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Work in Progress / Deathquest - MMORPG WIP

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Cash Curtis II
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Posted: 26th Jun 2006 10:21
Maybe change the detail map tiling from 4 to 2. That will make the details smaller, which might help since you're so close.


Come see the WIP!
dark coder
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Posted: 26th Jun 2006 10:22
Ok, well ill be honest and pretend this was my project,

First off judging from the 2 screenshots above, i would redo the gui making it look more professional as currently the invetory? looks a bit tacky as you seem to have gone wild with the bezier tool whilst making it, and the colours of the cg for the inventory items could be more subtle beige-blue is a bit strange imo, the minimap in the first screenshot is nice however, why isnt that present in the 2nd shot? looks to be the only thing that i really like about the design.

The main problem i see about this sofar is that it looks very generic, im mainly talking about the player/enemy damage readouts *** hits you for ** dmg..., i realise that alot of mmorpgs have this system but imo its really poor and stupid, for one it clutters up the message bit what if your talking to alot of people? and you have some fast attack then your screen will soon fill with stuff you wouldent even care about, im much more in favour of damage readouts in the 3d scene coming off where you hit the enemy, as this will display the damage where it makes sence and everything.

Also on your hud, it seems that the player and the targets info is rather concealed, however imo this information si highly important which is why alot of games have them in the main focus so you dont have to loose concentration while looking away from the battle.

And since this is a new mmorpg and the sea of exdisting mmorpg`s is very big i would actually try to incorporate features that are perhaps new in the hope that i could attract the attention of people who are looking for something other than the generic mmorpg, im not sure how youve planned your game out but from the looks of it youve just been playing some already successfull mmorpg and wish to follow in there footsteps and i think that would be a mistake as the mmorpg market is full of successfull free mmorpgs and the only way imo to be successfull is to make something new.

And the graphics could use some touching up, best to look at other games of a similar genre for inspiration, try to find some creenshots from them and edit your graphics untill it looks similar then try to expand on things that doesnt look quite so good from there games, and i agree with cash that the detail map is either too low res or youve made your terrain too stretched.

also the polycount in the first shot looks alot better than the 500k of earlier ones :p, im not sure what the 2nd one is as its hard to see 57k? which is alot better but you could also add a fogg to the scedne, as it seems strange that the clouds end just like that, but its looking better than before anyways.

Hallowed are the ori.
jasonhtml
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Posted: 26th Jun 2006 17:04 Edited at: 26th Jun 2006 17:11
@Cash: k, ill try that.

@dark coder: the inventory is a little funny, but its different and i like it. i might tweak it a little in the future. also, the map isnt in the second screenshot, cause i hate having maps and other junk open when im fighting(see the little X button in the first screen? its so i can close it when i want. to open it back up, i just click the map button, which is the small blueish-green one below the equip button). thats just me though.

the damage readout is very generic, and i hope to change it, but im not sure what i should do yet... maybe damage numbers above the player's and target's heads?

Quote: "Also on your hud, it seems that the player and the targets info is rather concealed, however imo this information si highly important which is why alot of games have them in the main focus so you dont have to loose concentration while looking away from the battle."


hmm... what do you mean? the data IS there... but is it too small? is there more data that you need? i was just trying to keep things out of the way during battle and other things that require concentration, because i know that many people hate cluttered GUIs during battle, ect.

Quote: "im not sure how youve planned your game out but from the looks of it youve just been playing some already successfull mmorpg and wish to follow in there footsteps"


ya, dont worry, i have many original ideas about gameplay... i just havent made them yet because im trying to get all basic systems finished before i go indepth with other things. (for example, ive designed an all-new ingredient-cooking system, but i wont get around to explaining it until i finish most of it)

as for graphics, im trying and learning... also i found that my textures and lighting dont go perfect together. so i need to change that a bit. also, the scenes are quite bland. they just need more color with flowers, grasses, ect.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Cash Curtis II
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Posted: 26th Jun 2006 17:55
Quote: "the damage readout is very generic, and i hope to change it, but im not sure what i should do yet... maybe damage numbers above the player's and target's heads?"

I think that numbers move the mood of the gameplay to a more artificial feeling. Numbers are absolutely necessary. But to display the damage as numbers for every round in combat seems so generic.

