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Work in Progress / Lands of Andesa - MORPG

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Kohaku
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Location: The not very United Kingdom
Posted: 30th Nov 2005 09:10
Hi!


You are not alone.
Sergey K
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Posted: 30th Nov 2005 14:18
Quote: "Hi!"

go on..


BlueLightOnline Coming Soon. (95%)
optical r
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Posted: 12th Dec 2005 10:26
at uni at the mo, made some new screens though havnet uploaded yet! expect some tomorrow


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Gingerkid Jack
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Location: UK
Posted: 18th Dec 2005 10:57
well none yet

www.jkgs.moonfruit.com
new programmer
18
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Location: right behind you.
Posted: 23rd Dec 2005 06:13
you cant change your wepp or armor??

www.runescape.com , check it out. it'll give you some inspiration.
Gingerkid Jack
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Posted: 27th Dec 2005 19:57
Come on PLEAZE MORE SCREENIES

Quote: "www.runescape.com , check it out. it'll give you some inspiration. "


He knows about runescape he told me in my post http://forum.thegamecreators.com/?m=forum_view&t=58854&b=24

www.jkgs.moonfruit.com

I was Jacko but I changed my name.
Earl Walker
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Posted: 28th Dec 2005 02:20
tomorrow has come and gone my firend....many times it seems
Gingerkid Jack
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Location: UK
Posted: 11th Jan 2006 18:18
this game is no longer under development i gess

www.jkgs.moonfruit.com

I was Jacko but I changed my name.
optical r
21
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Location: Prime
Posted: 20th Feb 2006 23:36 Edited at: 20th Feb 2006 23:38
sry peeps. been long hard at work at uni and a lot of personal life gettin i the way. plus im using remote access at uni to get my TGC forum password cuz my home pc doesnt like java(!?)

n e way, the game is still in development yaya. I only have enough time to upload 1 screen and its pretty old now.

progress:

-full mulitplayer systems
-weapon and armour equipping
-new world
-revamped HUD (now different in latest version)
-full chat system working
-improved game speed by reducing bytes per second to server
-trading works!
-account storage works!
-custom characters
-battle system 90% complete
-mouse controlled movement (reverted back to this to reduce bamndwidth)
-models of 8/12 weappons done
-various items modelled

im sry for the lack of updates and (failr old) screenshot, but ive got other commitments at the mo - don't worry though, this will be the last 'info drought' for now




*edit. forund another




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Sergey K
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Posted: 20th Feb 2006 23:47
wow dude nice job!

optical r
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Posted: 20th Feb 2006 23:50
thanx! liking yours as well gogetaX.


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optical r
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Posted: 8th Mar 2006 13:01 Edited at: 8th Mar 2006 13:11
well...last wek i lost pretty much all my code crappy dbpro ide - never use that damn save all button!

n e way i got an old backup and rewrote the entire engine (yes, dying of tiredness)

now this has its beenfits, for one i have greatly imporved the perforemance of the game - ebven on my laptop. I can get about 80fps at 1024x768 res with 2 clients on the same machine. Very low poly as you will soon see!

so far i have coded:

-engine - multiplayer: all chat working (aside from a bug of not diap;lying the oither cleits name when speaking, sorted it thou)

-collision
-saving - all stats and inventory as well as logging in
- complete inventory with stat upgrades a
-equipping/removing items (done allk 3d objects and attatch to client limbs!)
-you can see the clients equipped items on all clients
-started maps and further modelling
-added guild features
-login and created player particle - entry and exit(for other clients to see)

working on today:

-add player names above avatar heads'
-finish off full terxt highlights for different messages
- fix camera (very dodgy at the mo)
-add mouse cursor (windows at the mo)

so, enough of that. screeny time!

