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Minikloon

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  1. Why would you want to abstract all the damage values? You could use a simple hit(int damage) function instead. Also, you may read up on https://www.google.ca/search?q=c%2B%2B+inheritance. Monster and Player obviously have common properties, like damage values and hit points. If you put those properties into a Creature class in make Monster and Player inherit from it, you won't have the looping inclusion problem.
  2. Minikloon

    Change Sprite?

    Indeed, source editing. But for more precision… The reason why this feature wasn't added in the core engine is that it needs too much flexibility. The are so many reasons why you'd want to change a user's sprite at certain point. Your best bet is to be more precise about what you want to do so we can give you some pointers to achieving such behaviour in your software. Cheers, Minikloon.
  3. > But you seriously have some social problems. I understand the ungrateful lot have a lot to do with that, however, you should think about if you may be hurting someones feelings. It's a communication thing. Think about it like Java…. There's the IRobin class, which is an interface to Robin's data for his life, history and knowledge and loaded trough a method called "LoadFromFile". And there's that method called "Behave" which is meant to return a "Behaviour" object of some sort. But here's the implementations hierarchy: ``` IRobin | |-> RobinIRL : Overrides LoadFromFile so the Behave method returns a BehaviourGood. | |-> RobinGamer : Overrides LoadFromFile so the Behave method returns a BehaviourAnalytics. ---|-> RobinGamerFirst : Overrides LoadFromFile so the Behave method returns a BehaviourCrazy. | |-> RobinWeb : Overrides LoadFromFile so the Behave method returns a BehaviourBad. ---|-> RobinEclipse : Overrides LoadFromFile so the Behave method returns a BehaviourTrueBadAss. ``` If you think Java's shit, understand that Robin is playing a role. Under the hood he likes flowers, ponies and stuff. Now that's not related to the topic is it?
  4. As far as I'm concerned this is a slow project, but it's not a failed one. This project has been running for 8 months, interrupted by 3 game projects, learning and real life. I've never tried to claim I'm a great programmer, I've never said I can do as much as you did. Why are you trying to dismiss my efforts?
  5. Hey Eclipse! Long time no see! Some news from the front… First, I'm now back full codding time on Cloud, no more side-projects until I find the right opportunity to go indie. Second, I've designed a new client system and trashed the old Zap sources. The copy-cat code coming from Cloud Core wasn't satisfying enough. I've tought of something even better to fit with the plugin-based design and user-friendliness approach. It's first about streaming all the content from the server to the client on a need basis and cache it on the client. For example, if there's a new tile on a map, it'll be streamed to the client and ready to be used again if it's used again. This also means the client plugins creation workflow will be much nicer, because you won't need to write one for the client. Third, this thread is dirty, I'll need to rework with my PR departement on that matter. AAAnd reading this thread made me realize some stuff… http://www.touchofdeathforums.com/smf/index.php/topic,74770.0.html . Finally, please expect some results and if I don't give enough, because I'm a lazy arse, please ho please, kick my butt. :embarrassed: ^^
  6. Hello there, For your specific router, I'd say uncheck the "Specify public IP Address" option. Change the "Network IP Address" to your local IP address, which you can find, if you're running Windows, using the ipconfig command in the command prompt (Follow this tutorial if you don't understand: http://www.wikihow.com/Find-out-Your-IP-Address) Keep the Protocol as "Any". The "Forward to port" label refers to the port you want to "open" and I'll need to see the drop-down menu options to give you specific directives, but I guess it's quite intuitive. Also keep the "Schedule" option to "Always". Good luck, if you need a detailed explanation, look up for your router model at http://www.portforward.com/ or read your router instructions booklet. PS: Make sure you follow these instructions to setup EO: http://www.touchofdeathforums.com/smf/index.php/topic,68370.0.html .
  7. ![](http://i.imgur.com/IUvogl.jpg) After much work on this game, I finally find myself discouraged. The quality is really bad and I can't do much about it. I think I consider this a fail. This game is about you, gunning trough zombies forever alone, _just like how I developed it_. Download: http://www.filedropper.com/l4d Sorry, no screenshots available… :embarrassed: **Back to Cloud now, greater software.**
