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DarkBASIC Professional Discussion / mmo? is it possible?

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sovr
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Posted: 1st Aug 2010 05:41
is there any possible way to create a mmorpg with dbpro using the dark net upgrade? if not is there any other way to make a mmorpg with dbpro? and is it possible to do so just from your high performance computer?... wow a lot to ask in one day... thank you in advance!



sov the game creator!
Neuro Fuzzy
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Posted: 1st Aug 2010 05:57
Yup, its possible.


Is't life, I ask, is't even prudence, to bore thyself and bore thy students?
sovr
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Posted: 1st Aug 2010 06:42
Now that I know it is possible, how would you do it? Like what commands or software would I need to use to create such a thing? And can I just do it on my desktop instead of a hardware built software?

P.s. Would I need to get Microsoft server software
Ex microsft 2008 r2 software?

Thank you a lot!!!

sov the game creator!
tiresius
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Posted: 1st Aug 2010 07:51
Making an MMORPG is a little like driving:
If someone asks what a gas pedal is, they're not ready to drive.
If someone asks the questions you are asking, they're not ready to make an MMORPG.

Sorry if this sounds harsh. It would be helpful for you to start small and not think MMORPG. Start with a small single player RPG game. Then learn the network commands. Then try it out.

If you can't wait for several years of programming under your belt before starting an MMORPG, look into Realmcrafter.


A 3D marble platformer using Newton physics.
Neuro Fuzzy
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Posted: 1st Aug 2010 09:37
Well... For development of an RPG, you should have a server computer, and you probably need access to changing your router options, as this sometimes interferes with hosting (IE being a server). I think DarkData has commands for databases, and you'll have to look up what network plugin to use (DarkNet or that other one).

Getting a server computer (while not really necessary at all, but dedicated servers are faster and you can really test out capacities and software/hardware stuff), router access, and paying for plugins can be a problem for a minor like me... so keep that in mind. There are free plugins, however, so router/port forwarding is likely critical.

After you've dealt with all that, there's working out all what you want the core gameplay features to do, and integrating that to be handled server side, communicating with the client, dealing with lag, protection against hackers (encryption), storing records and loading them, all of this in a way that can easily run on the server computer.

or, a shorter description, a lot of really hard stuff. Definitely first start out trying to work on a generic RPG, and then start some networking stuff (the first networked thing I made was two spheres controlled by players moving around on a plain - that'd be a good thing to code for a start), and only then start trying to combine the two.


Is't life, I ask, is't even prudence, to bore thyself and bore thy students?
KISTech
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Posted: 1st Aug 2010 21:03 Edited at: 1st Aug 2010 21:27
I agree completely with everything that's been said above, except for one thing, and it took me 4 years of development to figure it out for myself.

DBPro has limits, and an MMO will find those limits rather quickly. (relatively speaking..)

Basically an MMO of any type is much larger than anyone thinks it is unless they have attempted to write one. Take the amount of data you think you need to store, and multiply it by 5, or possibly 10. Then take the amount of images, models and textures that you think you'll need, and multiply that by 5 or 10. Only then will you be even close to the amount that you'll actually need. Most people who start making an MMO start out with an area about the size of one of the regions in WoW. They are satisfied with that and are pleased with themselves, and are ready to move on to the next area, but when they sit back and look at the entire venture, they realize there's going to be 20 or 30 areas like this, possibly even more. It becomes daunting very quickly, and the more you add, the more it pushes the limits of the development environment.

So to your initial question.

Is it possible to make an MMO with DBPro?

The answer is:
It depends. The more complex the MMO, the less likely DBPro is going to be able to handle all that is required.

Then you have to consider the server. To qualify for the first M in MMO, there are a certain number of players it has to be able to handle. Realistically I don't think DBPro can handle more than a few hundred. Maybe not even that. I've not been able to gather enough people to find those limits yet.

Worlds Apart Online is moving on to C++ using DarkGDK and DarkNet. This will hopefully put a lot of limitations in the rearview mirror. My suggestion would be to start with C++ using DarkGDK. If you are just starting in programming, learning C++ opens up a whole new world of possibilities in several different directions.

