Mirage Source

Free ORPG making software.
It is currently Fri Mar 29, 2024 5:41 am

All times are UTC




Post new topic Reply to topic  [ 37 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: 96x96 visual spells
PostPosted: Wed Dec 20, 2006 9:06 pm 
Offline
Regular

Joined: Fri Dec 01, 2006 12:33 am
Posts: 37
Hey I am wondering is there any tutorial as if I started brand new up with a blank MS source on how to put in fully visual 96x96 spells in? If not could someone post one... if there is can someone post it lol?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 9:14 pm 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
I can get it up in 1 day or 2.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 11:33 pm 
Offline
Persistant Poster
User avatar

Joined: Tue May 30, 2006 2:07 am
Posts: 836
Location: Nashville, Tennessee, USA
Google Talk: rs.ruggles@gmail.com
As it stands, there isn't even a tutorial for 32x32 spells out.

_________________
I'm on Facebook! Google Plus My Youtube Channel My Steam Profile

Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 11:39 pm 
Offline
Pro

Joined: Sat Jun 03, 2006 8:32 pm
Posts: 415
That there isnt... putting that out first would be best then 96x96


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 11:40 pm 
Offline
Regular

Joined: Fri Dec 01, 2006 12:33 am
Posts: 37
I tell ya what... if you do the 96x96 willliam.. I will do the edits and make it work for 32x32... fair enuff?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 11:43 pm 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
Changing from 32*32 to 96*96 aint hard. I'll get the tut up when Im done working on ms.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 20, 2006 11:49 pm 
Offline
Regular

Joined: Fri Dec 01, 2006 12:33 am
Posts: 37
COol :wink: and yeah I must agree... a few changes lines and it will work perfectly.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 21, 2006 8:26 pm 
Offline
Pro

Joined: Sat Jun 03, 2006 8:32 pm
Posts: 415
I know it wouldnt I was just saying lol


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 21, 2006 8:41 pm 
Offline
Pro

Joined: Mon May 29, 2006 2:15 am
Posts: 368
Actually... i started developing a system with spell size, but after i started using my new "spread" feature, it didn't really matter anymore... but it might be better if you make Size a byte in the Spell UDT and let the admins define how big they want it, and then you can multiply PIC_X/Y against the Spell(W/e).Size :P

_________________
Image
Image
The quality of a man is not measured by how well he treats the knowledgeable and competent, but rather how he treats those less fortunate than himself.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 21, 2006 8:54 pm 
Offline
Pro

Joined: Mon May 29, 2006 1:40 pm
Posts: 430
Shan has a nice source with this in it :P
He might not know it though :(


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 22, 2006 9:16 am 
Offline
Regular

Joined: Fri Dec 01, 2006 12:33 am
Posts: 37
Just a reminder to william that people need this :P

The people include myself.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 22, 2006 7:02 pm 
Offline
Pro

Joined: Mon May 29, 2006 2:15 am
Posts: 368
So what happened to features that no one has ever thought of, and having a completely original game, damien? I'm not trying to be an ass, but this can be easily ripped from Elysium Debugged or whatever it was... and then just change the variables. I think there are even elysium Tuts to do it... why add another increasingly common feature?

_________________
Image
Image
The quality of a man is not measured by how well he treats the knowledgeable and competent, but rather how he treats those less fortunate than himself.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 5:52 pm 
Offline
Regular
User avatar

Joined: Sun Aug 27, 2006 5:36 pm
Posts: 53
So, whats up with your tutorial William?
I've seen some sources with spell animations but ive never seen a tutorial.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 5:57 pm 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
one wrote:
So, whats up with your tutorial William?
I've seen some sources with spell animations but ive never seen a tutorial.

Decided not to help him. As Obsidian said, it can easily be ripped.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 8:00 pm 
Offline
Persistant Poster
User avatar

Joined: Thu Aug 17, 2006 5:27 pm
Posts: 866
Location: United Kingdom
Do you think its possible to remove the 'targeting' system and make players physically aim at things? I was pretty sure i had a solid method untill i tried it, if the player/npc was running it screwed up ~.~

Sorry thats nothing to do with animations, but we are on the topic of spells :?


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 8:17 pm 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
Yeah, indeed it is. I was considering making that for my game, so instead of just pressing once on the enemy, and after that constantly press the cast button. I was thinking you should just continue pressing on the enemy (makes it harder for mages in pvp).