So, I'd recommend substituting the number readouts with something else. Temporary floating healthbars are good and communicate a lot at a glance without using numbers. Multitexturing the characters with blood could be a good indication. Or, you could simply have an emitter that shot out blood, the amount that shot out relative to the amount of damage done. So many possibilities.

Ultimately, of course, it's up to you. Just some suggestions that might help establish the mood.

I do see your detail mapping. It's just very stretched out. Just play with the detail tiling, the smaller the number the more it repeats the detail texture across the terrain. Smaller is better, so long as you can still make out the texture.


Come see the WIP!
Alquerian
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Posted: 4th Jul 2006 09:27
Coming along nicely. I look forward to your future screenshots and releases. Listen to Cash, he knows what he is doing. Do not let people's posts alter your course, you are doing great. A little rough around the edges, but you have made some pretty formidable accomplishments.

Good work.

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Casper
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Posted: 11th Jul 2006 21:39
hey this really looks like it could be quite fun! Graphics could be improved, but im a perfectionist , so keep your focus on the gameplay!

As for the beta, 1: Obviously id like it sooner than later 2: But make youve got the basics in first

Good luck with it, ill gladly help beta test!
jasonhtml
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Posted: 12th Jul 2006 00:05
ya, well about that beta i was re-writting the code that deals with statics(like trees and grass and rocks, ect.) and i ran into a problem, so i have to re-write it again and im leaving on a 2 week trip on wednesday or thursday, so dont expect updates in the next few weeks, sorry


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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sith lord
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Posted: 31st Jul 2006 09:37
a
a for the poll this game looks great keep up the good work.
The Real 87
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Posted: 7th Aug 2006 13:43
Ok so I'm a late comer to this thread, but the game looks great for something made in DBP. It reminds me alot of Runescape. Although hopefully your animations are better then Runescapes are (and even worse were).

Now as an avid MMORPG player I would like to make one sugestion. Don't have 100000 grinding quests. I freaking hate them. I have the "go kill 15 of these", or "go collect 12 of these, that are droped by these". Make it more of a revolving story that involves the players. Make the quests more challenging then just going out nd killing 15 Defias, or pickpocketing 30 other rogues. Puzzles, and stuff, thats all I ask. Scorns the WoW devs!

And btw if the game is even as good a runescape and the play is stable I would pay $5 a month, maybe more, for it.

And one last question whats your systems specs and the ingame FPS?

Roxas
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Posted: 7th Aug 2006 16:17
Looks v.Good The login system is like in the FFXI and is the monster selection arrow from ffxi? Anyways.. Looking good.. I have moved on diffrent place so i am waiting the internet to my home..

You singature was removed by mod because it was too cool..
jasonhtml
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Posted: 7th Aug 2006 19:40
Quote: "Ok so I'm a late comer to this thread, but the game looks great for something made in DBP. It reminds me alot of Runescape. Although hopefully your animations are better then Runescapes are (and even worse were).

Now as an avid MMORPG player I would like to make one sugestion. Don't have 100000 grinding quests. I freaking hate them. I have the "go kill 15 of these", or "go collect 12 of these, that are droped by these". Make it more of a revolving story that involves the players. Make the quests more challenging then just going out nd killing 15 Defias, or pickpocketing 30 other rogues. Puzzles, and stuff, thats all I ask. Scorns the WoW devs!

And btw if the game is even as good a runescape and the play is stable I would pay $5 a month, maybe more, for it.

And one last question whats your systems specs and the ingame FPS?"


@Quests: dont worry, i wont have too many. i hate them too. i want to make most of mine longer and more interesting instead of tons of short boring ones.

