Mirage Source

Free ORPG making software.
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PostPosted: Fri Aug 31, 2007 4:41 pm 
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For the past couple of days I've tried to add Seamless Scrolling Maps (in wich it blits surrounding tiles, not the full map)
Link: http://www.key2heaven.net/ms/BackupCode ... 0Maps.html

It has been tested on Mirage Source Ver 3.0.3 although I'm using MSE 1, I can't get it to work at all, deleted and added it 4 times total.

Same goes for the paperdolling, I have added 32x64 sprites so I had to chance a bit of it, although I added it, no errors at all, just when I try to wear a item, it doesn't show up !

Is there anyone who would edit my source for me and include the Seamless Scrolling/Paperdolling, please?

U'd be my hero !

If so, please add me on Msn: Johny_050@hotmail.com


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PostPosted: Fri Aug 31, 2007 9:55 pm 
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I think this is slightly more advanced than beginner lol.


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PostPosted: Fri Aug 31, 2007 11:46 pm 
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First of all, do one tutorial at a time. It's easier to debug that way.

So go back, do one of the tutorials and then get that working well, then make a backup and then do the next tutorial

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PostPosted: Sat Sep 01, 2007 9:16 am 
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I tried that, but Seamless Scrolling didn't work out for me, so I went to Paperdolling wich didn't work out for me either.


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PostPosted: Sat Sep 01, 2007 10:26 am 
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well seemless maps wont work well unless you have the rigth tiles. papperdoll wount work well unless you make the weapons and armor right. other than that you should keep tring on seemless scrolling and paperdoll becuase people love games where they can have there own little custom look.

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PostPosted: Sat Sep 01, 2007 1:28 pm 
genusis wrote:
well seemless maps wont work well unless you have the rigth tiles. papperdoll wount work well unless you make the weapons and armor right. other than that you should keep tring on seemless scrolling and paperdoll becuase people love games where they can have there own little custom look.


STFU. It'll work with any tiles.

JohnY, if you used Misunderstood's tutorial, he left out some important code. You have to do quite a bit of redims and such.

Add me on msn and I'll help you when I get a chance.

presisefa@netscape.net

If you use GTalk, that'd be even better.

faproductions@gmail.com

And occasionally, AIM.

AdvocateFA


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PostPosted: Sat Sep 01, 2007 1:38 pm 
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W/E you think

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PostPosted: Sat Sep 01, 2007 1:42 pm 
I know, dude. Misunderstood helped me with this exact system. I helped Gilgamesch get it in his game. Tried to help William, but we both got confused.

I know wtf I'm talking about, go jump off a bridge.

Damn I wish you were banned. I swear.


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PostPosted: Sat Sep 01, 2007 2:23 pm 
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Its there personal opinion and the code that they use. and robin it kicked me out of windows live messenger agian wount let me sign in it lol.

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PostPosted: Sat Sep 01, 2007 4:35 pm 
The code I'm talking about, HAS TO BE USED FOR THAT FUCKING TUTORIAL YOU GOD DAMN FUCKING RETARD. Fuck, I swear.


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PostPosted: Sat Sep 01, 2007 4:56 pm 
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a bit violent today arnt we. just calm down and munch on some popcorn with me. and everythign will be ok.

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PostPosted: Sat Sep 01, 2007 6:11 pm 
...

Go away. You're annoying. You irritate me so fucking bad..


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PostPosted: Sun Sep 02, 2007 11:26 am 
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Added you ;)


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PostPosted: Sun Sep 02, 2007 10:35 pm 
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Now that I FINALLY tought I had it running by just adding: ReDim SMaps(7)
It doesn't Blit the damn surrounding maps, yes it does scroll, my player bars were fucked but I fixed the offsets, but still it Doesn't blit the damn surroundng maps.


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PostPosted: Sun Sep 02, 2007 11:47 pm 
Put this:

Code:
ReDim SMaps(7)
   
    ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)


In:

Code:
Sub LoadSurroundingMaps


Also add:

Code:
ReDim SMaps(7)

For a = 0 To 7
ReDim SMaps(a).Tile(0 To MAX_MAPX, 0 To MAX_MAPY)
Next a
ReDim Map.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)


In:

Code:
Sub Main


That should be all you need. Test it and let me know.


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PostPosted: Mon Sep 03, 2007 3:46 pm 
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Variable not defined:

For a = 0 To 7

The a is highlighted.

and:

ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)

Array already dimensioned?