INTERFACE:













TESTIN PARTICLE ENGINE (USING MOUSE PICK OBJECT FOR NOW)











RUNNING 2 CLEINTS AND SERVER



c&c welcome!

note: dont expect a demo for a while (srry) i want to get this robust enough (plus i have 6 uni assignemtns in soo )

<edit> forgot to mention - will post screeny of equipped player in 3d as sonn as camera is fixed. because the controls use the mouse, every time you select an item on the inventory equip the camera pitches so far down you cant see the player. i know why this is but just havent fixed it yet

also, implementing UDP protocols fro player positioning rather than TCP. Its much quicker. Still using aTCP for chat and player stats though
Benjamin
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Location: France
Posted: 8th Mar 2006 17:02
Wow, looking good!

Tempest - P2P UDP Multiplayer Plugin - 70%
Sergey K
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Posted: 8th Mar 2006 17:40
waa! nice GUI dude. i guess i got competitor now

zzz
18
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Location: Sweden
Posted: 8th Mar 2006 17:46
Wohaa! That really is a nice GUI! Everything looks awesome except the grass(Just make it taller).

Bizar Guy
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Location: Bostonland
Posted: 8th Mar 2006 23:52
Sorry to here about your lost work. Glad to here you're recovering though. Looks like you're doing good.

The admiral
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Posted: 9th Mar 2006 03:57
Looks great dude wish mine was that good.

The admiral
optical r
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Location: Prime
Posted: 15th Mar 2006 23:58
more updates...

Got trade to work, though a little buggy.

-Redone control scripts
-added a few new map, newest is the first town
-added weather system (pseudo at the mement, no really alteration to client environment).
-Fixed camrea system
-allow players to select 3d objects such as items and transfer item to he/she inventory array etc
-started combat system

Mostly i have been occupying myslef with modelling and suchart works. Had some problems trying to optimise the town map for poly count (each building is now down to 100poly's each!)
Runs around 80fps on intel extreme blah blah. New screens - notable bugs in the inventory but sorted post-screenshots.

c&c welcome. May have to start making small requests (quest ideas, races and such like) just lighten the workload a bit

Enjoy!













Xenocythe
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Location: You Essay.
Posted: 16th Mar 2006 00:15
I'm amazed. Sorry Gogeta, but this really beats your game

Optical R, your an amazing programmer.

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 16th Mar 2006 00:15
nicely done

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Gil Galvanti
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Location: Texas, United States
Posted: 16th Mar 2006 02:58
WOW...WOW...WOW, I looked at this a while back and have to admit it wasn't one of the better games I've seen with DBP, though not terrible, it wasn't worth following yet. Now I've decided to check in on it and...wow...it looks amazing . What's your poly count? Are you getting a decent FPS?

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Bizar Guy
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Posted: 16th Mar 2006 05:27
Looks very awesome and playable. I hope you plan to lightmap the town though (and probably other areas of the game...), seeing as your going for a realistic look. Also, the town needs some monument or equally important item in the center for aesthetic appeal. And my final criticism, you should probably replace the stone ground with a dirt texture, to explain the grass and trees, as well as be more realistic. The darkish brown will make the town look much nicer, as gray on gray feels a bit dull. In fact, if you have dirt instead of stone, a lightmap won’t be as important.

I like how functional the game looks. Keep up the good work.

Sergey K
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Posted: 16th Mar 2006 15:10
nice work optical r!!! maybe someday we will be a team and work on something togeather that much better than all other amazing games

Quote: "I'm amazed. Sorry Gogeta, but this really beats your game"

i guess i need to work a lil bit harder eh? well, ill do my best
soon, ill also get some NPCs and stuff..

i just can't compite the optical r's GUI..

optical r
21
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Posted: 17th Mar 2006 10:16
Quote: "nice work optical r!!! maybe someday we will be a team and work on something togeather that much better than all other amazing games"


lol! imagine if we merged now, ity would be the best MMORPG on dbpro!
cheers for the comments. Ive start to do the maps in 3dsmax8

so far ive doen all the heightmap and sliced into 256 maps. Ive made all the heightbased terrain map segments in max and have developed an array for progressive map loading - combined wioth real time loading and itis sooo sweet!

~Xenocythe Resurrected hehe. Though i wouldnt mind working with gogetaX.

