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Rob Janes

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Posts posted by Rob Janes

  1. Edited Main Post Mohenjo! :)

    Ignore the ugly programmer art. I wanted to capture the inspiration from the original NES Duck Hunt, so I used the sprites as a reference. I'm no artist by any means.  I feel I captured that retro-feel quite well though. The game is slightly addictive which always works in the developers favor as well.

    We'll see if it actually makes any money worth mentioning!
  2. Hey All,

    Google Play @ [https://play.google.com/store/apps/details?id=duck.revenge](https://play.google.com/store/apps/details?id=duck.revenge)

    Apple iOS @ [https://itunes.apple.com/ca/app/duck-revenge/id946720158?mt=8](https://itunes.apple.com/ca/app/duck-revenge/id946720158?mt=8)

    Feel free to check it out!

    ![](http://www.canadianparamedicjobs.ca/DuckRevengeLogoNew.png)

    ![](http://www.canadianparamedicjobs.ca/DuckRevenge2.png)

    ![](http://www.canadianparamedicjobs.ca/DuckRevenge3.png)

    Rob
  3. > C#. You'll never need anything more than Unity, you will never have a need to go any closer to the metal to support learning C/C++ (unless you want to program for a living), and C# isn't going anywhere for a very long time.
    >
    > Ps. Don't concern yourself with cross platform deployment; Unity takes care of all that. Even if you use XNA you're still looking at 85-90% of the desktop market share. :)

    Seconded. Start picking away at C#. As Bud said, it's not going anywhere for a very long time, and it's all you'll need once you throw in a good engine like Unity or SDK like Marmalade. C++ is great as well, but you'll pick up on C++ a lot easier once you've picked away at C#. My two copper anyways!
  4. Personally, everyone is saying there are more stable versions of Eclipse available out there?

    Show me which version and why? (The custom engine should be continually updated and readily available - so nothing that's antiquated). There are plenty of versions of Eclipse that members keep private, with performance increases and features, but not made available to the public. I'm guilty of this on several counts.

    So, if people are so adamant that this is buggy or unstable, bring us something better to the table?

    I'll say it now, there isn't one available. Not one that offers the additional game features, the increased FPS performance from cached rendering, the network performance from buffer changes and useless packets being removed, the rewritten Rendering sequence to properly render everything without useless loops?
  5. I checked out the issue, it had you on a map that didn't existed on the server.

    The way it works is that a certain map, for example you went on to map 10, is instanced, so it essentially creates a new Map, Map26 and caches it into memory until there are no players on the map, then removes it. When a player disconnects, if they are on an instanced map it's suppose to place them at the Boot position for that instance but for some reason it had you still in the Instance ID when you logged off.
  6. > A tiny amount more base movespeed would give me more motivation to play this game!! ;)

    I completely agree

    This is definitely what I want to do, the issue I'm having at the moment is that Winsock is rather shoddy to begin with, and with a 16x16 tile system and fast movement, the player move packets are being sent at an extremely high rate when players move fast.  The most effective way to fix this is going to rewrite movement completely so that it only sends Starting, Stopping and Changing Direction.
  7. I have intentions to finish it hopefully over the coming months.

    What I would like to do is release content a month by month schedule, so perhaps a new dungeon each month and some new gear.

    A fairly large hurdle I want to overcome is the packet system and connectivity issues, whether that be replacing Winsock with Unisock, and rewriting a lot of movement, this is my goal between Alpha and Beta stages.

    At the moment, with 16x16 movement; this means that it's sending movement packets quite frequently anytime a player moves. I want to do this so a movement packet is only sent when someone starts to move, finishes moving, and changes direction.  That's my hurdle for the month of November.
  8. Ah, I took it to be offensive as well Slasher!

    No worries.

    As for what makes it unique, there are many features that are missing from a standard Eclipse Game. For example, there is no leveling, no mana, no attributes or player stats, no guilds.

    Weapon damage is based solely on the sword, bow, bomb you're using. NPCs get knocked backwards depending on where you're facing. Health is based on a Heart system. There is a quest system which offers different looking gear, hairstyles, colors as rewards, but the only statistic gear has is "Dodge" which increases the chance you will dodge an enemy attack.

    When I say feature complete, I mean that it has the features "I want" in my game. I may add more later, but for what I wanted in a game (features - not content) is readily available.
  9. > Tried it and it's… different
    >
    >  
    >
    > Some stuff I noticed:
    >
    >  
    >
    > Close buttons do not work, 
    >
    > You have to X out,
    >
    > You can walk too close to npcs, and you end up going underneath them,
    >
    > The calendar seems to bug out removing the "todays date" red circle",
    >
    > No chat,
    >
    >  
    >
    > Its a really nice change from every other clone/copy though. Such a refreshing game

    1\. Thanks for pointing out the Close button issue.