Code:
Sub LoadSurroundingMaps()
    Dim MapNum As Long
    Dim BlankMap As MapRec
    Dim i As Byte
    ReDim SMaps(7)
   
    ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)

    MapNum = Map.Up
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 0)
    Else
        etc etc..


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PostPosted: Mon Sep 03, 2007 4:04 pm 
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Dim a as varient


'ReDim BlankMap.Tile(0 to MAX_MAPX, 0 To MAX_MAPY)

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PostPosted: Mon Sep 03, 2007 4:13 pm 
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Array already dimension in:

Code:
Sub LoadSurroundingMaps()
    Dim MapNum As Long
    Dim BlankMap As MapRec
    Dim i As Byte
    Dim a As Variant
    ReDim SMaps(7)
   
    For a = 0 To 7
ReDim SMaps(a).Tile(0 To MAX_MAPX, 0 To MAX_MAPY)
Next a
ReDim Map.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)


ReDim SMaps(a).Tile(0 To MAX_MAPX, 0 To is highlighted.


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PostPosted: Tue Sep 04, 2007 2:03 pm 
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Anyone? :cry:


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PostPosted: Tue Sep 04, 2007 2:58 pm 
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Where is SMaps defined? Where is SMaps.Tile()

What "a" causes the problem?

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PostPosted: Tue Sep 04, 2007 3:43 pm 
You got ultra mixed up.. And Dave didn't help. :P

Code:
Sub LoadSurroundingMaps()
    Dim MapNum As Long
    Dim BlankMap As MapRec
    Dim i As Byte

    ReDim SMaps(7)
   
    ReDim BlankMap.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)
   
    MapNum = Map.Up
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 0)
    Else
        SMaps(0) = BlankMap
    End If
    MapNum = Map.Right
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 2)
    Else
        SMaps(2) = BlankMap
    End If
    MapNum = Map.Down
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 4)
    Else
        SMaps(4) = BlankMap
    End If
    MapNum = Map.Left
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 6)
    Else
        SMaps(6) = BlankMap
    End If
    MapNum = SMaps(0).Right
    If MapNum = 0 And SMaps(2).Up > 0 Then MapNum = SMaps(2).Up
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 1)
    Else
        SMaps(1) = BlankMap
    End If
    MapNum = SMaps(2).Down
    If MapNum = 0 And SMaps(4).Right > 0 Then MapNum = SMaps(4).Right
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 3)
    Else
        SMaps(3) = BlankMap
    End If
    MapNum = SMaps(4).Left
    If MapNum = 0 And SMaps(6).Down > 0 Then MapNum = SMaps(6).Down
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 5)
    Else
        SMaps(5) = BlankMap
    End If
    MapNum = SMaps(6).Up
    If MapNum = 0 And SMaps(0).Left > 0 Then MapNum = SMaps(0).Left
    If MapNum > 0 Then
        Call iLoadMap(MapNum, 7)
    Else
        SMaps(7) = BlankMap
    End If
End Sub


Thats my loadsurroundingmaps sub. Works.

As for the other stuff.. Wrong sub. xD

In
Code:
Sub Main


At the top, use this:

Code:
Sub Main()
Dim i As Long
Dim a As Long

Call CheckFile

ReDim SMaps(7)

For a = 0 To 7
ReDim SMaps(a).Tile(0 To MAX_MAPX, 0 To MAX_MAPY)
Next a
ReDim Map.Tile(0 To MAX_MAPX, 0 To MAX_MAPY)

   
    ' Check if the maps directory is there, if its not make it
    If LCase(Dir(App.Path & "\maps", vbDirectory)) <> "maps" Then
        Call MkDir(App.Path & "\maps")
    End If


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PostPosted: Tue Sep 04, 2007 4:42 pm 
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Call CheckFile

sub or function not defined.


I believe that when u give me ur Sub CheckFile it will still be messed up.


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PostPosted: Tue Sep 04, 2007 4:55 pm 
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Hahaha.

That error means it can't find the subroutine.

Either you don't have a sub CheckFile or it's set to private.

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PostPosted: Tue Sep 04, 2007 4:58 pm 
Comment that out. All it does is create my special settings.ini file for the game. You don't need it.


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PostPosted: Tue Sep 04, 2007 5:56 pm 
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I commented that out, but like I stated before.

ReDim SMaps(a).Tile(0 To MAX_MAPX, 0 To

Already dimensioned...


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