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mrmiguu

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Posts posted by mrmiguu

  1. @Seal The game is a lot more fun when you have people with you. You can hit each other around. If you took the first portal to your left when you spawned, you'd be teleported to a map. Then from that map you could warp to another map that has a monster on it. He looks like a charcoal soccer ball. You can hit him around. If you read all of the directions I posted, you could learn a lot more about the potential this game has that you're missing out on.

    The best bet would be to schedule a window of testing so that a lot of people could all get on at once. That would allow for interactivity and fill up those missing dimensions that the game lacks being single player.
  2. > Nah, tried to get you a screenshot but server is down. It was near the spawn point, climbed a ladder down, was moving across the map when suddenly fell through the floor and got stuck in it.couldnt move or do anything. When I relogged the screen flashed between where i got stuck, and the spawn point.
    >
    >  
    >
    > As for the sound effect it would play on first jump, around the peak of my jump.

    Okay. These are the things that are worrying me right now. I'll have the server run today also.
  3. > The minimum jump height is not 3 tiles high

    The minimum is 1 tile high. If you hold it down the longest, the maximum is 3\. It works exactly the same as PVO does. So I haven't heard of people in PVO being able to jump only one tile high even though they set the value in the code to 2 or more. But I could be completely wrong. Actually, I'm not calling you a liar, it just seems strange. I used to have an issue when Lostica ran using Eclipse Evolution because people would only be able to jump depending on the FPS they got. But everything is on its own timer here, so I don't know.

    > I was completely stuck and unable to do anything, the camera was glitching out. Pretty sure that's not a secret area

    Did it happen when you were trying to change maps? What was it from what you remember?

    > And I didn't even know I could double jump, but the sound effect was playing on a single jump.

    Was it playing immediately after, like doubling-up on the sound effect playing, or would it play a bit after, but while you were still in the air? It could be playing late because you're located in Australia and the latency may be the issue. I don't think that's it, though.
  4. Those are all true, Kreator. I'm not sure what you think the minimum jump height is, but I have it set at 3 tiles high and that has been fine for me. It's determined by how long you hold down the space bar. The sound that plays when you jump in the air is the sound of your double jump. I'm perfectly fine with the player being slightly bigger than the doors. I designed the ladders to work _just that way_.

    You probably fell through the floor in a spot where you get to a secret area. I do think you're right in how those can get people thinking that they're stuck, making them really frustrated. I'll change that, thank you.

    I also turned the server back on for those ambitious players.
  5. Here's a test client for you guys to screw around with the game's gameplay mechanics and such:

    [http://mrmiguu.com/lostica/](http://mrmiguu.com/lostica/)

    (Just click on the picture to download the client.)

    Here are the directions:

    ```
    Moving: LEFT/RIGHT arrow key(s)
    Running: Double-tap movement
    Jumping: SPACE (hold down for more height)
    Double-Jump: SPACE while in the air (you can jump immediately @ max jump height)
    Sliding: Hold down CTRL while moving (this will retain your direction)
    Pick-Up: Press CTRL while standing on an item
    Attacking: Press ALT (you can't hold for constant attacking; it's reaction-based)
    Popping/Pushing: Hold the direction that you want to move the player/NPC while attacking (UP/FORWARD/BACKWARD)
    Warping: Press UP while @ a solid black portal
    Jumping Down: If on a platform, press down (ladders are a combination of a lot of platforms)
    Stepping Up: Press UP while standing beneath a platform to step-up onto it
    Inventory: Hold down "i" to see your inventory
    Equipped Items: Hold down "c"
    Quit the game: Press ESC
    Chat: Press ENTER and start typing (press enter or move with an empty chat box to close it)
    Chat Log: There isn't any on purpose; I'm testing it out as a social experiment

    ```
  6. > VB6 > C#

    ~~Spot-on~~ Right-on(?) with this statement. VB6 has more substantial longevity than C# for a reason. Same goes for VB6 vs VB.NET.

    I have nothing against those languages though and would be more than happy to code in them (and I have). The only Visual-language I have things against would be VC++. But that's mostly because it's C++ and the .NET framework.