@Gil Galvanti: yegh even I thought it wasn't up to much. I think i can finally say after MANY elaps and bounds i am finally 'starting' the game (technically i have as i lost the orginal source only 4 weeks ago lol - backup every night now!)

Any more feedback appreciated. Also, any requests for quests or idea/item/ anything greatly welcome as you guys will be the first to play!


@Bizar Guy : cheers, with the new maps i have followed your request and have to agree it betters the stone texture
Opposing force
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Posted: 17th Mar 2006 15:07
optical r
what are you using for the multiplayer part. Dark Basic Pro commands OR Multisync?

Felony Rise 10% complete
Middle Earth ORPG 2%
Sergey K
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Posted: 17th Mar 2006 15:12
im 200% sure that he not using DarkBasic own commands. cuz they are kinda slow..

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Xenocythe
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Posted: 18th Mar 2006 18:26
Yeh, I feel like making my own scripting system... Anyways, if you and Gogeta got together and worked on this game... W.O.W.

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Sergey K
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Posted: 18th Mar 2006 20:05
thanks for the comment dude..

any new updates optical r?

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optical r
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Posted: 18th Mar 2006 22:55
hi guys!

@Bizar Guy

yeh, now that i ave added the maps its now dirt textures


@Xenocythe Resurrected

yeh its easy to do and its sooo powerfully optimised, especially for RPG orientated games! They dont have to be complicated, just flexible.

Quote: "optical r
what are you using for the multiplayer part. Dark Basic Pro commands OR Multisync?"

I am using the multisyn plugin by benjamin - and a very nice plugin too. I have yet to experience bugs that are 'known' to other users though. It has been very reliable for me up to now . I'm also using tempest for a select few commands including harboring the scope of UDP for faster client position data tranfers.[/quote]

-updates

> redone control system for client - now does predictive movement via server

> handles all other clients movements on your screen etc

> Finished world map loading algorithms - now all maps load continually upon approach

> more general modelling and texturing

> erm...I think that all up to now. After that i will be implementing a battle system (sketched full pseudo code up to now), then onto weapon sysnthesis using ingots, dusts etc, should be interesting lol! I think ill make a dev journal now - easy to keep track of updates!

feedback always welcome (still want some of your ideas if possible )

few shots:









- the text on the left is a test for online shop - will be working on implementign that soon (as soon as the trade function is bug free!)

-bloody work tomorrow so the next update maybe monday (UK based)
Gil Galvanti
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Posted: 18th Mar 2006 23:06
Looking great , what do you use for the sky?

Pirates of Port Royale
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Opposing force
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Posted: 18th Mar 2006 23:06
BLOODY BRILLIANT!!!!!!!!!!!!!!

Felony Rise 10% complete
Middle Earth ORPG 2%
optical r
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Posted: 19th Mar 2006 00:04
@ Gil Galvanti

made a cube in anim8or and UV'd it in unwrap. Can't remeber where i got the textures but they were from s9me UT mod site - free of course with priro consent enforced.

ne way i did the ruins b4 posting so appreciate that the scaling is off and some of the UV coords are off, not bothered at the minute thiug.

@pro g r amer

once more with gusto! jk! thanks!

I need a pointer, though i have programmed guild functions I need to know your opinions of what to have in a guild tower room? I was thinking of places where guild memebers can dump their inventory items to free buffers for retrieval l8r in the game, also maybe have a stat chart for guild memeber achievements. What are all your opinions/suggestions/ideas towards this?
Xenocythe
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Posted: 19th Mar 2006 01:11
Holy sh*t dude. You work on this game like every hour of your life! HOW THE H*lL DO YOU GET SO MUCH DONE?

P.S. Great job.. had to edit out the bad language

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Gil Galvanti
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Posted: 19th Mar 2006 05:06
So its a skybox?

Pirates of Port Royale
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Sergey K
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Posted: 19th Mar 2006 08:03
Quote: "So its a skybox?"

you said it like its bad.. is it?

