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[OTClient Showoff] Show off your OTClient project/module/UI and other

Let's to add something, because now is some boring.

Elfbot scripts interpreter

I want to show my old project who I must have stopped, because I have some problems with realize "wait" function in LUA code (I know about "events" but this not solve this problem). Probably "wait" function in LUA (like in elfbot) it's possible because XenoBot use it.
Of course I'm wasn't ended it yet, it's need a lot of work.

I called it Ab'dendriel bridge.
elfbot_interpreter_28-03-2018.gif


It's elfbot scripts interpreter, it's provide to use elfbot 'language' in OTClient LUA code.

I show it in terminal because it's best illustrates what this interpreter works.
I had some problem with "wait" in OTClient, but the scheduleEvent can solve this problem...
I think that to make the "wait" function the otclient has to be able to use coroutines in lua
 
OTClient Monster Maker.
In progress creating in free time.

MonsterMaker_1.png


MonsterMaker_2.png

MonsterMaker_3.png

nice xddd
could you tell us where you do it? I would love to start doing something with myself but don't know where, how etc.

and could you show some pieces of the code?
 
My improved for game right/left panels:

I have sended pull request to github repo, if someone want to test them:
Link + more info: https://github.com/edubart/otclient/pull/974
If you test them, all will works, and you will want them in OTClient you may approve change, who will help collaborators to merge new features.

When gameRightPanel is full (and gameLeftPanel is ON):
otclient_right_left_panels_16_06_2018_1.gif


When in gameRightPanel one window is resized (now windows it's moved to gameLeftPanel, normal it's would be removed):
otclient_right_left_panels_16_06_2018_2.gif
 
Change a arrow for more fantasy style ;D a be a better ;) btw nice work and look amazing :)
 
What do you think of some of my changes?

I like that fog effect, but your example seems a case of overuse, I think it would fit some dark forest at night or underground dungeon, but obstructing view based in obstacles in a "top down" 2d game seems to much. Next you will add fog in the back of the character because he has no eyes in the ass.

The tooltip when hovering items is amazing, it works on game screen or only in the inventory?

What exactly I'm looking in this 3 black balls gif?
 
I like that fog effect, but your example seems a case of overuse, I think it would fit some dark forest at night or underground dungeon, but obstructing view based in obstacles in a "top down" 2d game seems to much. Next you will add fog in the back of the character because he has no eyes in the ass.

The tooltip when hovering items is amazing, it works on game screen or only in the inventory?

What exactly I'm looking in this 3 black balls gif?

It's all early implementation.

The lighting system is a work in progress. I need to make it look better but the idea is that your character cannot "see" through walls and light "gives" light to the tiles.

The hovering items only works in inventory/containers. Does not work in the game-window it would be too cluttered.

The 3 Black Balls gif is showing distance effects that are animated and have varying speeds.
 
I like that hover information on items. Could be improved with colors and stuff, but its a nice start GW.
 
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