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TIGSource ForumsCommunityDevLogsBlue Saga (MMO)
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Author Topic: Blue Saga (MMO)  (Read 14284 times)
skullbox
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« Reply #20 on: December 04, 2011, 10:57:13 AM »

Version 0.45 is done now!

Here is an updated list of new features:

# Level Up Stats
# Save Level and Stats in database
# Engine - Path finding
# Loot is generated for each creature and they can use it in battle
# Battle - Attack/Use Ability works now
# Battle - Attacktypes - Different graphics for the attacks
# Critical hits chance
# New Ability - Resurrect - Back to life once in combat
# New graphics - animations for 8 abilities
# New Ability - Power Strike - 2x damage
# Placed correct balanced monsters in town and the tower plains
# Engine - new aggro system for Monsters
# shadow under creatures
# Battle - Creature check mana before using ability
# New graphics - Village/Plains/Dungeon battle screens
# Battle Log
# Monster respawn timer
# Creature movement animation
# Save Maps in DB and load from it
# Save monster spawn points
# Area - new Area "Tower plains" north of town with dungeon entrance
# Town Portal Spell
# 8 creatures with stats and 3 npcs
# Gfx - new dungeon tiles - Torches, Wallcurtains, carpet, water

Next weekend I will get some help with network programming. I am complete newbie in that area but hopefully I will learn something so that I can start working on the online version of this game. I will also get help exporting this version to a executable jar-file so that you can try it out!
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BlueSweatshirt
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« Reply #21 on: December 04, 2011, 11:01:58 AM »

It also makes sense, because why would a big as monster care about a little monsters business?

Gotta eat somehow.  Wink
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skullbox
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« Reply #22 on: December 14, 2011, 01:18:32 PM »

I want to release a single-player build for you to test out before starting working on the online version. But I can't figure out how to export my game in eclipse as a single runnable jar-file. I tried using the Fat-Jar plugin, but when I run the file I get the error:

Exception in thread "main" java.lang.ClassNotFoundException: PirateGame

Does anyone know how to solve this?
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skullbox
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« Reply #23 on: December 19, 2011, 02:29:53 PM »

Here is the jar-file for the game. Tell me if you can run it or not, and if you get any errors please tell me. And if you know what the problem is it would be awesome if you could help.

edit: removed link to non working file, download working version instead in my post below
« Last Edit: December 20, 2011, 11:45:24 AM by skullbox » Logged

skullbox
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« Reply #24 on: December 20, 2011, 11:44:16 AM »

Succeeded in creating a runnable game-file!
This is the offline-version, I am working on an online version now and will post a link to it soon.

Here is a link to download (Windows only for now):

http://www.skullboxlabs.com/pirategame

Plenty of bugs and no real content yet, but just want to show what I've made so far.
Feedback is really appreciated, enjoy!

« Last Edit: December 28, 2011, 04:00:49 AM by skullbox » Logged

skullbox
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« Reply #25 on: December 28, 2011, 03:58:36 AM »

Working on the online version of the game now.

Done the following:
- Server loads map from database
- Server places monsters and moves them
- Clients can connect to server
- Clients get map from server
- Clients get monsters from server
- Clients get updated position of monsters when they are moving

Left to do for this version:
- When client moves player server needs to check if move is ok
- Client needs to listen for server data such as: new player enters map etc...
- See other players on screen
- Move other players on client's screen
- Enter new area, get map from server
- Server move aggro-monsters with path-finding

Most of the server-stuff left to do are already done in the singleplayer version.
What I am struggling with now is the listener for server data in the clients.

I have succeeded to make a listener but it interferes with the requests the clients makes when player must check a move for example.
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skullbox
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« Reply #26 on: December 28, 2011, 03:59:22 AM »

Solved the listener problem, now you can connect to the server, get the map, see the monsters move and walk around while the server checks if it's ok or not to go there.

Next step, see other players!!   Mock Anger
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skullbox
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« Reply #27 on: January 01, 2012, 07:56:31 AM »

Now you can see other players on screen, player movement as well. I have tested with two clients and it works fine. I just have "entering and leaving areas" left for this first online-version of the game.