Mugen Wizardry
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Posted: 1st Aug 2010 21:05
See the omen frost
post

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
KISTech
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Posted: 1st Aug 2010 21:22
Do you have a link?

Mugen Wizardry
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Posted: 1st Aug 2010 21:27
http://forum.thegamecreators.com/?m=forum_view&t=165271&b=1

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
KISTech
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Posted: 1st Aug 2010 21:41
Right, thanks.

You can make that a link like this,


@sovr,
At this point, everyone will tell you to start off with something much smaller. I certainly have to agree with that, especially if you've never written a game, and even more if you are new to programming.

Multiplayer is a tricky beast. When you are ready for that, DarkNet is an awesome little piece of software that will serve you well.

sovr
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Posted: 1st Aug 2010 22:08
Well the thing is I have developed all different types of games, I have been at it for 5 years now. I have knowledge on c++, darkgdk,dbpro,HTML , JavaScript, vb.net and cocoa (for Mac dev). I have made games with areas that take around 5-7 hours to walk across, with ai that are (I think) are as good as oblivion.
I work very hard in what do... Not just game dev (it's just my hobby).
But thank you very much for your advice I will keep all of it in mind

sov the game creator!
sovr
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Posted: 1st Aug 2010 22:12
P.s. I have made games that I could't run on a quad-core i7 3ghz
12mb cache 16gb ddr3 1.333ghz. That was very sad that one day

sov the game creator!
Zotoaster
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Posted: 1st Aug 2010 22:26
Sorry but if you had that kind of experience, then a question as simplistic as "what kind of commands should I use?" seems a bit out of place. If you are capable of making the engine to manage an MMO, then the commands are the smallest thing you should worry about, or even question. Besides, if you know DarkGDK's commands, then you know DBP's commands.

"everyone forgets a semi-colon sometimes." - Phaelax
sovr
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Posted: 1st Aug 2010 22:40
I was mainly checking for anything I might of missed or some way of coding that I didn't know of, I do know a lot but I do not know everything.

sov the game creator!
sovr
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Posted: 2nd Aug 2010 02:57
I have been looking up some info and I found out that (from a swg server) that you can a good size mmo with 32gb ddr2, With a quad core 4ghz (swgemu server srry). I thought it was interesting to know.

sov the game creator!
Libervurto
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Posted: 2nd Aug 2010 05:49
I have absolutely no experience with MMO games but DBP doesn't seem like the right kind of language to be using. If you are serious about this you should start learning web-based languages like PHP, MYSQL, etc., Dark Basic's strength is that you can make games relatively quickly, it's not designed for intensive stuff like MMO games. Stick at DBP though because you'll have lots of fun with it.

KISTech
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Posted: 2nd Aug 2010 20:40
Ok, that changes things a bit.

With your experience, yes, DBPro is a good all around development environment. It could be capable of an MMO client. The main things that are going to boost your performance with DBPro are LOD (Level Of Detail), Level Design, and separating the main loop into 2 parts. The Display Loop and the Game Loop.

LOD - Very important on big levels to make the things that are further away use less polys.

Level Design - Try not to make areas of your levels have big wide open spaces unless you get some good LOD going. Hills, walls or mountains to hide distant objects will help keep your framerate up.

Separating the Main Loop - The current setup for DBPro and GDK are (I believe) inefficient because everything is done every time in the main loop.

If you separate out those things that have to be done as fast as possible, such as physics, movement, collision detection, bullet calculations, etc.. into a "Game Loop" and put all the other things that don't have to run as often in a "Display Loop", then you can run the Game Loop a whole lot faster, and the Display Loop a little slower, and see a significant increase in performance.

A small example,

Let's say you have a HUD display, and you construct the radar screen on a separate Bitmap, then grab that image and paste it on the screen.

If you do that every loop, the GET IMAGE command is killing your framerate. However, if you are running your Display Loop at 50 FPS and you only execute the Make Radar subroutine every other time the Display Loop runs, then you are updating the radar screen 25 times a second, which even that is more than fast enough.

I hope that makes sense. The full writeup will have more detail and examples from a simple subroutine that runs every other loop, to a fully dynamic system that adjusts the speed of the game loop when the framerate drops below a certain level, so the Display loop has more time to bring the framerate back up.