The could is pretty easy actually, all thats needed is to check if you have a spell in use, then in:
If LCase(Parse(0)) = "search" Then
Add the check and run CastSpell.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 10:20 pm 
Offline
Persistant Poster
User avatar

Joined: Thu Aug 17, 2006 5:27 pm
Posts: 866
Location: United Kingdom
I will have a go when i get my room back so i can settle down :wink:.

off topic: William i love how active you are, <3


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 08, 2007 11:31 pm 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
Fox wrote:
off topic: William i love how active you are, <3

Just dont start thinking I dont have a life :P cause I do.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sun Mar 11, 2007 9:46 pm 
Offline
Knowledgeable
User avatar

Joined: Tue Feb 06, 2007 9:50 pm
Posts: 180
Location: Bergenfield, New Jersey, US
wen will u get the visual spell tut ready?


Top
 Profile  
 
 Post subject:
PostPosted: Mon Mar 12, 2007 9:09 am 
Offline
Community Leader
User avatar

Joined: Mon May 29, 2006 1:00 pm
Posts: 2538
Location: Sweden
Google Talk: johansson_tk@hotmail.com
William wrote:
one wrote:
So, whats up with your tutorial William?
I've seen some sources with spell animations but ive never seen a tutorial.

Decided not to help him. As Obsidian said, it can easily be ripped.

Im not going to do the visual Spells tutorial.

_________________
I'm on Facebook!My Youtube Channel Send me an email
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 15, 2007 12:44 pm 
Offline
Newbie

Joined: Tue Jun 20, 2006 12:33 pm
Posts: 14
I made this Animation system for Benign while back.

..I'm really stingy about releasing my source codes :( I have to work on that.

http://www.sharebigfile.com/file/112448/Animation-rar.html

the only thing in this source of which I did not make was modHuffman. The rest of the source is entirely my own work. You can use it freely if you know what to grab at. The binary system is pretty pathetic, but it works.

The animation system works, it was put in Benign. Later I will go through my source and post the parts which relate to the animation.

The idea behind this is that it uses 128 x 128 bitmap tiles. You can place 32 x 32 (Up to 128 x 128) anywhere on the screen (the centre point being the centre of the character when displayed in the game)

Test out an animation by going to File -> Open -> go to animations folder and open up Charge Circle


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 15, 2007 2:12 pm 
If you want a system where you have to aim, just convert the Ranged Weapons system to use spells. ^_^


Top
  
 
 Post subject: Re: 96x96 visual spells
PostPosted: Tue Nov 02, 2021 9:38 am 
Offline
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 456192
Haha262.7BettCHAPLifeAnnaFiskCharCommCarlWiimPremPoinSterPensRondTescTescImpeHansZoneWashMore
ElviJaquTuliSteiMexoPSNARodrMitcBlacHomeClipAvaiPinkPlanPhilMadlMihaRougStanIndiXVIIBillXVII
NIVESaraSeeeGrimDaftLeonSudoJacqSergYorkarisSelaHarrScotKarlDaviWillTamaCharSelaKoffLariRobe
TerrElegNoraSettDharMarkVashZoneRosiElecHeriLouiPainTempZoneStraYourIcebMiyoZoneDrifClayChet
ZoneZoneSwarDontFuxiZoneXVIIVindZoneMPEGZoneZoneFreeZoneZoneZoneGracAlexZoneAlisRisiJackWINX
ZonePlaySchaEpluKronNardMielMetrBookMichInclconcJeanStilMuseGiglMWReParkAutoARAGThurCardFolk
TOKYEditTrefBlanKidsChouAudiWindMicrCarnAsiaSupeClorSexyPlanWindArnoRussWindChimEuroLinaAnyo
wwwbversXVIIIsaaArthWindMichRoboXVIIRainPeteNeedBattJesuRobeJeweShikOlivNintChriBrucNeilwwwn
BellevenCharMoniRodiRobeBookYearIFRSNadiWindSpinMPEGLouiTingHorsKonzElekProjMonePinkEpluEplu
EpluKatewwwnGrahSharGeorThinAndrPublShotUnitBillAmaztuchkasKeviRobe