@FPS and Specs: well, i get 24 - 20 fps... ya, its not great, but i have some changes im doing and i hope i can increase it to 30.
My specs:
Windows XP SP2
nVidia 6600 GT Graphics Card (128 Mb i think...)
2.4 Ghz processor
512 Mb RAM

Quote: "Looks v.Good The login system is like in the FFXI and is the monster selection arrow from ffxi? Anyways.. Looking good.. I have moved on diffrent place so i am waiting the internet to my home.."


i did design the login system based on FFXI, and the creature selection arrow i did in paint and based it off of the FFXI one(yes, MS paint, but i DO have Fireworks MX for other stuff)


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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ThomasFN
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Posted: 7th Aug 2006 20:08 Edited at: 7th Aug 2006 20:08
looks interesting, il monitor this one - we shall see if at least one MMORPG project in this forum made in DBP will be successful cos i aint seen any other make it

Poll: 1) As soon as possible
2) Get the basic stuff done, military, trade, harvesting, etc and release it and make it better and release updates say one every 2-4 weeks

(PS) can u mine and smelt and forge like in runescape?

jasonhtml
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Posted: 7th Aug 2006 20:20 Edited at: 7th Aug 2006 20:21
thx for the comments, as for smelting and forging, i am going to have something like that, yes... but no details yet.

and i forgot to post an update:

dont get scared, i am re-writting my code mostly from scratch and changing a lot of things. im keeping all of my media and progress is actually going pretty fast. as i go along, i am organizing my code better than before and adding new things.

so far, i finished the login screen and registering new users and making new characters is finished. heres some screens:

login screen with register button:


creating character screen:



Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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ThomasFN
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Posted: 7th Aug 2006 21:02
is the landscape on the startup screen actual being rendered there or then or is it an image?

Silvester
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Posted: 7th Aug 2006 21:12 Edited at: 7th Aug 2006 21:12
id make the background a bit more filled with some nice details.

WHAT DO YOU WANT?
jasonhtml
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Posted: 7th Aug 2006 23:12 Edited at: 7th Aug 2006 23:13
Quote: " is the landscape on the startup screen actual being rendered there or then or is it an image?"


its being rendered

Quote: " id make the background a bit more filled with some nice details."


so would i, but im re-writting a lot of code right now


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Jerok
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Posted: 8th Aug 2006 00:03
jasonhtml: the game looks great i really hope you follow through and finsh it its really sad how many people give up on there projects especially involving mmos


The Real 87: thank you this is one thing i absolutly hate in most mmo games. what does killing 10 of 3 different creatures have to do with delivering beer. this does not make any sence to me
Sixty Squares
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Posted: 8th Aug 2006 04:32 Edited at: 8th Aug 2006 04:33
This is looking good! Just one thing... You could try to improve the graphics a bit. Maybe add some lights, and more detail to the model? If you did that, it would look simply AMAZING.

Nice one though keep it up. I want to battle somebody in it when you're done!


EDIT: Oh, and is this DBC or DBPro?

jasonhtml
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Posted: 8th Aug 2006 06:46 Edited at: 8th Aug 2006 06:47
Quote: "This is looking good! Just one thing... You could try to improve the graphics a bit. Maybe add some lights, and more detail to the model? If you did that, it would look simply AMAZING.

Nice one though keep it up. I want to battle somebody in it when you're done!


EDIT: Oh, and is this DBC or DBPro?"


thx for the comments. but if i enhance the graphics any more, i will have horrible FPS. atm, im running it at 20-24 and aiming for 30; and for lights, im not done with my night/day system yet. but it will come

and its DBPro


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Cash Curtis II
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Posted: 8th Aug 2006 12:51
Quote: "im running it at 20-24 "

Oh my. You don't have buildings at all yet do you? I don't think I've seen water. Or animations. All of those things will drain your FPS, and the cumulative effect is that your game will be unplayable. You should work on getting that up. Sometimes it can be as simple as changing the way you manage your game resources.


Come see the WIP!
jasonhtml
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Posted: 8th Aug 2006 18:13
Quote: "Oh my. You don't have buildings at all yet do you? I don't think I've seen water. Or animations. All of those things will drain your FPS, and the cumulative effect is that your game will be unplayable. You should work on getting that up. Sometimes it can be as simple as changing the way you manage your game resources."


i dont have buildings, no. but if u look in above posts i do indead have water. and i have animations on the human and honey bee running in a loop. and while im re-writting my code, im making many improvements that i hope will make it run faster than before.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Jerok
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Posted: 8th Aug 2006 20:28
Quote: "im running it at 20-24 "


one thing i noticed is that you have lots and lots of trees= many many polies lowering your fps

you may already be doing this but you can try lowering the amount of messages sent to and from the server to increace you fps meaning only send you data every 10 to 25 loops or so
ThomasFN
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Posted: 8th Aug 2006 22:48
hmm this may help but if the server is laggy u could have 40-60 loops with no updates and you'd see serious lag

jasonhtml
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Posted: 9th Aug 2006 02:19
naw, the server doesnt seem to lag much... but i can reduce the amount of packets sent, thats for sure