Benjamin
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Posted: 2nd Aug 2010 20:43
I'm sure DBPro is perfectly capable of supporting an MMO client (since it's just another type of game), but the server would have to be written in something else.
KISTech
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Posted: 2nd Aug 2010 21:03
I'd say C++ is the best choice for that from a pure performance perspective.

I haven't been able to test more than 10 players at once with a DBPro server. I think it can handle a few hundred, but it would be a strain for it. C++ should be able to handle 500 players per server without to much trouble.

For it to be a scalable MMO, you have to build into the server the ability to share data between multiple servers. So you might have 2,000 players in the same "Realm" which consists of 4 interconnected servers with 500 players on each one.

If you are going to make it scalable like that, you need to design it that way from the beginning.

Interplanetary Funk
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Posted: 2nd Aug 2010 21:05 Edited at: 2nd Aug 2010 21:06
Have a look at darknet, that's available for C++ as well as DBPro so you might be able to write the client in DBPro and the server in C++, though I'm not sure if they communicate the same way and are inter-language compatible, you'd have to ask TGC or Mike (the guy who made it).

Alternatively, you could write a DLL or DBPro plug-in in C++ and then you have completely compatible communication.
KISTech
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Posted: 2nd Aug 2010 21:34
DarkNet is inter-language compatible, and it's the perfect fit for something like this, which is why I'm using it for mine.

sovr
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Posted: 3rd Aug 2010 06:38
I thank you for the info, but I now this is off topic with the software dev but what would the tech specs be for a server that can handle 500 people? My idea would be

32GB DDR2 (ddr2 to cut price)
Six core processor intel i7 3.4-4.5GHz
2-4TB 15000rpm or 350MB transfer rate
X4 duo core GPU 950MHz 2GB GDDR5 512-bit
Extreme high speed multiple Ethernet card 1Gbit or higher Internet
And physX card, 7.1 sound card HD, and anything that I missed.

sov the game creator!
sovr
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Posted: 3rd Aug 2010 06:46
P.s. Update on my 5 day old rpg (hopefully mmo some day), I positioned 8% of objects (just only one city including people) and set up the ai system. I have a new feature where the game create continuously more and more land when you reach the end of the map. Another thing when that happens the program creates a file that stores that extra amount of land with all of the different objects, cities, etc. On it. Since the area is so big I create a transport system (not done yet) that instantly transport you to city to city (even new generated one). So if you have more than 30tera bytes Of land generated, I would rather take the transport system than walk, lol. More updates coming soon any questions ask away

sov the game creator!
Syncaidius
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Posted: 3rd Aug 2010 14:49 Edited at: 3rd Aug 2010 14:54
Quote: "I thank you for the info, but I now this is off topic with the software dev but what would the tech specs be for a server that can handle 500 people? My idea would be

32GB DDR2 (ddr2 to cut price)
Six core processor intel i7 3.4-4.5GHz
2-4TB 15000rpm or 350MB transfer rate
X4 duo core GPU 950MHz 2GB GDDR5 512-bit
Extreme high speed multiple Ethernet card 1Gbit or higher Internet
And physX card, 7.1 sound card HD, and anything that I missed."


For starters, game servers don't usually run any fancy graphics or play sound, so a physX card (depends) and 7.1 sound card won't be of any benifit what-so-ever

3 Main things to consider when buying/building a game server are:
Processor power - The more you can get hold of, the less your server is going to struggle as the player count increases
Memory/RAM - Having as much of this as possible for a game server (especially an MMO) is probably the most important of all, since, the players you have logged on, the more accounts, NPC info, item data and whatever else will need to be loaded from databases, for the area each seperate player is in.
Network Bandwidth - Obviously the bigger the better, but you won't always need a 1Gbit connection for an MMO, if you get the networking part right. Most MMOs usually send less than 10kb/s of data to each player(even less most of the time). You'd only need to send player positions say, every 200ms to each player and use prediction on the client to keep characters moving, so players won't notice the 200ms of lag/delay between position updates. After that, you just have the odd quest info, item data and such, to send to players, depending on how you've done your client/server stuff (e.g. clients could store all quest and item info on the player's computer, while the server just sends a quest ID which the client loads from its own files).