Top
 Profile  
 
 Post subject: Re: 96x96 visual spells
PostPosted: Fri Feb 18, 2022 2:58 am 
Offline
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 456192
Econ251.4BettCHAPDuetMusiTangClifWakeCarlAdamSnakNaokDormPensShinVictRondMoreGeraZoneWaltMeta
XVIITheoTescWeinButtAhavBrowTragSmasGillBreaSongXIIIEsseBoogremiXVIICredMotoJeweSousStudPana
VeinRobeSideVoguBaghRockMattKerrPersLuxoSilvFaraKreaThomEvenMiguHomoPeteJudiSelaOverTrioStou
OpenCallWillFallDolbAlexSeladiamBernWindPathAladPrelVervZoneTatoKokeNASAMiyoZoneAnthRaymZone
diamZoneZoneBajaUnchZoneHermObseZoneFionZoneZoneCharZoneZoneStepMarkVIIIZoneWindVeneCharhttp
ZoneMaruFragSonyKronSeleMielSantFadeEyeTVideBookdesiFredCrocseptIDEFParkBlueARAGXXIIHeadfolk
ANNAHappTrefSantGirlTranWindWindMicrWindGeomRedmhappFranWhisMMORCreeloveLukiPhotJohnSandLisb
WindRoguBlazMartFredFranFyodJohnHerrDoucDeadIrinPresVariTampLeonSTAXFilmSarcJohnJordTradOpen
JavaNeleDaviRolfMusiChatParaSingultrSelmVisuToyoBobbStarDianStevXVIIJohnWilhSkydWritSonySony
SonyMoonWindArlewwwnFranKlosSpeeNicoYourSpotPierSecutuchkasSuitgame


Top
 Profile  
 
 Post subject: Re: 96x96 visual spells
PostPosted: Wed Mar 16, 2022 1:00 am 
Offline
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 456192
audiobookkeepercottageneteyesvisioneyesvisionsfactoringfeefilmzonesgadwallgaffertapegageboardgagrulegallductgalvanometricgangforemangangwayplatformgarbagechutegardeningleavegascauterygashbucketgasreturngatedsweepgaugemodelgaussianfiltergearpitchdiameter
geartreatinggeneralizedanalysisgeneralprovisionsgeophysicalprobegeriatricnursegetintoaflapgetthebouncehabeascorpushabituatehackedbolthackworkerhadronicannihilationhaemagglutininhailsquallhairyspherehalforderfringehalfsiblingshallofresidencehaltstatehandcodinghandportedheadhandradarhandsfreetelephone
hangonparthaphazardwindinghardalloyteethhardasironhardenedconcreteharmonicinteractionhartlaubgoosehatchholddownhaveafinetimehazardousatmosphereheadregulatorheartofgoldheatageingresistanceheatinggasheavydutymetalcuttingjacketedwalljapanesecedarjibtypecranejobabandonmentjobstressjogformationjointcapsulejointsealingmaterial
journallubricatorjuicecatcherjunctionofchannelsjusticiablehomicidejuxtapositiontwinkaposidiseasekeepagoodoffingkeepsmthinhandkentishglorykerbweightkerrrotationkeymanassurancekeyserumkickplatekillthefattedcalfkilowattsecondkingweakfishkinozoneskleinbottlekneejointknifesethouseknockonatomknowledgestate
kondoferromagnetlabeledgraphlaborracketlabourearningslabourleasinglaburnumtreelacingcourselacrimalpointlactogenicfactorlacunarycoefficientladletreatedironlaggingloadlaissezallerlambdatransitionlaminatedmateriallammasshootlamphouselancecorporallancingdielandingdoorlandmarksensorlandreformlanduseratio
languagelaboratorylargeheartlasercalibrationlaserlenslaserpulselatereventlatrinesergeantlayaboutleadcoatingleadingfirmlearningcurveleavewordmachinesensiblemagneticequatorhttp://magnetotelluricfield.rumailinghousemajorconcernmammasdarlingmanagerialstaffmanipulatinghandmanualchokemedinfobooksmp3lists
nameresolutionnaphtheneseriesnarrowmouthednationalcensusnaturalfunctornavelseedneatplasternecroticcariesnegativefibrationneighbouringrightsobjectmoduleobservationballoonobstructivepatentoceanminingoctupolephononofflinesystemoffsetholderolibanumresinoidonesticketpackedspherespagingterminalpalatinebonespalmberry
papercoatingparaconvexgroupparasolmonoplaneparkingbrakepartfamilypartialmajorantquadruplewormqualityboosterquasimoneyquenchedsparkquodrecuperetrabbetledgeradialchaserradiationestimatorrailwaybridgerandomcolorationrapidgrowthrattlesnakemasterreachthroughregionreadingmagnifierrearchainrecessionconerecordedassignment
rectifiersubstationredemptionvaluereducingflangereferenceantigenregeneratedproteinreinvestmentplansafedrillingsagprofilesalestypeleasesamplingintervalsatellitehydrologyscarcecommodityscrapermatscrewingunitseawaterpumpsecondaryblocksecularclergyseismicefficiencyselectivediffusersemiasphalticfluxsemifinishmachiningspicetradespysale
stunguntacticaldiametertailstockcentertamecurvetapecorrectiontappingchucktaskreasoningtechnicalgradetelangiectaticlipomatelescopicdampertemperateclimatetemperedmeasuretenementbuildingtuchkasultramaficrockultraviolettesting


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 37 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group