  8. I'm not the only programmer around, mind you. I'm also one of the least proficient. And to answer your question, well… books, Internet, books, books, Internet.
  9. @LemonDoggy: > - Snip - Ho my bad, I didn't look at the download link provided at the end of the original post, it's out-dated. Fixed, the download page is available at http://www.minikloon.freemmorpgmaker.com/ . There's still not much interesting stuff out there, very abstract for new users, but development continues. I suggest to create your game using Eclipse Origins for now and if you want to switch in the feature, I'll create an auto-converter. Regarding of high-level features, this is the main attraction of the plugin system and I plan to do gameplay programming on top of the lower-level plugins to provide most-wanted features. Regarding of the engine horse-power, it's still up to much testing. Current tests aren't relevant enough to have a decisive robustness insight, but I'd be ready to claim that dozens of plugins won't slow the server down more than by 10%.
  10. Hai peeps. Just a quick notification to let you know that I'm back. I also had some computer time and thus coding time. I uploaded a new Cloud version. I'll let you guys know what's new in the following days… ;)
  11. Hai. I've updated the download link with the new download page (And the latest versions). I'm also working on a small updater to run on post-compile so you guys always have the latest development version. I'll look into updating the second post sometime. I've mostly worked on the client, 'bout time isn't it? Most of the features are half-implemented badly enough… :embarrassed: Well, I've completed the Resource Manager, inspired from some other sources. Basically, using templates and inheritance, you can create any resources you wish to fit with your graphics library, sound engine... Resources are used by your implementation of graphics class. The Pic class (For Picture) has been created as of now and I'm trying to implement an SFMLPic. Works well, for now... All of this is because of all the blabbing around DD8 implementation in Origins. Now it will take an (~)hour to convert Zap to OpenGL, SDL, DirectDraw X, whatever! In fact, I'll probably use the same resource model for the sound system. I'm still thinking about a good Input Manager. I've read stuff and I'm not satisfied with it. There's still a lot to be done relating to the plugin API, both server-side and client-side. And there's the whole client to be done. I guess I'll hit 0.3 when those two things will be done and **only then will I start doing plugins.** Now, this is only a development release. Some may argue I'm not developing fast enough, but really, I'm doing as fast as I can. I've got things to learn, fun to enjoy, addicting forums to visit, porn to watch and even more stuff. – _Meanwhile, in Canada…_ I've bought the book Clean Code. A marvelous software engineering book that I'm madly devouring. **Oh and btw, personal life is calling, I'll be out for a month without Internet connection nor computer. Original post modified on purpose. See ya back on 2011/08/13.**
  12. > Quick features : > Quote > > - Easy to use plugin system. > - C++ means more efficient than VB6. > - Total control over your creation without the need of editing the sources. > - Interchangeable client. > - Open Source like any Eclipse (And free, as in free beer!) > - Multi-platform, runs on Linux without trouble. First post. :P Besides, I've uploaded the latest version of the software. The sources have been revisited to include meaningful comments. The client, badly enough, has been cutted from its engine features in work because it didn't compile.
  13. I've putted up a download link for the current version of the client (See main post). It's a simple RakNet client built onto Eclipse Cloud's code. I'll need to pack in basic engine features such as an input handler, renderer, GUI system of some sort and more in future versions, based on needs and most logical requirements. I'll probably use SFML again for the work. For once I'll ship the code first before blabbing about the current state, so stay tuned with the client advancement. – _Meanwhile, in Canada…_ Advancing bits by bits I'd say, I'm trying not to stress myself too much with my open coding projects.
  14. Hai, really quick notifications about the client. I've been working on the client today and I'm expecting a first release sometime before the end of the month. I'm trying to get basic features working and be scalable. For example, the input manager and the graphics engine can be easily changed, that means you can change my implementation of SFML graphics on the engine to your implementation of OpenGL, for example. There will be a lot of testing to be done regarding of the plugin API, which by now isn't even attracting for me. – _Meanwhile, in Canada…_ http://www.ludumdare.com/ :cheesy:
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