Thats my 2 cents, I'm sure other people have more to say.

thenerd
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Posted: 3rd Aug 2010 15:59
Ok, first before you do any actual gameplay or work on the game, you have to code the engine, in other words, have all the code set up so that when you go to actually make the game, you need to do minimal effort coding. Code a level editor, because if you are using code to create and position every object in your world, by the end, you will have an extremely inefficient game. have some sort of scripting system, so that you can tweak everything without rebuilding the code every time. Create a module to handle simple client/server interactions. Get all those done, and then think about the game.
Quote: "So if you have more than 30tera bytes Of land generated"

No...just, no. If you have anything close to a terabyte of data, you are doing something horribly wrong.


sovr
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Posted: 3rd Aug 2010 17:02
The one ter byte would take an extreme long long time to generate. Any ways I make so you can generate more than a Tera byte of extra land (and more) for future reference. Let's say ten years from now people have 50tera byte hardcover as standard harddrives. But the problem is around 15 years moore's law in aligning in place. Well time to work on quantum computing

sov the game creator!
KISTech
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Posted: 3rd Aug 2010 19:50
Quote: "
32GB DDR2 (ddr2 to cut price)
Six core processor intel i7 3.4-4.5GHz
2-4TB 15000rpm or 350MB transfer rate
X4 duo core GPU 950MHz 2GB GDDR5 512-bit
Extreme high speed multiple Ethernet card 1Gbit or higher Internet
And physX card, 7.1 sound card HD, and anything that I missed."


Item 1, you're going to need an operating system that can make use of the 32GB of RAM. If you're using DBPro or DarkGDK, your best bet will be Windows 7 Professional 64-bit. If not, then some flavor of Linux would do well. I haven't been able to run a DBPro app on Windows Server 2003, so I wouldn't recommend that.

Item 2, DBPro and DarkGDK can only make use of 1 core at a time, the other 5 will be able to handle database, and normal Windows stuff, but the game server app is only going to use 1 core. If you write the server app in C++ and know how to program for multiple cores, you can make use of the others if you aren't using DarkGDK.

Item 3, For a server system that's going to have multiple servers you'll want a separate server for the database. You'll want several fast 300GB drives in a RAID array. Preferably hot-swappable drives, and a RAID system that can rebuild a fresh drive while still having the system online. The actual game servers then don't need more than a 100GB drive to hold the operating system and the server app.

Item 4, a decent graphics card is only necessary if you are going to use DBPro or DarkGDK, as they require a DX9 capable card just to run. Ideally, the server wont be displaying anything but a little text to tell you it's current status. An MMO server would never display 3D graphics, as that would take away to much processing power from the other tasks it needs to do.

Item 5, 1Gigabit Ethernet is overkill, except for maybe the connection between the servers. Your internet connection is going to be much less than that. Mine for example is 25 Mbit up and down, which should be plenty for a while.

Item(s) 6, Physics and sound are not necessary on a server. You always want the physics to be happening on the client, because various factors could cause differences in how their physics moves an object versus how your physics moves an object. There's just no need for sound on the server. 99.9% of the time no one is going to be even looking at the server.

You'll want the client to process as much as possible. Leaving the server to handle all the incoming and outgoing data as fast as it can. You can also allow clients to process collision, and have the server correct if there is a discrepancy, which is what will be needed to prevent cheating.

thenerd is also absolutely correct. You have to start with a level editor built in, and make it modular so you can extract it from the client code before you distribute it. Don't leave it in and try to hide it, some hacker will eventually find it and figure out how to enable it.

