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Re: RPG MP Project - 1st trial version [Re: TheExpert] #73822
05/17/06 11:05
05/17/06 11:05
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
very nice work! i tested it this morning with eigen and another guy from the forum.

some times it lags like hell for me. maybe this is because of the server from havoc?

i also noticed some animation problems when the character moves up the stairs. also when another player attacks the skelleton the numbers are not relative to the skelleton they fly wild around the screen if you move.

i think if i remember right i had constant up and download around 1kb average.

when you ask what you should implent too i would say a simple inventory, skill and cast/ability system would round things up.

great work keep it up! i hope this gets more ppl over to the mulitplayer forum

Re: RPG MP Project - 1st trial version [Re: ulf] #73823
05/17/06 11:35
05/17/06 11:35
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Hehey wait for me guys!

@TheExpert
As said before it's a close to UO system.
If you want a single click just do it then, this is not up to me.
If you want the left mouse button for walking just replace mouse_right with mouse_left in the player function, just as you like.
And in fact the character already does continue fighting, even if you walk away he'll recognize the last attacked enemy and continue attacking when he's back in attack range.

But maybe some kind of special attack/ spell should be in there so that the basics are predone, right.


@ulf
The animation problems at the stairs are described simple:
The actor has to pass the height distance end thus may get across the run-speed border and switch into run mode for a moment.
You can avoid this by making passable stairs with a flat collision block in it.

The damage numbers are just printed with draw text thus they have no connection to the object they originally come from.
That could be made, but you could as well create number-sprites (like I did in dragonrise) which may look much better than simple drawn text, and they'd be just around the position they should be at.



Oh and:

Thanks for hosting the game BoH_Havoc!


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: RPG MP Project - 1st trial version [Re: ShoreVietam] #73824
05/17/06 13:37
05/17/06 13:37
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
hehe np ^^

as for the lag: I have no lag at all when i play with a friend on the server. (and no, the server is not on my home pc, it's located in a large hall somewhere in germany (*gollum = on* i wont say the city...i don't want you to steal my precious root server...my treasure *gollum = off*) Counterstrike, serious sam, ventrilo etc. dedicated servers are all working without lag, so it has to be either a game issue, or you where downloading something and forgot about it?

I have a question though: are you going to use a database like mySQL, to store items,player attributes, player location when loggin out etc. or will you use a "3dgs integrated database"? Or will you use no db at all so everything is stored at runtime and will get lost when the server restarts?

[edit] huh? i just connected, and now there a 3 playeravatars standing around...all of them have a 0 at their legs. whats that supposed to mean?

Last edited by BoH_Havoc; 05/17/06 13:46.

Shade-C EVO Lite-C Shader Framework
Re: RPG MP Project - 1st trial version [Re: ulf] #73825
05/17/06 13:49
05/17/06 13:49
Joined: Jan 2006
Posts: 968
EpsiloN Offline
User
EpsiloN  Offline
User

Joined: Jan 2006
Posts: 968
ShoreVietam , this looks very good I like the fighting system , I havent played UO , I havent seen it too , but this looks very good keep working on that...btw , I couldnt open the stats panel , and I didnt saw 'on_key' or something in the scripts to open it , have you made that already or ?
I have a feeling that this MP project will become a game very soon

ulf
"i hope this gets more ppl over to the mulitplayer forum"
about me I could have been on the mp forum for a long time if someone wanned to help me understand how things work in mp , but because everybody has his own project and doesnt have the time to help me I'll be on singleplayer , and I think that this isnt only with me...but , I hope you're right , I dont see more than 1/2 posts per day in the mp forum it looks sad.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: RPG MP Project - 1st trial version [Re: EpsiloN] #73826
05/17/06 14:34
05/17/06 14:34
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
You're right, it is no issue of your server.

I think I just fixed this problem.

I know, those actors are from me... I think something crashed... oO'
If an object as a "0" above his head it means that this object has _no_ character value, thus if it is a player model it hasn't get the data from the server...

I won't use any database, a textfile based save/ load system is easy enough to make.



to open the stats panel you have to doulbe-click on your character within 5 ticks, there in no on_something to open it.
It looks not that interesting:


Last edited by ShoreVietam; 05/17/06 14:54.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: RPG MP Project - 1st trial version [Re: ShoreVietam] #73827
05/17/06 15:52
05/17/06 15:52
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Shinobi Offline
User
Shinobi  Offline
User

Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Good work ShoreVietam , we need more Multiplayer Projects
I also like your Wild West Multiplayer Game.


P.S. Weiter so und vergiss nicht alles gut zu kommentieren

Re: RPG MP Project - 1st trial version [Re: Shinobi] #73828
05/17/06 16:12
05/17/06 16:12
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I try to comment everything important but I already got the response that it is not good enough...

So if guys have any advice on how I could comment it better I try to do so.
I don't know who already took a look at the code but it seems to be hard to understand for some, so if you have any request about something to document and/ or how just tell me.

In the end I don't want that it is no use to anyone because it's too hard to understand.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: RPG MP Project - 1st trial version [Re: ShoreVietam] #73829
05/17/06 16:24
05/17/06 16:24
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany
You could write a step by step tutorial.


Evil Blood (v. 0.52) RPG
Commport.de (Social Network Community)
Re: RPG MP Project - 1st trial version [Re: HPW] #73830
05/17/06 17:30
05/17/06 17:30
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
What do you mean by "step by step"?

This is a code skeleton for MP projects, thus others continue developing with it (maybe).
It is not like some kind of MP tutorial. :-/


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: RPG MP Project - 1st trial version [Re: ShoreVietam] #73831
05/17/06 17:38
05/17/06 17:38
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany
I mean you could write a Document and explain a function (how it works and whether it's for client or server) and after this explain the next function and so on.


Evil Blood (v. 0.52) RPG
Commport.de (Social Network Community)
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