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Simple ORPG


unknown
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Thanks.

Today I added warps, changed the mask of the outdoor maps to look dark (and give you a better feel of how cool it can look) and made server map loading less work.

>! [![](http://i.imgur.com/WY9tcl.png)](http://i.imgur.com/WY9tc.png)
>! [![](http://i.imgur.com/2KTZAl.png)](http://i.imgur.com/2KTZA.png)
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@unknown:

> Thanks.
>
> Today I added warps, changed the mask of the outdoor maps to look dark (and give you a better feel of how cool it can look) and made server map loading less work.
>
> >! [![](http://i.imgur.com/WY9tcl.png)](http://i.imgur.com/WY9tc.png)
> >! [![](http://i.imgur.com/2KTZAl.png)](http://i.imgur.com/2KTZA.png)

That's really awesome.

You got a better chatbox. I think you should make it smaller
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@¢ι¢ι:

> That's really awesome.
>
> You got a better chatbox. I think you should make it smaller

Yeah I think I will make it smaller in the future. It's better than what I had before and simpler to design for now. When I make it smaller I'll have to make it more window-like & movable so I'm not going to prioritize it.

@Sick:

> Looking good, now on to character creation? ;)

I'm still deciding what data I want in the database, how I should use connection thread pooling, and whether character creation should happen in the client or not. Character creation and persistent data is pretty huge. I think it's safe to say I'll be working on this in the near future.

@[rose:

> link=topic=80295.msg860155#msg860155 date=1337822857]
> Glad to see you're following through.

Thanks, I'm actually really happy with the code base it's incredibly easy for me to add onto/update.
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This isn't a huge bug since it probably would never happen in a real game unless someone was trying to force the bug (which is how I found it). If you move between maps very fast about 10+ times after awhile it will lock you out of that map you have been moving on/off of and you either have to relog or switch to a different map.
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Good. Thanks for testing.

Today's update is another small one. I added two commands /setname and /who I also fixed all project warnings.

>! [![](http://i.imgur.com/WGnXMl.png)](http://i.imgur.com/WGnXM.png)

Once again, it's all online just download the latest client. I'm going to start working on the database and data persistance during my flight to Boston tomorrow. Unfortunately I won't have much time this weekend :(
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Just to let you guys know, I'm currently in Boston on business so I have been unable to work on it much. Things will pick up this upcoming week after Monday.

That being said, I completed a small update today where I added /broadcast cleaned up the input system commands and made the logging in the server more standardized. There is no new build because I don't have my PC and cannot thoroughly test. If you checkout my [Github](https://github.com/coxry/SimpleOrpg) you can see exactly what I changed.
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The /broadcast looks good. I tested it on all the maps and it seems to have no bugs in it. Also I don't know when the /who was put in (never noticed it until now) but I like that little feature in there and it seems to work perfectly also.
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@Ertzel:

> The /broadcast looks good. I tested it on all the maps and it seems to have no bugs in it. Also I don't know when the /who was put in (never noticed it until now) but I like that little feature in there and it seems to work perfectly also.

Good to know, glad you got it to build.

@lexkymbeth:

> Love this :P need a little help compelling.. I can run it in debug but when i build the jar file for the client it looks nothing like the pre-made one ;/ server ownly works in debug also :P help?

Building is a bit of a pain right now, I plan on creating ant scripts soon.. So if you want to wait a week before you start building the process will be much easier. I also plan on using [JNLP](http://en.wikipedia.org/wiki/Java_Web_Start) in the future.

**To build the server**

* Export it as a runnable jar with the resources on the outside
* Open it with winzip deleting out any client entries
* java -jar from the console to start the server

**To build the client**

* Export it as a runnable jar with the resources on the outside
* Use [JarSplice](http://ninjacave.com/jarsplice) to add in natives
* Open it with winzip deleting out any server entries
* java -jar from the console to start the client

@Harris:

> I have been playing around with LWJGL/Slick recently. Would it be okay for me to use your source as a reference on a similar project of mine? I've been looking for something like this for a while.

Go right ahead. The more people looking/experimenting with this engine the better it will become. I'm going to add a [BSD](http://pthree.org/2007/08/08/bsd-license-explained-in-layman-terms/) license to my code soon which just means you cannot use me to promote your derivative versions without consent. You can still create binaries without having to release source code, and you can still maintain your own versions of the source.
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@ςเςเ:

> And the best thing is, he made it with barely any help, and a hard language with a lot of codes.

@ςเςเ:

> and a hard language with a lot of codes.

@ςเςเ:

> a hard language

Ha.
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Saying that Java isn't hard reminded me of this

![](http://www.ninisworld.com/oddsends/justforfun/funpicts/realprogrammers.jpg)

Programming in any language is equally hard. I have an A* algorithm, the syntax will be different in 4 different languages but the algorithm is the same. The algorithm is what's difficult, not programming. Knowing how to program in any language is just memorizing syntax.

Different languages have different advantages which is reason to choose one over the other. I choose Java because

* It's portable. Unlike C it's [WORA](http://en.wikipedia.org/wiki/Write_once,_run_anywhere) and unlike .NET it is supported on other OS's
* It's fast. I'm using JNI to call native OpenGL libraries
* I can produce great readable code with it

I have yet another small update today. I added a server.properties file and a /send command which will send a raw message. For example to broadcast you could type /send CHAT:BROADCAST,hello world!. I added this to try & break/test the server with client input. It's not in the latest build but I will be building tomorrow. Bigger updates are coming as soon as I have time.
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