    2\. Yeah, the issue with NPCs at the moment is that they're 32px in width while tile movement is 16px in width. I'll work on a new method for collision ASAP.

    3\. What do you mean by Calendar bugs out? The date for today should always stay circled red, you can then click on other dates though to view events for that date. The date for 'today' will always be circled in red though.

    4\. Chat works? Is there something in particular you were having an issue with?

    Some minor bug fixes:

    1\. Fixed an issue with abandoning quests giving a RTE on the server.

    2\. When you click on the Who's Online list and double click their name to start a private message window, you can no longer send blank private messages.
  10. > ,…,<>" data-cid="929838" data-time="1413829651">
    >
    > been there done that  XD
    >
    >  
    >
    > might wanna take a look if you need 'inspiration'  :P
    >
    >
    > >! [https://www.youtube.com/watch?v=GyViX2Fp9bg](https://www.youtube.com/watch?v=GyViX2Fp9bg)
    > >! [https://www.youtube.com/watch?v=RwOMwDk_qK4](https://www.youtube.com/watch?v=RwOMwDk_qK4)

    I have no cares if another game has a feature I want to create.
  11. **Happy Halloween Eclipse!**

    I'm very pleased to announce (albeit the server has been online for a while) the official "Technical Alpha" for Gates of Arania. (Good lord there's quite a few of these technical alphas going around!)

    Gates of Arania is a hack-n-slash adventure game built upon Eclipse 3.0 with heavy mods of my own. Initially it had started as a pseudo-isometric role-playing game using the High-Res Fantasy pack but became too cumbersome to create graphics to match that style and I decided it would be best to tackle something a bit more realistic and not so burdening.

    While there isn't a lot of content, I feel this game is near to being "feature complete". Some features still need tweaking, such as PVP, but that will come at a later date.

    I'm looking for players feedback on game play, the look and feel, what you think could use improvements or tweaks, or what should change completely!

    **Check out the Alpha Gameplay from now until November 2nd, 2014 and check out our Solo-Halloween instance and obtain your Halloween helmet!**

    **![](http://www.gatesofarania.com/game/halloween.png)**

    **Download link**: [http://www.gatesofarania.com/game/setupgoa.zip](http://www.gatesofarania.com/game/setupgoa.zip)

    Please uninstall any previous versions you may have installed!

    ![](http://www.gatesofarania.com/game/GoA1.png)

    ![](http://www.gatesofarania.com/game/GoA3.png)

    **What you can expect in the future are more unique items such as bows, bombs, a hook-shot and mounts! **
  12. Unless you're competent in VB6 – this will be the only way to achieve what he wants to do. You could essentially create a new routine for handling NPC movement and call that from the Server Loop, but this would be for an experienced developer.
  13. NPC movement is handled in Sub UpdateMapLogic,

    Sub UpdateMapLogic is called from Sub ServerLoop in ModGameLogic

    I believe by EO2 and EO3 it's called every 1000 ticks. So where it says tmr1000 < GetTickCount you should find it saying "Call UpdateMapLogic"

    You'll see below where it says tmr1000 = GetTickCount + 1000.  This number is where you decide how often it's called. You could comment it out from here and create a brand new timer to as I think tmr1000 also calls other functions, so you'd simply want to remove the UpdateMapLogic from within the nested if statement for tmr1000 and then add this

    dim tmrUpdateMap as long

    if tmrUpdateMap < GetTickCount

    Call UpdateMapLogic

    tmrUpdateMap = GetTickCount + 500

    end if

    that number, 500 (500ms) lets you decide the frequency.
  14. FMOD can be touchy some times. What else is running in the background while you're running from the IDE? I have a sneaky suspicion it's a conflict. Though FMOD can be touchy, it does indeed work! :)
  15. It does this by design, NPC movement is handled by Sub UpdateMapLogic on the Server, there are a few ways you can fix this off the top of my head.

    1\. Increase the frequency that Sub GameLoop calls UpdateMapLogic

    2\. Slow down the NPC movement speed client side, so that it matches the GetTickCount server side, so the NPC essentially begins moving to the next tile as soon as the server calls the next UpdateMapLogic routine.
  16. Working with the High-Fantasy Tileset was very enjoyable, but ultimately creating customizable gear became WAY too time consuming. With my inability to create 3d-esque looking armor sets in a timely manner, I've opted to use the same engine with the original cartoony graphics.

    Someday I'll whip something up with the pseudo isometric artwork, but not anytime soon.

    The latest download can be found here

    [http://www.gatesofarania.com/game/updates/setupv2.zip](http://www.gatesofarania.com/game/updates/setupv2.zip)

    ![](http://www.gatesofarania.com/game/updates/gamenew.png)
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