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Rob Janes

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Posts posted by Rob Janes

  1. If the engine isn't exclusive, so you could resell copies of it to other individuals afterwards, then it would be worth the $500-$1000.

    The other alternative is to look in to Sporks Browser Based Engine which already supports most of the things you're looking for and is OpenSourced.
  2. A few things to report so far:

    **1\. Zone and World Redesign:**

    With changes to the MapRec UDT, and overall development of the story, we've began to reshape the world to suit the story. This means the previous leveling content from 1-10 that players have enjoyed in previous alpha builds has been completely revamped; now with clear instructions and the starting story-line quests and intro-animations. (It'll do a little short skit when a new account is created). Players start in their home after waking from a strange dream, with wounds on their hands. Immediately greeted by a mysterious stranger who begins to answer some questions about your dream and the events that have transpired.

    **2\. Instancing and Dungeons:**

    We've also started designing the first dungeon, (level 10 dungeon), this is a relatively small dungeon, 100x100 in size, with some unique boss encounters. Dungeons are 3 player instances (locked to the party or individual - until everyone in the party leaves that map or the party leader resets the instance). The first dungeon, "Sewers of Valenfall" place players against fierce sewer Kobolds and looters. Dungeons are recommended to have a tank, healer and one damage dealing class. The tanks, using their "Taunt" ability, will be able to withstand damage taken from enemy NPCs, while the healer keeps all players alive. Damage dealing classes also have unique crowd control abilities, which are recommended to be used. A level 10 tank will not be able to survive 3 level 10 dungeon monsters hitting him at the same time. So rooting an enemy in place is highly recommended!

    **3\. Dungeon Tuning and Testing:**

    We've love to start a small round of public testing at the end of this month, for the new level 1-10 content and first dungeon!

    **4\. Engine Changes:**

    The mini map now updates automatically and will show all NPCs and Events. It will also show quest progress, so if you have completed a quest, a yellow "?" will appear on the mini map wherever that NPC or event is located. Trees are now semi-transparent whenever a player walks behind them, the same goes for roofing of houses.

    **5. Professions:**

    You can cut down certain trees to obtain logs, you can fish in pools of fish to obtain fish. Both are useless at this point, except to sell and make Gold, but they'll have a purpose at some point.

    More to come!
  3. It's actually under DrawPlayer my mistake

    Where it does

    ' Set the left

        Select Case GetPlayerDir(Index)

            Case DIR_UP

                spritetop = 3

            Case DIR_RIGHT

                spritetop = 2

            Case DIR_DOWN

                spritetop = 0

            Case DIR_LEFT

                spritetop = 1

            Case DIR_UPRIGHT

                spritetop = 7

            Case DIR_DOWNRIGHT

                spritetop = 6

            Case DIR_UPLEFT

                spritetop = 5

            Case DIR_DOWNLEFT

                spritetop = 4

    (Ignore that mine has DIR_UPRIGHT etc and numbers higher than 3, because I have 8 way movement and 8 way frames so there's a diagonal frame)

    The spritetop here, is what frame we're picking out of the PNG to use for that animation. What you'd want to do is change it so that it always uses 0 as the Top Pixel, and changes the Left in with With Rec to something like .Left = spriteleft * (Tex_Character(Sprite).Width / # of Frames here)
  4. Pro-Tip; to be taken seriously when trying to become an indie-developer, it's best to avoid slang and the use of numbers as abbreviations for words. Not knocking anyone, you just earn the respect of your peers far faster that way.
  5. I haven't posted much about the game in the last couple of weeks, not because I haven't worked on it, but because much of it has been back-end work or just features that I figured the game needed.

    I am still actively recruiting a mapper or two! If you have any interest, I'd love to hear from you via PM.

    Incoming Screenshots!

    >! **The New Addition of Chat Channels allow you to separate your communication with other players and your guild, general game information and combat logs.**
    >!  
    >! ![](http://www.gatesofarania.com/screenshots/Game12.png)
    >!  
    >! ![](http://www.gatesofarania.com/screenshots/Game13.png)
    >!  
    >! **Action bar appears and fades away over 5 seconds to alert player of something (this example, cannot fish in this location)**
    >!  
    >! ![](http://www.gatesofarania.com/screenshots/Game14.png)
    >!  
    >! **When new map information is acquired, rather than appearing as though it's lagging, a loading screen will now appear for all users**
    >!  
    >! ![](http://www.gatesofarania.com/screenshots/Game15.png)
    >!  
    >! ![](http://www.gatesofarania.com/screenshots/Game16.png)
  6. Honestly, don't vote for my own custom version, the "Some Unique Name Here". While it has some hack-n-slash features it's not solid for an "RPG", more adventure games.

    As far as features and performance, Eclipse Worlds stands above the rest in my opinion, unless you're a programmer, then use standard EO2 or 3 and work with that and do you're own damn work lol.
  7. I doubt you'd get into any trouble redistributing this, given the age of the software and it no longer being sold nor supported by it's developers, legally you can "crack" it for archiving purposes.

    As for copyright(s), it depends on where you're located. The copyright on VB6, actually will not expire until the year 2248.

    Also, don't confuse "Public Domain" with abandon-ware. VB6 has become abandon ware, but it will not enter public domain until the copyright expires or Microsoft explicitly states it can now be redistributed freely.
  8. It's not that the tiles are too large.

    DirectX8 is picking when loading textures, so make sure sizing textures that they are 2 to the n'th power, it will still work properly with odd sizes, but some sizes will make your texture blurry so it's best to stick to industry standards and size your PNGs accordingly.

