 0 is open?

 Forum: General   Topic: Question about sprites

Posted: Thu Jan 04, 2007 5:57 am 

Replies: 1366
Views: 43393


He's right, and besides pando... there's an error in the code you posted. Can you spot it? :)

(it never hurts to be helpful)

 Forum: Resources   Topic: Optimize Your Packets!

Posted: Thu Jan 04, 2007 5:28 am 

Replies: 68
Views: 39977


i dunno, maybe the sub used to control the long variables for the ComSocketServer.dll had changed? I (thought i) remember verrigan saying he had the source and had changed some of it up. If perhaps it was changed and the functions that you're using for mirage had been altered in the DLL... i dunno....

 Forum: Resources   Topic: Optimize Your Packets!

Posted: Thu Jan 04, 2007 3:26 am 

Replies: 68
Views: 39977


Wow that may have been my previous problem as well! I'll have to check that out (and i did have a problem sending any kind of Long Values... but to get around it... i just did a Str$(LONGVAR), and then just did a AddStringToBuffer... then on the recieving end i just got it back as a long and did CLn...

 Forum: General   Topic: I am back!

Posted: Wed Jan 03, 2007 9:27 pm 

Replies: 1169
Views: 55849


i remember you! Welcome Back!

 Forum: Resources   Topic: Non-Playable Character Chat

Posted: Tue Jan 02, 2007 10:49 pm 

Replies: 24
Views: 9517


what system is grim talking about?
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