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Bestboy

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  1. Thank you @mohenjo-daro , you made the picture a lot clearer to me.
  2. @mohenjo-daro @SolidLink I know that you busy people and that the many questions that I am making really take part of you time. For that I am truly thankful for you quick response. When you said "speed hack" what are you exactly referring to? (players speed of moving around the map, connectivity speed, or ... ?) Also, by 2GB max, you are saying that the game cannot be "bigger" in size than 2GB, right? Can that size be increased, somehow? I am asking all this in order to understand what that engine is capable of , and what not. Moreover, in order to better understand each other, let me answer, what I am referring to when I say MMORPG. I am knowledgeable that I cannot make a real MMO by myself (understanding that the first M, stands for Massive). Therefore, what I am looking forward to is in fact a functional MORPG. I don't know myself how many players will attract the game, but it will be annoying if the whole thing crashes on 50 to 100 players or so. This being said, if everything goes well I would like to be able to scale it (with a team probably) to a massive MORPG (ergo, MMORPG). Is that possible!? Finally, under my understudying, EE and AR are based on the VB6 language, right? Therefore, managing VB6, the game is fully customizable. But does it mean that knowing VB6 will also enable (me or some pro) to optimize/change the engines for a better performance and/or fixing bugs and scaling up? Or the engines are closed to modifications? Again, thank you very much for your responses. Regards.
  3. Hello, First of all let me say that I am really impressed by the fact that after all these years this engine still exists and gets better ( as one can see on the updates). I wanted to do my own MMORPG like 3 years ago, yet due to my low knowledge of coding and other issues (money) I abandoned the idea, until recently. Now I want to do my MMORPG as a hobby, similar to someone that paints or does wood crafting. Nonetheless, I have the hope that if all goes right, it can became my full time dedication. Researching the MMORPG indie dev ideas, I can summarise that most of them are built as it follows: - a server (write from scratch on Java, c# or c++) - a database ( SQL or noSQL) - and a client engine (unity, hero engine, or game maker) The main reasons being that in that way, the game can host a massive number of players, the game cannot be hacked ( since it is built on the server) and there are not lag problems. NOW You state that these engines ( elipse and andur) are ORPG makers , therefore they are not optimal for an MMO type game? And if yes, which one is more optimal (elipse or andur) and how many players can it host until it starts to crash, 50 , 100 , 1000, 10000?! Also, it is the game built on the client or on the server? (I am asking this for security purposes) Moreover, It is there a need for the use of a database? And finally, how customisable the game will be? (as how dependent is on the engine structure and if there will be problems since vb6 has stopped updating) . I know that these might be a lot of questions, yet, I truly appreciate your time and I am making then since I was unable to find a limitations post of the engines on the forum. Again, thank you very much for your time and dedication to this project which can make many dreams true.
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