Recent Posts
1
Skin Showroom / Brock Lesnar & Undertaker Skin
« Yesterday at 02:27 PM by Gito Baloch »
Content Type: Skin
Original Author: MR SK.
Source Link: https://www.gtainside.com/en/vicecity/skins/63481-the-undertaker/download/ - https://www.gtainside.com/en/vicecity/skins/106867-brock-lesnar/download/
Modifications: Just created the XML file.
Modified By: GitoBaloch
Authorized By Original Author?: Noe.

Screenshot:

Download Link: https://www.mediafire.com/file/2voawqynxiovmbw/z202_UnderTaker.7z/file
                                                           https://www.mediafire.com/file/4snug8fwrkw6rxq/z204_BrockLesnar.7z/file
                                                           


2
Skin Showroom / Re: Alan Walker Skin
« Yesterday at 06:35 AM by MRSK143 »
Hey Nice Content Bro Keep It UP! ;)
3
Skin Showroom / Alan Walker Skin
« on July 26th, 06:34 PM by Gito Baloch »
Content Type: Skin
Original Author: MR SK.
Source Link: https://www.gtainside.com/en/vicecity/skins/163413-alan-walker-skin-new-version/
Modifications: Just created the XML file.
Modified By: GitoBaloch
Authorized By Original Author?: Noe.
Screenshot:
Download Link: https://www.mediafire.com/file/elz4zkwqmuckk80/z220_alanwalker.7z/file
4
Skin Showroom / HD Tommy Vercetti - 3 skins.
« on July 26th, 09:34 AM by Gito Baloch »
Content Type: Skin
Original Author: lunchxbles, mrx16, ElChango.
Source Link: https://www.gtainside.com/en/vicecity/skins/133661-tommy-vercetti-hd/
Modifications: Just created the XML files.
Modified By: GitoBaloch
Authorized By Original Author?: Noe.
Screenshot:
Download Link: https://www.mediafire.com/file/zrnoq8m75ghllpu/skins.rar/file
5
Community Plugins / Re: Introduction to the Plugin SDK
« on July 23rd, 01:12 PM by Athanatos »
Bump again. A compatible VCMP API header can be found here: https://github.com/VCMP-SqMod/SqMod/blob/master/module/VCMP/vcmp20.h

(Since the one from this thread doesn't work for me)
6
General Discussion / [0.4rel006] Re: VC:MP API Extended
« on July 23rd, 11:44 AM by Athanatos »
-> Begins to use this for some project
-> API doesn't compile
-> Looks at code

"What the fuck is this sh*t?"

What the fuck I was high on while writing this????

Did I even check if it compiles back then?
7
Client Scripting / Re: Kaboom - 2d Game Development.
« on July 22nd, 05:24 PM by Sebastian »
This looks insane!
Keep up the good work!
8
Quote from Athanatos on July 18th, 02:52 PM
I played there for a long time (since 2016). Got my stats wiped out like 5 times, and I'm not perma banned because I let a IRL friend use hacks on my account XD

Ohhhh xD
But your stats wiped out bcoz of your friend, in my case, there was no such reason XDD
9
Client Scripting / Re: Kaboom - 2d Game Development.
« on July 22nd, 02:19 AM by AroliS^ »
new game: Pac - man
Code: [Select]
local Kaboom = Kab ({
    id = "pacman"
    loadRoot = "kaboom/"
}) 

local obj = {
    "|": {
        square      = true
        alias       = "blocks"
        solid       = true
    }

    "-": {
        square      = true
        alias       = "blocks"
        solid       = true
    }

    ".": {
        square      = true
        alias       = "points"
        solid       = true
        Size = VectorScreen (10,10)
        Colour = Colour (255,0,0)
    }   
 
    "_": {
        square      = true
        alias       = "door"
        solid       = true
        Size = VectorScreen (0,10)
        Colour = Colour (0,0,255)
    } 

