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Project Vertigo Origins [ 1.1.4 – FINAL ] (2D Side-Scrolling ORPG Engine)


mrmiguu
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@Miguu:

> Here's some **real** progress!
> ```
> ==========================================
> Project Vertigo Origins [1.0.0] -> [1.0.1]
> ==========================================
> - [DONE] Fixed paperdoll to fit along dynamic sprite frames.
> - NPC animations dynamic like player sprites.
> - Allow NPCs to fall off the edge of platforms
> - [DONE] Fixed directional blocking.
> - [DONE] Fixed spells to display player's attack-animation during cast.
> - [DONE] Now you can't warp out of bounds
> - [DONE] Made players have to press [DOWN] to enter a warp tile.
> - Added spring tiles.
> - [DONE] Made altering sprite frames server-sided.
> - [DONE] Added double jump option (server-sided).
> ```

I don't see this in there  :sad:

@Miguu:

> @Gohan:
>
> > If I wanted to put separate frame counts for individual sprites would it be as simple as this?
> >
> > ```
> > If SpriteNumber = 1 Then
> > Public Const FRAMES_STANDING As Integer = 1
> > Public Const FRAMES_WALKING As Integer = 7
> > Public Const FRAMES_RUNNING As Integer = 7
> > Public Const FRAMES_ATTACKING As Integer = 6
> > Public Const FRAMES_JUMPING As Integer = 1
> > Public Const FRAMES_FALLING As Integer = 1
> > Public Const FRAMES_LENGTH As Long = 500
> > Public attackspeed As Long
> > Public pCheck As Long
> > End If
> > ```
> > Or similar code, then repeating the process for each individual sprite? Or would there be more to it than that?
>
> Funny you mention that. I was considering having each player have their own personal frame settings (maybe the frames are assigned to sprites as a SpriteRec in the modTypes).
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@RoX:

> Miguu? Maybe u can add some of the EO tuts to your engine? Because the we dont have to redo all the shit whit every new version :P

It all depends. I don't use tuts anymore since it's not original code. If I was to make my own game on an engine, I'd want the engine as clean as possible as a nice structure for my game. I wouldn't like deleting unwanted features. [PV] Origins is meant to have the simplicity of [EO] while having the gameplay characteristics of any general side-scroller.
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@ramoneknot:

> well nice engine I will report one thing
>
> when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronism

Which engine is this? [PV] Origins or the Stable version?
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@Miguu:

> @ramoneknot:
>
> > well nice engine I will report one thing
> >
> > when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronism
>
> Which engine is this? [PV] Origins or the Stable version?

I don't think Stable is "Packet flooding". I'm pretty sure thats Origins.
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@Gohan:

> @Miguu:
>
> > @ramoneknot:
> >
> > > well nice engine I will report one thing
> > >
> > > when more than 1 player log into game they receive packet flood I just change packet control to 200 but the server lags and lack of synchronism
> >
> > Which engine is this? [PV] Origins or the Stable version?
>
> I don't think Stable is "Packet flooding". I'm pretty sure thats Origins.

both I guess
Same here on pvo
Origins I dont try with other player on

I will wait until the next release to see if this error continues
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i must report miguu i have dedicated server with 100mb internet conection and computer have good hardware i am using the engine without any custom code only to test and i get this packet flooding wihen the second player joins  (vertigo origins), and i'm reporting this for the vertigo staff look at this when release next versions..

best regards

i have experience in games made in elysium and i wanna upgrade then to origins

if you look now i have 2 games with 50+ players online each
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@ramoneknot:

> I'm reporting this for the **vertigo staff** look at this when release next versions..

Lol. Vertigo staff? You mean me?

I didn't mean to offend you. Do you run either of the two other games in Origins? I don't know why you're getting lag. It's not like that many more packets are being sent than the original origins. The only packet I could think of that would maybe lag your computer is the one sending the player animations.
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Apparently I should "stay puft," whatever that means.

If you guys are going to report "lag" and "unsynchronized" coordinates, be a bit specific. State the event in which this occured during, how it happened, how it looked, how long it lasted, and any other specifics.
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