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optical r
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Posted: 19th Mar 2006 10:21
@ Xenocythe Resurrected: hehe. There get a point where programming for a good 7 years clicks. Im not just talking dbppro here, I mean in general. After endless tutrorials, exercises, research in to this and that and just general experience you suddenly find yourslef able to get an idea and pretty much solve instantly. I'm not saying I can do all the time but whatever. I think it's only then should you attempt a game like this (My last versions of the gamed sucked bad) only then you have to find your footing (like this latest version ). Howeveer, forur weeks progress for me is the point of getting mopst of the code down and then production seems to slow after that due to debuggin, testing, slow bloody compiler and media! I say all this though - the game is far from complete lol! So anyway a couple of hours a night (I don't explicitly condone this though) after work/studies can't hurt, thats what I do anyway and I'm doing my first year of a degree!

@Gil Galvanti: yep! You can make a good modle but without the texture...It's just a cube with textures and looking sweet! Soon, when I finished the day/night cycle I'll show you the night skybox - it's pretty good i can tell you!

I'd love to work on LOA today but I have to work . 7 hours of crummy retail - AVOID retail folks
Vues3d on Kalimee
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Posted: 19th Mar 2006 10:35
The game looks excellent. Great work on this!!!



optical r
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Posted: 19th Mar 2006 11:11 Edited at: 19th Mar 2006 11:12
Thanks Vues3d! I admire Kalimee!

[edit] nice web site
Gil Galvanti
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Posted: 19th Mar 2006 17:25
Quote: "you said it like its bad.. is it?"

no, its amazing that he got a skybox to look that good .

Pirates of Port Royale
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ThomasFN
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Posted: 20th Mar 2006 20:30
just 'monitoring' this game

is it me or is that charcter, in some of the screenies, strange?
looks like you've just done lock object on...

optical r
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Posted: 20th Mar 2006 22:41 Edited at: 20th Mar 2006 22:41
eh? its probably because there's no 'drop' shadow that gives the illusion of hovering or 'lock on' os to speak. I can assure that the character isn't locked on. You can see this by looking at the screen here http://i14.photobucket.com/albums/a326/opticalrecess/f.jpg (posted previously). You can clearly see i'm in front of the grass :. not locked on .

update: added function for mouse states and entities (such as houses for interiros). This means scriptedsignposts, house interiors and soon: NPC's. I've also modelled the interiro of a house(screeny soon!)

[edit] Also added ADMIN privellages and MOD capabilities
Eray
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Posted: 18th Apr 2006 00:14
Hey,

Was just going through your forum here and im realy impresed on how far this game has come (just by looking at the pictures of course)

Keep up the good work and maybe you could add in Imps some where...i love those little trouble makers

Good luck, Eray

www.kinggamers.co.uk
Varix
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Posted: 15th Jun 2006 04:37
Ive been looking at this, it looks realy cool . I got 2 questions.

1. So multisync is server based, not p2p, right?
2. Where do I download Multisync from?
Gil Galvanti
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Posted: 15th Jun 2006 05:02
Whered this game go? It was so cool .

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Cash Curtis II
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Posted: 15th Jun 2006 05:32
@optical r -
Looking impressive. I've got a question though. How are you handling the 3rd person view when he character enters the buildings?


Come see the WIP!
optical r
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Posted: 15th Jun 2006 15:41
@Varix
-Correct, it is.
-Check out the program announcements board in fact, here you go: http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=769490[href]null[/href]

However, I use AGE, developed by Aura (his name has changed though 'Kohaku' or something?). Its a good yet small system and has the main skeleton of an mmorpg in place (well, actually just a level editor with collision), It still cut a lot of the boring work out

@Gil Galvanti: Yeh, around the time of my last post I decided on a break only to learn of aspects of multiplayer games. I've ported the code over to a faster development machine but I think the U6 upgrade created some errors - most of which are sorted though I can't actuall run the game. I'm thinking of carrying with it though.

