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TIGSource ForumsCommunityDevLogsSilverline
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DocJones
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« Reply #20 on: September 23, 2009, 12:34:08 PM »

Heyas,

cleaned up the server installation sql scripts a bit.
The current setup provides
- 3 races (Human, Elf, Dwarf) and
- 3 professions (Warrior, Mage, Rogue)
- balanced race->ability/profession->skill values upon character roll
- a basic map to walk around and the needed objects (spawn points for player/monster)

But Lazycow wasn't lazy by all means! We have graphics for all three professions, different hair+bodystyles, a monster and working attack animation.

I think he will show some mockups soonish. Stay tuned!

regards
/D
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Lazycow
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« Reply #21 on: September 24, 2009, 02:31:23 AM »


Login and character selection seems to work now...
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Zulli: "Is this game really being programmed or are you just torturing us?"
Epitaph64
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« Reply #22 on: September 24, 2009, 10:18:48 AM »

Looks like it's really coming along. This seems like it could be a lot of fun to play at a LAN or something once finished Smiley
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Lazycow
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« Reply #23 on: September 25, 2009, 12:27:45 AM »

Looks like it's really coming along. This seems like it could be a lot of fun to play at a LAN or something once finished Smiley

Somehow, I doubt that Silverline is a typical game for LANs. Well well... attracting players is indeed a problem. An iPhone/iPod-touch client could maybe increase the player base. Otherwise we will need an internet promotion tour...   Wink
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Lazycow
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« Reply #24 on: September 27, 2009, 06:35:07 AM »


Coward player between skeletons and bats... Moving around aimlessly...
(collision detection isn't working, yet)
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DocJones
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« Reply #25 on: September 27, 2009, 11:08:38 PM »

 Blink Blink

P-U-R-E Awesomeness :D

The bats need evil eyes (to detect their facing) imho. Other than that: Great work!

However, i doubt a bit that those mobsters are server side controlled?

regards
/D

PS: Oh, and btw: I fixed that collision detection Smiley
« Last Edit: September 28, 2009, 10:29:22 PM by DocJones » Logged
Lazycow
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« Reply #26 on: October 10, 2009, 06:46:21 AM »

The bats need evil eyes (to detect their facing) imho. Other than that: Great work!
Yes, the bat is not shaded, yet.


Here's a mockup for the status display.
The equipment (helmet, armor, left glove, right glove, shoes, left weapon, right weapon) should be visible in the status-area and on the player-sprite. (although, a glove is only 3 pixels)
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dbb
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« Reply #27 on: October 10, 2009, 05:41:53 PM »

Oh gosh wow etc.

Two of my favourite games being NetHack and Zelda, I am wholly in favour of this enterprise. I'd like to second what an earlier poster said and request a single-player version, though.
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Ashkin
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« Reply #28 on: December 12, 2009, 01:14:29 AM »

Last update: OCTOBER?! Huh?
Dude, what's happening? You CAN'T give up on this. Beg
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st33d
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« Reply #29 on: December 12, 2009, 06:22:30 PM »

I'm hoping they walk faster in the final release. It looks like it could be quite absorbing if it was a tad nippier.
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gimymblert
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« Reply #30 on: December 13, 2009, 02:30:25 PM »

Please finish this game  Smiley a multiplayer online "zelda"? can't wait to test it
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Dom2D
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« Reply #31 on: December 14, 2009, 09:44:10 PM »

Please finish this game  Smiley a multiplayer online "zelda"? can't wait to test it


I lazily second that.
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Lazycow
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« Reply #32 on: December 17, 2009, 11:21:55 AM »

Hey thanks for your ongoing interest in Silverline. Unfortunately, DocJones seems to be busy, so the project is on hold. (If someone wants to tweak mysql-servercode, drop me a line)

st33d: What's a tad nipper?  Embarrassed The game speed is limited by the uncommon server-design. It should catch up with Zelda-like games, though.
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st33d
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« Reply #33 on: December 17, 2009, 12:17:28 PM »

I meant a tad nippier. As in move two or 1.5 pixels at a time instead of one. I wasn't critiquing the framerate, just the movement speed.

This is all moot of course until people have had a chance to play it, I was just going off what was in the animation.
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Ashkin
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« Reply #34 on: December 17, 2009, 01:12:57 PM »

Excuse me while I lynch DocJones.
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Lazycow
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« Reply #35 on: December 18, 2009, 04:38:52 AM »

st33d: I see what you mean. Actually, the current network-tests suggest that 2 moves per second will be possible. Internally, all objects move block-by-block and the client shows a smooth animation. So increasing the move-speed to 2 pixels won't help here. (But you never know, it could be improved in future)
« Last Edit: December 18, 2009, 04:49:10 AM by Lazycow » Logged

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DocJones
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« Reply #36 on: December 18, 2009, 04:41:22 AM »

Heyas,

awww, shush! It's the end of the year, and we have crap workload to do. Unfortunately, it will stay this way at least till end of january. And then again at the end of february as we are relocating our server farm (not the silverline server farm).

If anyone is interessted to take the stake and help me out with the server-side stuff, feel free to poke (not lynch) me. I would happyly grant you access to the sources to contribute Smiley

regards
/D
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