Quote: "
I have a new feature where the game create continuously more and more land when you reach the end of the map. "


I am quite curious about this. Is it just randomly generated terrain with hills and valleys, or just flat terrain for now?

sovr
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Posted: 3rd Aug 2010 20:45
For now it is flat but later on it will be hills and plains. There is also generated cities with it, another thing is there are random generating enemy bases that pop up around you (if you are outside the cities) so it is always different when you play the game. Another feature I am adding is environment ai (as I call it), where the ai within the game changes based on the time, place, or action that you have done or some others ai function. The program will save .ai files for each ai giving their popularity, faction, mood, stats, and functions available to determine the outcome of each ai behavior to their environment (the best thing is the .ai files can change based on actions that players perform). Another thing is I do have a in program level creator that positions objects and save them. For the type of topology for my server system is having 2 main servers that are duo core 3.6 Ghz i5 with each 8 GB DDR3 SDRAM withe 500GB 7200 RPM with 100Mbit Internet connections.

sov the game creator!
KISTech
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Posted: 3rd Aug 2010 21:07
The only problem I see with the random part, is that will present a lot of problems for an MMO style of game. An MMO implies a persistent game world. If it's random, when does it change? Who can see the changes? What happens if 2 players are in the same area with both of them having 2 different views of the area that were generated randomly just for them?

The AI sounds very interesting.

Quote: "
duo core 3.6 Ghz i5 with each 8 GB DDR3 SDRAM withe 500GB 7200 RPM with 100Mbit Internet connections."


Those are very good specs for a server, and should work fine.

sovr
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Posted: 3rd Aug 2010 22:03
Most likely the random enemy base generator will be a client program (since the code is simple and very small) and it place random bases at a random variable,if the variable reaches a value it will place a base. But when you walk a certain distance away from it, it will go away. Also if 2 players are in the same area you would just the other person fighting a creature instead of the whole base, since the client sends a value to the server to notify other players what have happened.

sov the game creator!
sovr
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Posted: 4th Aug 2010 07:40 Edited at: 4th Aug 2010 11:29
The test server that I set up (only for a short time) run my rpg game with up to 20 people and see how it works. The specs of this is (and bare with me):

1.6ghz intel single core
786MB DDR 333MHz
32GB 3400RPM
50MB graphics card

But the computer should handle data flow to client to client. The data that is traveling is just position data and text data ska communication. But I was drawing up a topology based graph of how my server system will work. Object creation will be done by the client, and send new player position to the server with actions that the player has done. The ai and building position data will be done with the server (send position data of other players also to different clients). So all in reality ( for the basic design) the server just controls the ai position/action, place the buildings correctly ( including generated ones), position other plays (including communication data/stats) and data upgrades (if I edit the game the client will download the new data patch). This way there is no huge data processing for a duo core server or even a single core server (matters how many people are playing). But then again since dbpro only operates one core, what really matters is clock speed of the processor. With my custom built (not finished yet) server I will have a i5 duo core crancked up to 4.16GHz with 12GB DDR3 RAM (I
know cranked above4GHz is very high but I will have every cooling system there is.

sov the game creator!
KISTech
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Posted: 4th Aug 2010 19:34
Don't worry about overclocking to above 4GHz. My game currently runs on a dual core 2.8GHz system with 4GB of RAM, and it's able to run the main loop over 20,000 times per second.

http://www.worldsapartonline.net

The test server should do fine for quite some time. At least until you have the game finished and are ready to pile on the players.

DVader
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Posted: 5th Aug 2010 20:53 Edited at: 5th Aug 2010 20:56
Sorry to hijack the thread a little, but I have to ask.
@KISTech, I have noticed your logo a few times and wondered what Worlds Apart is. What sort of game is it exactly? Looking at your site it looks like an elite style game. You should put in a better description of what the game is about, maybe a little beginners guide with a few screenshots, to show the basics of playing when you start out. I think you would get a lot more interest off peeps if you did. Oh and maybe a video? You could even put in a log style section that updates every so often with an ongoing storyline in the game, both to generate interest in the universe and push any new feature you may be introducing. Elite style games have been popular for a long time and no one yet has made an online one of note. If more peeps knew about it and could easily see exactly what sort of game it is off the site, you would probably be inundated.

http://s6.bitefight.org/c.php?uid=103081
KISTech
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Posted: 5th Aug 2010 21:21 Edited at: 5th Aug 2010 21:21
The idea for the game started 25 years ago when I was playing the ANSI Graphics BBS game TradeWars. Back then the technology (and my programming abilities) weren't up to the task that I had in mind.

