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96x96 visual spells
#1
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?
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#2
I can get it up in 1 day or 2.
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#3
As it stands, there isn't even a tutorial for 32x32 spells out.
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#4
That there isnt... putting that out first would be best then 96x96
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#5
I tell ya what... if you do the 96x96 willliam.. I will do the edits and make it work for 32x32... fair enuff?
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#6
Changing from 32*32 to 96*96 aint hard. I'll get the tut up when Im done working on ms.
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#7
COol :wink: and yeah I must agree... a few changes lines and it will work perfectly.
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#8
I know it wouldnt I was just saying lol
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#9
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 Tongue
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#10
Shan has a nice source with this in it Tongue
He might not know it though Sad
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#11
Just a reminder to william that people need this Tongue

The people include myself.
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#12
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?
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#13
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.
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#14
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 :?
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#15
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.
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#16
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,
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#17
[quote="Fox"]off topic: William i love how active you are,
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#18
wen will u get the visual spell tut ready?
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#19
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.
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#20
I made this Animation system for Benign while back.

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

http://www.sharebigfile.com/file/112448/...n-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
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#21
If you want a system where you have to aim, just convert the Ranged Weapons system to use spells. ^_^
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