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Jerok
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Posted: 9th Aug 2006 03:52 Edited at: 9th Aug 2006 03:53
Quote: "hmm this may help but if the server is laggy u could have 40-60 loops with no updates and you'd see serious lag
"


if your server is slow its would help the server aswell if you reduce the packets sent

edit:
jasonhtml: are you using dbpro multiplayer commands or a plugin
jasonhtml
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Posted: 9th Aug 2006 08:19
o im using a plugin of course. Multisync is truely amazing its fairly quick and easy to use.


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Jerok
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Posted: 9th Aug 2006 18:14
Quote: "Multisync is truely amazing "


very true
The Real 87
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Posted: 11th Aug 2006 02:38
I tried to make an MMO with Multisync, I abandoned the project when I reformatted and realised I lost my DBPro CD. I still wanna make it tho, it was a Warcraft style game with an MMO sized world and it was going to be freaking awsome. I got the basic game and the ability to connect to the server, but I never got the server working. And I needed some one to make 3D models for it.

jasonhtml
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Posted: 11th Aug 2006 08:31
thats too bad... ya, the server was a pain to get starting in the beginning. i had spent 3 months of working on nothing but the server to get it to work...


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Jerok
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Posted: 11th Aug 2006 18:20
Quote: "ya, the server was a pain to get starting in the beginning. i had spent 3 months of working on nothing but the server to get it to work..."


i know exactly what you mean. it took me forever to get the server working but once that was done it got alot easier
Roxas
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Posted: 11th Aug 2006 22:40
Looks cool.. And the map looks too like in ffxi.. looking forward to this..

You singature was removed by mod because it was too cool..
Grandma
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Posted: 20th Aug 2006 18:50 Edited at: 20th Aug 2006 18:55
Nice, can't wait to try it out.

As for the poll;
1: B-I
2: C-I

"Stupid World of Warcraft.
I have no money, I have no skills. All of the hot hot elvin women are dancing with the big warrior guys. It's college all over again."
jasonhtml
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Posted: 20th Aug 2006 20:26
ok, well i have no screens to show yet, but im almost done rewritting the engine. so far, sky is finished(with night/day cycle), registering new users and characters and logging into them is finished, the inventory/equip is finished... mostly i just have to finish adding a little server code and edit the zones a bit.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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Gillypie
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Posted: 25th Aug 2006 17:58
cooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
ThomasFN
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Posted: 30th Aug 2006 20:13
any idea as to when a release is going to be made?

jasonhtml
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Posted: 31st Aug 2006 04:54
well, i just gotta make sure the server and client work together and redo some of the zone and stuff, then it will be released. but im afraid it wont happen for 2 weeks(my guess) because i start school in 6 days. but ill try to get it to you as fast as i can


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ThomasFN
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Posted: 1st Sep 2006 18:46
lol who needs school when theres games to make

ThomasFN
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Posted: 8th Sep 2006 18:34
Juice
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Posted: 12th Sep 2006 22:19
Jasonhtml, you could try Runescape's method of playing; there's f2p and p2p. (free 2 play and pay 2 play) and there could be payment on phone, dial-up or cred card. that's the best way.

Juice
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Posted: 12th Sep 2006 22:21 Edited at: 12th Sep 2006 22:29
and try touching up on the model of the player

The guy shouldn't have his hands on his hips all the time. Just a suggestion. Looking absolutely fantifico so far guy, keep it up dude

sneaky smith12
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Posted: 17th Sep 2006 20:28 Edited at: 17th Sep 2006 20:29
Looks good so far...

In answer to the poll I have a suggestion.

Go to fraps.com
Download / Install
Record a 30 second clip of the game.
Go to google
Look up avi* to mpg* converter
Convert the avi
Upload the mpeg file here or on any uploading site such as www.photobucket.com (dont forget to post link if you do)

This way we will actually be able to see how the game works.
Fraps is a program that records driectx stuff at little to no effect on the fps.
Also fraps is free as long as you only record at most 30 seconds(which it stops at 30secs auto).

have fun

*movie formats... avi tend to be quite big whereas mpeg are quite small.