    "@": {
        square      = true
        alias       = "bigpoints"
        solid       = true
        Size = VectorScreen (20,20)
        Colour = Colour (255,0,255)
    }       
}

local map = [
    "|------------------------------------------------------------------------------|"
    "|                                                                              |"
    "| . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . @  |"
    "| @ - . -------- . --------------------------   ---------   ------   --   --   |"
    "| . - . -------- .                                          ||  ||             |"
    "| .   . ||          . . . . . . .  . . . . . .              ||  ||             |"
    "| . . . ||  . . . .  ---------  .  --------- .              ||  ||             |"
    "|---  . ||  .     .  ||     ||  .  ||     || .  ---___---   ||  ||          ---|"
    "   |  . ||  .     .  ||     ||  .  ||     || .  ||     ||   ||  ||          |   "
    "----  . ||  . --- .  ||     ||  .  ||     || .  ||     ||   ||  ||          ----"
    "      . ||  .  || .  ||     ||  .  ||     || .  ||     ||   ||  ||              "
    "      . ||  .  || .  ||     ||  .  ||     || .  ||     ||   ||  ||              "
    "----  . ||  @  || .  ||     ||  .  ||     || .  ---------   ||  ||          ----"
    "   |  . ||-----|| .  ||     ||  .  ||     || .              ||  ||          |   "
    "|---  . --------- .  ---------  .  --------- .              ------          ---|"
    "|                                                                              |"
    "| . . . . . . . . . . . . . . . . . . . . . . .  -------  . . . . . . . . .  . |"
    "| . --   -------------- . | . --------------                ----------   --  . |"
    "| .                     . | .                                                . |"
    "| @ . . . . . . . . . . . | . . . . . . . . . .  |     |  . . . . . . . . .  @ |"
    "|------------------------------------------------------------------------------|"
]
 
Kaboom.scene ("one", function () {
    config ({
        bgcolor = [0,0,0]
        sceneBorder = true
        Size = VectorScreen (1500,500)
    });
 
    addLevel (map, obj);
    local up = array(5, null), down = array(5, null), left = array(5, null), right = array(5, null);
    local getAnimPos = function (x, y) {
        if (x == -5) return 0;
        if (x == 5) return 1;

        if (y == 5) return 2;
        if (y == -5) return 3;
    }
 
    local getItWork = function (entity, Id) {
        local pos = [{X = 5, Y = 0}, {X = -5, Y = 0}, {X = 0, Y = 5}, {X = 0, Y = -5}];
        local random = function (start, finish) return ((rand() % (finish - start)) + start);
       
        if (entity.props ().getBumpHeading () == "up") {
            if (up [Id]) entity.move2d (up [Id].X, up [Id].Y);
            else {
                up [Id] = pos[random (0, 4)];
                if (up [Id].Y == -5) up [Id] = null;
            }

            down  [Id]  = null;
            left  [Id]  = null;
            right [Id]  = null;

                // animations
            if (up [Id]) entity.playAnim ([getAnimPos (up [Id].X, up [Id].Y)]);
        }

        else if (entity.props ().getBumpHeading () == "down") {
            if (down [Id]) entity.move2d (down [Id].X, down [Id].Y);
            else {
                down [Id] = pos[random (0, 4)];
                if (down [Id].Y == 5) down [Id] = null
            }

            up    [Id]  = null;
            left  [Id]  = null;
            right [Id]  = null;

                // animations
            if (down [Id]) entity.playAnim ([getAnimPos (down [Id].X, down [Id].Y)]);
        }       
        else if (entity.props ().getBumpHeading () == "left") {
            if (left [Id]) entity.move2d (left [Id].X, left [Id].Y);
            else {
                left [Id] = pos[random (0, 4)];
                if (left [Id].X == -5) left [Id] = null;
            }

            up    [Id]  = null;
            right [Id]  = null;
            down  [Id]  = null; 