    Examples:

    2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32786 an so forth. (keep in mind that larger the file that is loaded, the more memory your application is going to consume). (You can have great big black or transparent spaces to fill the gaps, just the size of the PNG should be 2n'th)
  9. We've launched our website viewable at [www.gatesofarania.com](http://www.gatesofarania.com)

    Alpha Build 0.54 is now Live; see the following patch notes.

    (Note: Remember that anyone can come join us and play on our Alpha server, previous installations can be updated to the current version however I recommend downloading the latest installation from the website!)

    Download here [http://www.gatesofarania.com/setup.zip](http://www.gatesofarania.com/setup.zip) (available 7AM EST - August 12th)

    Latest Version 0.54 August 12th, 2014

    **Alpha Build 0.54 released (Gates of Arania)** [**www.gatesofarania.com**](http://www.eclipseorigins.com/community/www.gatesofarania.com)

    Changelog:

    1\. Fixed bug with quests not taking the proper number of items when turning in a collection quest.

    2\. You can now abandon a quest from the quest log.

    3\. A large help window will now appear when a new character is created.

    4\. Tab targetting to select the next closest NPC will now work.

    5\. You can also interact with an NPC or attack it by using your left mouse button.

    6\. New zones in progress (don't look around yet! No peaking!)

    7\. Starting quests will now give gear, finally! No more walking around in your underwear!\

    8\. Closing and reopening the game will now no longer reset your window size to maximum and will properly restore from the last size you've played.

    9\. Terms of Service and EULA now necessary during installation.
  10. I've accomplished the things I wanted to accomplish yesterday, I've gotten tab targeting working as intended, removed weapon knockback (now works on a pro-based tick for certain items), female leggings and male leggings working, the launcher on first run now also detects your RAM, CPU and resolution and determines that game settings should be applied.

    We've also found a name, as we've decided the main world is known as Arania…we've aptly named the project Gates of Arania. :)

    A couple of months and I hope to have something tangible for players to enjoy, at least to level 1-30-ish.
  11. Patch 0.5 went live yesterday, which allowed for character customization, skin tone, hair color. I'm slowly but surely creating new hairstyles and clothing pieces for players throughout the next week or two.  From the feedback I've had so far, is that some players enjoy the Keyboard controls while other enjoy using the mouse. So the goal is to make the game truly compatible with either device. Right now, the mouse handles UI controls like moving and using inventory items, and also mouse movement. I call this patch 0.5 as I believe it to be the biggest milestone so far, and minus the content, I believe I'm about half way to where I'd like to client to be for a finished product.

    By the end of the day, I want to mouse to be able used for interacting with NPCs, picking up Map items and attacking NPCs.

    On today's chopping block are the following items:

    1\. Tab Targetting System (it will first tab and look for NPCs 1 tile around the player in any direction, then 2,3 up to 5 tiles away)

    2\. For the style of game this is becoming, the Knock Back Hack-n-Slash feature will be temporarily disabled, or switched so that it can be toggled on by a certain weapon proc. for example

    3\. Auto-Adjust game settings the first time it is launched on your computer, to determine your screen resolution, RAM and CPU, and pick an appropriate screen resolution and advanced rendering options.
  12. Most of the statements here I strongly agree with, but at the end of the day, do whatever appeals to you.  Ultimately, what you're going to learn just starting off, is the logic and methodology behind development. Once you know that, the syntax will vary from language to language, but the logic remains essentially the same. That is why it's easier for developers to pick up new languages so quickly, the process of developing the application remains the same, but your syntax changes ;)
  13. In theory you're doing it correctly but at the moment you're updating the who's online list every single time a packet is received. You should make a sub called "UpdateWhosOnline", and put your loop in there, and call UpdateWhosOnline only when someone connects or disconnects from the game.

    Same idea as you have no just move it to a place where it's more appropriate, and avoiding loops where needed.
  14. So the way it works, when a [GM] modifies the Map itself, it creates the Map.rar file in the Data\Maps directory. When a player connects, if their map revisions do not match, it uses the INET control to get the Map.rar file, and then unrar it and put it in the proper directory overwriting the older map. So the only time it compresses the map itself is when a change has been made. If a player is already on the map when a change it made, it simply calls the PlayerWarp and forces them to get the newest Map.rar file. So there's not a lot of active compression server side. Your idea is very appealing though…very appealing. I may look into that.
  15. **To be released in Patch 0.5.0 (Hopefully tonight?)**

    **Introducing Character Customization!**

    What's happening?  With a lot of cursing, I've created a new method of character creation. What I've done is modeled underwear characters (Thanks Daz3D) and then rendered the directional sprites. This is now the base male and female model for new characters. There are also accompanying hairstyles for each gender.  This means far more customization options than having a default sprite for each class. It uses a color picker tool to allow the player to have any color of hair they want. Players can also choose between skin tones, for darker or fairer skin.

    ![](http://www.canadianparamedicjobs.ca/updater/NewGame2.png)

    **Introducing New Equipment Slots!**

    New equipment slots allow for the following total equipment slots; Head, Chest, Hands, Legs, Feet, Shield and Weapon

    **Introducing New Paper-dolling!**

    In the item editor, you can now select a Male and Female paper-doll that will be rendered according to the players gender. The reason for this is that the female shape model varies from the male, so the placement of equipment is different per gender.

    **The new paper-dolling system**

    **![](http://www.canadianparamedicjobs.ca/updater/NewGame1.png)**

    **![](http://www.canadianparamedicjobs.ca/updater/NewGame3.png)**
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