The basics of the game are simple. Each of the 3 races in the game has a tragic past where their race was almost wiped out. Their populations are small but growing, and they have mostly recovered. Having now discovered each other in the same sector of space, they have formed an alliance for peace and trade. A common monetary system, and a shared communications network were created. As the populations grow, they have learned from their past mistakes and are doing all they can to protect the environment of their home worlds. So they are all forming colonies on outlying planets to mine the raw materials they need to rebuild and survive.

Each player starts as a level 1 cargo pilot. It's the one job that is in high demand, because as deposits of raw materials are discovered on diverse planets, a steady flow of supplies and equipment to these new colonies is imperative.

There's much more than just moving cargo though. Players who make enough profit from their cargo runs can form Corporations. A corporation has access to higher level contracts with larger payloads and higher profit margins. Members of a corporation have the option at any time to fly cargo, or fighter escort for a particularly valuable cargo shipment.

There is more, but I'm not going to give any spoilers until it's actually part of the game.

All the promotional advice you've given is very good, and I've had those things on my to-do list, but considering it's still in Alpha for now, I can't really put a lot of time into those things until it's at a more final stage.

Right now it's going through an entire rewrite of the client and server to convert it to C++ using GDK. So what you will see after the rewrite will be somewhat different, and much better, than what you see in the game now.

I do need to finish up the storyline for the 3 races though. I've left large holes in the stories, and I should fill those soon.

When it's all done, this WILL be a Space MMORPG.

DVader
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Posted: 5th Aug 2010 21:41 Edited at: 5th Aug 2010 21:44
Sounds great! It is a problem working on such a large project I would imagine. I just noticed a post on your site about lack of interest, hence the suggestions. I must admit online stuff has defeated me so far. I was going to add 2 player online functionality to my world darts program using darknet, but just couldn't suss it out. Very hit and miss even with apparently working demo's. I wish you luck on your project, may even have a go if possible. I was never really a fan of elite at the time, but that was due to the horrible wireframe graphics. I preferred 3D Starstrike or the Starwars games I did enjoy the Amiga version a lot though, so work harder to get it finished lol I would be happy to get basic 2 player online working, let alone a mmo lol.

@sovr Good luck to you also, you have some good ideas there. Sounds similar to Star Wars Galaxies setup, where a persistant world could be built upon by the players. Still imo the best online game I have played until they started messing around all over the place with the basic gameplay. If you have lightsabers in I am interested in beta testing

http://s6.bitefight.org/c.php?uid=103081
sovr
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Posted: 5th Aug 2010 22:38
So overall I should first program in GDP instead of dbpro? Since I am now on my (I think) 7th day on my mmo I should just rewrite it in gdk? Thank you.

sov the game creator!
Interplanetary Funk
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Posted: 5th Aug 2010 22:53
I think the client is fine in DBPro, but I would advise writing the server in C++ as it is generally a faster than DBPro, but as KISTech has said, try and do as much of the processing on the client and just use the server to keep track of everything, like player position, hp, inventory etc. as that way you can also minimize the size of packets. Also, if you put a integer or other variable at the start of the packet you can specify what the packet contents are again reducing the data sent and received.
sovr
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Posted: 6th Aug 2010 00:06
Now I know that this is off topic but I really wish that dbpro had an app for iPhone to type in your code (with command reference and fixing) and to send to your computer saved as a .dba (also .exe) file. The reason why I say this is because I have been traveling today having nothing to truly do but to play with my iPhone and the look at the environment. I am even thinking on building app if gets to that point, what does everyone think about that?

P.s. My test on the mmo worked so far, but needed to work on texture and graphics and to add in way more things to do.

sov the game creator!
Interplanetary Funk
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Posted: 6th Aug 2010 00:54
That would be awesome, I'd love an iPhone IDE. it would make boring days out more productive =)
sovr
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Posted: 6th Aug 2010 02:18
My gosh if the game creators do not build an iPhone IDE within the next month I will.

sov the game creator!
Indicium
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Posted: 6th Aug 2010 02:49
You wouldn't be able to compile anything, you may as well use a notepad app.

sovr
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Posted: 6th Aug 2010 06:44
It would be a notepad type of app, you would just have help coding the file with a API automatic menu. Also you can e-mail or transfer it on a wifi network to a local computer. This with a vnc or rdp app would amazing. Also if I deicate to this app (most likely I will) it will be free, with advertisements of course (need to earn some money). So for anyone with some ideas I would thank everyone so much.

sov the game creator!
sovr
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Posted: 6th Aug 2010 07:41 Edited at: 6th Aug 2010 07:42
Oh I just got another question, can you make 2d (can be 3d but perfer 2d)text float above a players head within a game? And is it possible to have the text he/she just typed float above him/her... Could dark ink do this? I don't have dark ink but have been wanting to get it. Also if it isn't possible in dark ink how would you do that?