@Cash Curtis II: Yes I've considered this before. I was thinking of a top town isometric view, which i seem to rember convincing myself it was right to do. You opinion on this would be greatly appreciated.
Your game looks really impressive!

I will get back on track with this soon!


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Daris Xiao or Benjy Wright
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Posted: 15th Jun 2006 16:01
I have a quick question... and I apologize if this sounds rude, or whatever, but...

The textures on your shileds and the rocks, and a couple of other things bear a very strong resemblence to the textures in "Eternal Lands" (a random free MMORPG I once played) I'm not, like, trying to accuse you of stealing them or anything, but I was just wondering If I was right and that's where you got them.

I've actually used the same textures in my own games, until I found the time to make my own. They are rather good considering their low resolution.

I was just wondering and all...

Daris Xiao - Phonetic: Daris Shiao. aka: Benjy Wright.
2.0Ghz Pentium 4 - 512mb RAM - ATI Radeon 9800 Pro 256mb Video
optical r
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Posted: 15th Jun 2006 16:13 Edited at: 15th Jun 2006 16:14
yes you're right, i was hoping someone would have pointed that out sooner...

Since then i have implemented my own textures and such like into my game, but because of this issue with running it i'm unable to show them in the 'flesh'. I will, however, post a screengrab of all the textures from photoshop soon.

I did notify the graphic designer of the company and he said it would be 'sufficient enough for use a placeholders', which they have been.

no problem though, due to the intensity of coding I rarely had the time to use my own textures.

<editted for typos>


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Cash Curtis II
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Posted: 15th Jun 2006 16:45
Quote: "Your game looks really impressive!"

Thanks! Your game is looking rather fantastic. You've done a lot of work on it.

Quote: "@Cash Curtis II: Yes I've considered this before. I was thinking of a top town isometric view, which i seem to rember convincing myself it was right to do. You opinion on this would be greatly appreciated. "


I've spent a lot of time on this problem. I prefer the top down isometric view for RPGs. However, this simply wouldn't work with the buildings that I was using. I'd bought the pack from Arteria games. They seemed perfect - decent looking fantasy type buildings, ready for my game.

However, I couldn't do anything that satisfied me. They're only suitable for an FPS. As a single mesh, the only thing I can do is have a butt-cam, or just a floating camera.

I studied some older 2D isometric games. Generally, when you enter a building, the roof simply vanishes. Too simple, but impossible with single mesh .x models. I begged Steve from Arteria to help me out with the models that I'd bought, but finally he just started ignoring my e-mails.

So, I bought 3DWS and starting modeling my buildings myself. I'm quite pleased with the results. They're MUCH better than Steve's lousy buildings. The doors and windows aren't just painted on, the stairs are to scale, and the geometry isn't messed up.

When I've done is divide every building up into separate stories, including the roof. When you enter the bounding box of one of the floors, everything above it is automatically hidden from view. Not only does it give me the effect I want, but it increases the FPS.

Specifically, I model my building, and group each story together. Then, I light-map the entire thing. Then, I delete all of the stories but one and export it as a DBO. I close and reopen the project, and repeat for each story. Don't save it!!!

Still no word from Steve. I told him quite plainly that if I wasn't able to divide his buildings into parts, I just wouldn't use them in my game. I asked either for him to do it, or to send me the original models so that I could do it. I guess he cares more about making a sale than having his models included in a game.

Well, that's how I do it anyway. Hopefully it will give you some ideas. I look forward to seeing your game.


Come see the WIP!
optical r
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Posted: 15th Jun 2006 16:52
Quote: "When I've done is divide every building up into separate stories, including the roof. When you enter the bounding box of one of the floors, everything above it is automatically hidden from view. Not only does it give me the effect I want, but it increases the FPS."


Excellent method! I think i'll give that one try. I agree that it will certainly increase the fps and lightmapping the entire scence is a privelleged bonus. I've always wanted to get my hands on 3DWS and now I fell even more motivated to do so. Seems like a lot of work is coming up for me

Thanks for the advice


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