EDIT: Changed the completion % on the project since I had to redo a lot for the online version.
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skullbox
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« Reply #28 on: January 02, 2012, 08:35:51 AM »

Working with the in-game chat and I just got it to work:



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eigenbom
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« Reply #29 on: January 03, 2012, 03:13:46 PM »

Working with the in-game chat and I just got it to work:



Aw man, you have to climb on the roof to get the health potion?! Outraged
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skullbox
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« Reply #30 on: January 17, 2012, 01:46:36 PM »


Aw man, you have to climb on the roof to get the health potion?! Outraged


Hehe perhaps I need to make that sign more sign-y =)

Now regular attacks work in online-mode and I have increased the number of enemies that you can encounter to 10 instead of 5.

So when you are battling monsters in the battleview other players will see the fight as a cloud of chaos that in later versions they will be able to join.



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eigenbom
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« Reply #31 on: January 17, 2012, 02:01:22 PM »

Those bushes are quite nice, but need a little depth (drop shadow?). Love the rest of the art, but the rock kinda looks like a butt. O_O
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skullbox
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« Reply #32 on: January 18, 2012, 03:34:30 AM »

Those bushes are quite nice, but need a little depth (drop shadow?). Love the rest of the art, but the rock kinda looks like a butt. O_O


Yes you're right, I need to rework the tiles, they are really inconsistent at the moment, also need to unbuttify them =)
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« Reply #33 on: January 18, 2012, 04:18:31 PM »

lol.... looks like a butt!  Big Laff

I think that if you dropped the floor texture for something very basic it would all look much better. Like SNES zelda for instance, less is more.
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skullbox
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« Reply #34 on: January 29, 2012, 12:52:24 AM »

lol.... looks like a butt!  Big Laff

I think that if you dropped the floor texture for something very basic it would all look much better. Like SNES zelda for instance, less is more.

I will do that! But I am concentrating on the programming for now, but will go through all graphics and re-do what is not working.
« Last Edit: February 01, 2012, 08:58:55 AM by skullbox » Logged

skullbox
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« Reply #35 on: February 01, 2012, 09:01:21 AM »

Here is a new video showing the online version of the game:




I realize that there is too much silence in the videos, I need music! Does anyone know where I can get free game music?

Left to do for this online version is:
- Shop
- Quest system

When I am done with those, I will test it with close friends and if all goes well I will arrange some alpha testing with those who are interested in this forum.
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skullbox
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« Reply #36 on: February 06, 2012, 09:49:56 AM »

Now the shop is working in the online version:
- You can buy things
- You can sell things
- You can equip stuff
- You can unequip stuff
- You see what hat the creature is wearing and what weapon it has

You can also flee from battles as well. I don't know where the player should wind up if fleeing from a battle, so for now you wind up at your last checkpoint. The problem is that you can't appear next to the creature you just fled from, since then it can get aggro again and you would have to run from it. And if you appear a bit further from it, you might be close to another enemy instead.

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skullbox
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« Reply #37 on: February 19, 2012, 06:57:36 AM »

Updated the graphics a bit, got some feedback that the old grass didn't really fit the rest. Also changed the tavern, removing the messy seaweed (looked more like slime) and added a chimney. Perhaps I will add animated smoke from it later.

Other than that I've been very busy with the programming, and this it what I have done since the last video:

- Added bug-report function in chat
- Added version-check so that the user get notified if their client is out of date
- Server is much more stable, if client crashes nothing happens to the server. The server just disconnects the crashed client, nullifies eventual battle and let the attacked monsters go free again. It also returns the crashed client to the last checkpoint.
- Quest system is fully working now in online-mode, accepting, completing and getting rewards.
- Unequip/Equip equipment sends info about new equip to clients in same area so they see the change taking place.
- Leaving/Entering areas are now synced with all clients, so you see people leave in a puff-cloud when entering doors or areas.
- A login-screen is now available where you can enter username and password. It is checked with the server.
- Started working on the concept of bountys. So now all players have a power-level which is calculated taking their number of crewmembers and level into account. The bounty will increase if you defeat players or monsters with higher powerlevel than yourself. Your bounty will go down if you lose to monsters or players with less powerlevel than you. If you are at the same level you will also lose and gain bounty, but not so much.
- Plenty and plenty of bugfixes done as well

Here is a screenshot of the old vs the new tiles for grass and tavern:

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IzzyReggie
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« Reply #38 on: February 19, 2012, 02:43:26 PM »

The tavern's roof looks like a brick wall rather than a tiled roof, but other than that I like the changes! Lookin' good
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« Reply #39 on: February 19, 2012, 07:15:58 PM »

The tavern's roof looks like a brick wall rather than a tiled roof, but other than that I like the changes! Lookin' good

Agree with this, it's looking alot better  Smiley but the roof needs work.
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