I could be mistaken but 30 secs of avi is around 130 megabytes where 30 secs of mpg is around 6 megabytes

If at first you dont succeed, LOWER YOUR STANDARDS.
Grandma
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Posted: 21st Sep 2006 16:54 Edited at: 21st Sep 2006 16:58
@ sneaky smith12

I'm doing video editing and i must really say that i've noticed mpeg's are on average larger then avi's, but frankly it all boil's down to the codec your saving the movie in, not the format. Having said that i don't know what codec Fraps saves the captures in or if you have a choice at that, but if you do then wmv should do as they have an allround good quality and doesn't use much space.

Comp : 1024mb Ram, 3.0ghz, GeforceFX 5800, 1,1TB storage
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Van B
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Posted: 21st Sep 2006 17:08
Fraps, well the version I have only exports AVI - then I tend to convert to MPG so it drops to about 10mb per minute, or thereabouts for sufferable gameplay footage.
It's not ideal, but at least it's enough to give a decent idea of how a game plays.

One thing, if you can justify buying yourself a TV card, go for it - it let's you grab textures and sound live from TV, games and movies (very handy - you usually get a little video input so plugging in a console is very straightforward), but more importantly, for the price you'd pay (<£30) you usually get a decent suite of converters and media viewers and stuff that would otherwise cost you more than your initial £30. I'm not sure these things are that good for watching TV, as I tend to stretch out on the couch, watching TV at your desk is not cumfy.

Games looking cool - I have to agree about the tree overhead though - personally I'd prefer to see half a dozen trees and a shedload of foliage under it - and use some sort of occlusion or re-use system. It's not that the detail level is too big by modern standards, but I'd be very surprised if my PC didn't choke on this game.

''Stick that in your text and scroll it!.''
jasonhtml
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Posted: 22nd Sep 2006 07:27
well, ya, ive been doing a lot debuging lately and memblocks are giving me strange problems... i was wondering, when you make a memblock from an image, does the image have to be something other than .bmp, like .jpg? im wondering if that might be causing the error.

but, about the trees, that system i re-wrote from scratch. it uses a re-using tree/treemap thing so in theory it should go much faster.

once i fix the stupid memblock thing, ill get some videos out as fast as i can.


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
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ThomasFN
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Posted: 22nd Sep 2006 21:24
when u load the image the image is stored in DBP's memory in DBP's format (or directx's format) regardless of whether its jpg or bmp. Therefore the image format wont affect the memblock because in memory, the format is always the same.

Look up the command help for "Make memblock from image" and check you are reading/writing to the memblock correctly.

jasonhtml
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Posted: 23rd Sep 2006 08:49 Edited at: 23rd Sep 2006 09:07
i know i am... almost all of the code that im using to read with comes from a code snippet that works. i made some tweeks, but just to suit my needs, such as the variable names...

[edit]: great... i just copied the exact same code and pasted it by its self, and it works!!! now i have no idea whats wrong! its probably some other stupid error somewhere that has nothing to do with the memblock...


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FoxBlitzz
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Posted: 23rd Sep 2006 09:59 Edited at: 23rd Sep 2006 09:59
Quote: "Fraps, well the version I have only exports AVI"


Don't all versions of Fraps export to AVI (Fraps codec, mind you. Not just any generic codec)?

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512MB ATI Radeon X1800 Series - Finally! A card that does pixel shaders correctly!
jasonhtml
20
Years of Service
User Offline
Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 24th Sep 2006 00:03
i fixed the memblock bug. for some reason, it wasnt reading the depth correctly. the .bmp i was using had a depth of 24, and it was reading 32. so i just saved the image to a .png with depth 32 and it worked.

so, screenshots should be coming in the next few days i hope (as long as i dont have too much homework)


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
Profit
18
Years of Service
User Offline
Joined: 19th Feb 2006
Location: United States
Posted: 24th Sep 2006 00:06
That's great news Jason. I can't wait.

common people are walking in line.

Mitsu Fly Ride.
DB newbie
19
Years of Service
User Offline
Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 25th Sep 2006 01:13
Bam i got the 100th post....

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