                // animations
            if (left [Id])  entity.playAnim ([getAnimPos (left [Id].X, left [Id].Y)]);
        }
       
        else {
            if (right [Id]) entity.move2d (right [Id].X, right [Id].Y);
            else {
                right [Id]= pos[random (0, 4)];
                if (right [Id].X == 5) right [Id]= null
            }

            up   [Id]  = null;
            left [Id]  = null;
            down [Id]  = null;   

                // animations
            if (right [Id]) entity.playAnim ([getAnimPos (right [Id].X, right [Id].Y)]);   
        }
    }

    local enemy = addEntity ({
        uniqueId    = "enemy1"
        spriteId    = "pacsheet"
        Pos         = getPos (18,30)
        Size = VectorScreen (35,35)

        spritesheet = { 
            Id  = 0, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        alias = "enemy"
        Ignore = [ "points", "bigpoints" ]
    })

    local enemy2 = addEntity ({
        uniqueId    = "enemy2"
        spriteId    = "pacsheet"
        Pos         = getPos (10,30)
        Size = VectorScreen (35,35)

        spritesheet = { 
            Id  = 0, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        alias = "enemy"
        Ignore = [ "points", "bigpoints" ]
    })   

    local Index = 0;
    enemy.action (function () {
        if (entity.collect ().has ("coloured"))  {
            enemy.Colour = Colour (rand () * 255, rand () * 255, rand () * 255 );
            enemy2.Colour = Colour (rand () * 255, rand () * 255, rand () * 255 );
           
            game.Timeout (function () {
                    // enemy 1
                enemy.collect ().remove ("coloured");
                enemy.Colour = Colour (255,255,255); // returning original colour
 
                    // enemy 2
                enemy2.collect ().remove ("coloured");
                enemy2.Colour = Colour (255,255,255); // returning original colour
            }, 100)
        }
 
        getItWork (entity, 0); 
    })
    enemy2.action (function () { getItWork (entity, 1); })

    local pac = addEntity ({
        uniqueId    = "pac"
        spriteId    = "pacsheet"
        Pos         = getPos (18,51)
        Size        = VectorScreen (35,35)

        spritesheet = { 
            Id  = 5, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        player  = true
    })

    pac.action (function () {
        Key ("right", function () {
            if (event == "down") {
                entity.move2d (5, 0);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                })
            }
        })

        Key ("left", function () {
            if (event == "down") {
                entity.move2d (-5, 0);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    mirror = true
                })
            }
        })

        Key ("up", function () {
            if (event == "down") {
                entity.move2d (0, -5);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    rotate = "up"
                })
            }
        })

        Key ("down", function () {
            if (event == "down") {
                entity.move2d (0, 5);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    rotate = "down"
                })
            }
        })       
    })

    pac.collides ("points", function () {
        hit.entity.destroy2d ();
    })

    pac.collides ("bigpoints", function () {
        hit.entity.destroy2d ();

        // add the 'data' coloured to the collection of the entity for an enemy effect.
        enemy.collect ().set ("coloured", true);
        enemy2.collect ().set ("coloured", true);
    })

    pac.collides ("enemy", function () {
        local obj = hit.entity;
        if (obj.collect ().has ("coloured")) {
            obj.hide ();
        }
        else {
            entity.destroy2d ();
        }
    })

    render (function () {
        pac.render ();
        enemy.render ();
        enemy2.render ();
    })
})

Kaboom.start ("one");



spritesheet: https://i.imgur.com/RdV1iXP.png

remember to download the lastest version of Kaboom.
as all game done by me, aren't finished yet. so, keep tuned for the updates of these games and the Kaboom class.
10
Client Scripting / Re: Kaboom - 2d Game Development.
« on July 21st, 05:21 AM by AroliS^ »
Hi, Im here once more time!

Kaboom have been rewritten, which now is more stable and more efficienty.
spritesheet have been added, all credits goes to DMWarrior, which I just took his function and rewrite it to Kaboom.
now, It's possible to move among stages see the video - https://i.imgur.com/rbLjznx.mp4

This is such a big update, please check github for more information.

Sample games
mario was the only game rewritten for this new version.

sprites list: https://imgur.com/a/z0y1Eie