P.s. If worst comes to worst I will just have a dialog box.

sov the game creator!
TechLord
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Posted: 6th Aug 2010 08:02 Edited at: 6th Aug 2010 08:08
I concur with this statement --> It depends. The more complex the MMO, the less likely DBPro is going to be able to handle all that is required.

This does not mean it isnt possible. There is an assumption as to how a MMO is supposed to be designed. You may very well have a design in which DBPro can support sufficiently.

sovr
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Posted: 6th Aug 2010 08:16 Edited at: 6th Aug 2010 08:21
To Dvadar there will be light sabar type weapons I will make one of them called dvadars light sabar.

For my mmo update... Well my development will take a bit longer since I am working on that new netbook contest. But to keep on working on the mmo, I will be using the netbook game as a degraded version of my mmo (in rpg mode not mmo for netbook). It will feature the space portion and not the land. You are apart of a government project and you need to protect the space station as long as you can. There are many different details but that will give it away!

sov the game creator!
sovr
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Posted: 6th Aug 2010 09:00
Another thing is I did play swg for around 2 years, became a Jedi master, owned a city and a business for fancy transportation. While you were in a big ship with a bar built in it and with poi's outside (or rebel vs empire attacks) with furniture... It was the best. I will also add a feature to allow a system like that to happen with my mmo. I also tried lord of the rings online, but it wasn't as fun. Wow I am staying up late tonight (2AM).

sov the game creator!
DVader
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Posted: 6th Aug 2010 16:32 Edited at: 6th Aug 2010 16:34
I played SWG from it's beta tests, cost me about £70 for Sony to send me the disks at the time! I stayed all through until a few months after trials of obi wan. When they changed the system so you could select jedi from the start, it pretty much killed it for me. I had played for 2-3 years to obtain a jedi character, working through virtually every proffesion in the game to do it. I had suffered their severe nerfing of the system once people complained jedi were too tough. The last step of introducing jedi ville to the place was too much and I quit. Sony have not much clue as how to treat customers with online games, if they did they would be no.1 with starwars or everquest 2. They let it slip and WOW took over. That's ok for a short while but ends up being a grind fest. After you have killed your millionth boar and still have more to go it gets a little boring lol. Someone needs to release something different.
Isn't DARK INK just a printer add on? If I wanted text floating over an objects head I would use a plane and billboard it so it always faces the player.

http://s6.bitefight.org/c.php?uid=103081
thenerd
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Posted: 6th Aug 2010 17:12 Edited at: 6th Aug 2010 17:14
Quote: "Oh I just got another question, can you make 2d (can be 3d but perfer 2d)text float above a players head within a game? And is it possible to have the text he/she just typed float above him/her... Could dark ink do this? I don't have dark ink but have been wanting to get it. Also if it isn't possible in dark ink how would you do that? "

Not to put you down, but if you are still asking questions like this I don't think you are quite ready to create an mmo...writing text to the screen is one of the simplest parts of a game.



sovr
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Posted: 6th Aug 2010 19:50 Edited at: 6th Aug 2010 19:54
1. My gosh man I did not ask how to put simple text on the screen, I learned that in the first 3 minutes I learned Dbpro, what I am asking is within the game can you position text (similar as a sprite, almost like how they do it in swgmmo) above different characters. But sorry for the miss communication.

2. Dvadar did you ever hear about the swgemu, a free server system of the original star wars galaxies game. PreCU edition if not look it up and I'll meet you some time there, I'm an artisan, the only problem is it is not 100% finish but is free and legal.

sov the game creator!
thenerd
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Posted: 6th Aug 2010 20:10
oh, sorry, the code I posted above will position text above an object... sorry I misinterpreted your post...


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