    **edit:**

    I don't mean to start/continue a whole argument about which language is superior than the other. I just know that we all can't help how long VB6 has been around merely because of the requests from its user base.
  7. > Well, I just don't know why you changed them from that one really good style to this. It seems that almost everyone but you liked the old ones, which is strange o3o
    >
    > If I was you though, I would stop worry so much about the graphics at this point and try to get the engine and game planned out. You can always change the graphics last minute before release, but the more time you spend editing them, the less time goes into development :P If you like them, then just use them. They will grow on the players.

    I literally had, like, nothing substantial in terms of amount of content for those "old style" tiles/GFX. I just had the ground.

    But yeah, that's why I'm working on the engine primarily right now.

    **EDIT:**

    I updated the first post of what I'm currently seeing in terms of graphics. I think they look 10,000x better. But if you disagree, then I can't really do anything about that. Maybe I'm not seeing it. But they look good to me. I guess I'm in for a whole bunch of horrible decision-making mistakes in my future.

    >! ![](http://mrmiguu.com/lostica/preview_linoa.png)

    **EDITEDIT:**

    Another addition is that I added 3D sound, so players sliding _towards/away from_ you plays a doppler effect.
  8. _UPDATERZ!_

    I added the ability to "slide"!

    Just hold down CTRL and move around; your character won't turn, so your direction is locked. (Also, a cool "slide.wav" sound plays as you slide around like crazy.)

    I fixed the server's inability to keep track of players' TempPlayer().IsInerting variable. Now we know what's going on on both sides of the court. This makes the game less client-reliant (haha, that rhymed) and more server-based. I played around with the way maps look and found a good alternative to the plain bulk grassy mound that players stand on. Now it's more grass-on-top-dirt-on-bottom-_esque!_

    I also condensed the SHIFT key (walking through players/NPCs) ability into that of the current CTRL key's ability (sliding around). It makes the gameplay more streamlined and less stressful. (Also, no more potential **STICKY KEYS**.)
  9. > great to see this is still worked on. boy have the graphics changed on this!

    Haha, yup (either for the best or worst). It's epic-er than ever, too! I've spent my entire weekend addictive-ly juggling monsters and refining the combat system. I've also fixed up a few bugs there were collecting dust. Mostly the current focus is, was, and has been the gameplay.
  10. _Update-a-rooney!_

    I've given NPCs and players the ability to get tossed around by players and NPCs (and every combination except NPCs-to-NPCs).

    You can now juggle monsters/players in the air, as they can you.

    All you have to do is hold the UP ARROW KEY while attacking your enemy and they will _rocket into the sky!_

    You can also push your enemies back by holding FORWARD and attacking, that will send them flying (whether it be in the air or on the ground).

    Gravity also now applies to NPCs, so what goes up must come down (except for items; they stay afloat).

    NPCs move smoothly now and can keep up with walking players (you can run away from them, though).

    I'm still trying to deal with the whole graphics issue, but the current player sprite template is set-in-stone. Expect to see a lot more of him (or her; it's supposed to be androgynous).

    Also, I'm still using PVO to make this, so everything seen here in the game (mechanics, etc.) is possible and more for implementation in vanilla PVO.

    **_EDIT:_**

    I forgot to add: the amount of knock-back depends on the attack speed of your weapon.

    The formula is:

    ```
    // attackspeed ranges from 100 to 3000 (in milliseconds)
    // DirKeyHeld is 1 for up, 2 for down, 3 for left, and 4 for right
    // considering the math, the max height to knock someone up/back is 15 tiles, and the lowest is about 3

    ((attackspeed ^ 0.5) / 3.75) + ((DirKeyHeld - 1) * 16)

    ```
    **_EDITEDIT:_**

    You'll probably find that you'll get weird numbers with that formula. That's because it deals with UP: 0 ~ 15, DOWN: 16 ~ 31, LEFT: 32 ~ 47, and RIGHT: 48 ~ 63.

    **_EDITEDITEDIT:_**

    Lastly I forgot to mention that you can toss and move other players around in towns without hurting them, so now you can bully newbs around or play catch with those jerky AFKers!
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