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Diddly
April 26, 2010, 9:50pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
It's starting to look like a game!  Things I've added:
- A minimap, that highlights the visible area
- An avatar to run around with
- The interactive layer, including blocking the avatar from moving through objects
- Proper chat box, which communicates between players.

Here's a screenshot:



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Diddly
April 28, 2010, 1:19am Report to Moderator Report to Moderator

Noble
Posts: 1,231
Here's an idea of how to handle death in Everwar.  Thanks to Chiquita who sparked the concept!  When your character dies, you immediately appear in a graveyard.  The graveyard is actually a randomly generated maze of headstones, of which you must navigate your way out to return to the land of the living.  This will bring you back to where ever you first appeared on the map where you died.

This gives you a little puzzle to solve while adding a delay penalty for dying.  Much more entertaining than simply "running back to your corpse" or simply respawning in a church somewhere and having to start your journey over again.

Also, by reappearing at the "entrance" to the map, hopefully that'll be safer than the exact spot where you died.  Considering whatever killed you is probably still there.


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Hawkeye
April 28, 2010, 11:59am Report to Moderator Report to Moderator

Noble
Posts: 1,055
I WANT TO KILL GOBO!  With his uncle Matt's help!


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Chiquita
April 28, 2010, 2:32pm Report to Moderator Report to Moderator

Knight
Posts: 389
i have a dora gif we can use instead
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Diddly
April 28, 2010, 11:27pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
Game Progress:
- I've implemented a login system (shared with the updated Darkshade Chat)
- You can have multiple characters per account
- You can create and load characters
- Characters are started in their faction's starting place

Here are some pictures:



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Diddly
May 9, 2010, 6:43pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
Everwar update:
- Rendering problems fixed!  Tree tops now appear over your player (so yes, you can hide in the bushes)
- Player offsets corrected, so you only see each other when you're supposed to see each other and where you're supposed to see each other
- rendering engine improvements.  
        - Rather than keeping track of visible 3 layers, I was able to compress it into 1.  Means less memory usage in your browser.
        - Updates are handled by frame rate, rather than as changes occur.  Prevents clobbering from simultaneous multiple occupant updates
        - Enables potential for tweening (rather than "jumping" 48 pixels every move, your character "slides" smoothing.  Note this hasn't been implemented, just is possible now.

As usual, a screenshot:



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Diddly
May 9, 2010, 10:42pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
Everwar update 2 for today:
- Added delete button on character selection screen.  There is no "Are you sure?" prompt, so be sure before you click it!  
- Started adding some server smarts.  You may notice random messages appearing in the chat window.  That's just showing the server cycling through NPCs
- Discovered that for some reason, when I restarted the server, all our avatars were gone.  So if you see a skull instead of your character (as seen below) you may as well delete it.




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Diddly
May 20, 2010, 5:21pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
RPG Update:
I've overhauled how characters are stored and updated.  This has the following benefits:
- No more silly "Refresh" button on the character selection screen
- Characters persist across server restarts (So no more skull n crossbones avatars)
- Character info (including position and health) is stored every time you exit an area.  This includes logging off/closing the browser!  So you can't cheat by just closing your browser to "undo" a bad decision.  




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Diddly
May 24, 2010, 12:20am Report to Moderator Report to Moderator

Noble
Posts: 1,231
RPG Update:
Make sure you're using at least version 0.3 of the editor.  
- Added ability to set the types of interactive objects in an area (NPC, Container, Exit)
- Added ability to create new NPCs.  You can reuse NPCs for multiple objects (eg. guards)
- Added client code to handle unique NPCs.  No more Homsars running around!
- Started work on quests, conversations with npcs, and game objects (keys, weapons, etc)

Here's some screenshots:



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Diddly
June 6, 2010, 6:57pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
RPG Update:
- Added Interaction with NPCs (and other objects, but not yet implemented in editor).  So far the only option that works is "Leave" when you bump into something, but it's a start.



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Diddly
June 9, 2010, 2:43am Report to Moderator Report to Moderator

Noble
Posts: 1,231
RPG Update: *MUSIC!*  

I've been reluctant to add music to the RPG before now, simply because it would mean one of two things: a) I would have to embed a pre-selected set of mp3 files into the client (as done in Zombie Slaughter) which would increase download time, or b) I could allow the editor to save mp3 files to the database, which would then get downloaded with the maps, which would increase download time even more.

But now I've found a solution!  Some ingenious person has implemented a music scoring system known as MML.  MML (Music Markup Language) has been around since the 8-bit era, so it can sound a little like a Nintendo or Sega.  But since it's just text, it's easy to edit and save.  And TINY!  A five minute song would take less time to download than this smiley face here:   (assuming you're seeing the graphic smiley, and not the code that generated it)

This allows you to add your own background music to any map.  I've included the ability to play a piece in the editor so you can hear it before you commit it.  The music editor is available from the top menu bar.  You can even play around with the music editor without having to load or edit a map, in case you just want to preview some songs.

If you want to try your hand at composing, there is documentation for MML available here: http://mmltalks.appspot.com/document/siopm_mml_ref_05_e.html
A basic tutorial can be found here:http://forums.mapletip.com/index.php?/topic/118306-mabinogi-3ml-editor-tutorial/  Note that this tutorial, while useful for describing how to get started with MML code, is specific to the game Mabinogi.  The MML engine in my game is much more capable.
A good bunch of examples here:http://mmltalks.appspot.com/  Just click the name of the song to hear it play.  Click the right-most button beside the name to get the MML.

Note that MML is significantly more popular in Japan than here, so a LOT of the material you find on the web is going to be in Japanese.

Currently you can save and edit music in the editor, but the game itself ignores map-specific music until the next revision of the client is published.




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Diddly
June 10, 2010, 1:58am Report to Moderator Report to Moderator

Noble
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RPG Progress:
Probably the most critical aspect to telling a good story is the dialog.  I've been working on a simple to use, but powerful conversation editor.  It's not published to the site yet, but I'll let you know when it's ready.

For each thing an NPC says, the player has up to nine choices of response.  Each of those responses can have a precondition (like needing an item, or being on a quest) and an action (like giving the player money, or taking an item from the player).  The NPC can also respond to each of those choices, and thus spawns potentially nine more choices.. etc.  Why nine?  Because option 0 is always "Leave" and is automatically added by the game.

This gives you HUGE freedom in designing the interactions for your NPCs.  You can also share conversations between NPCs (write once, use many times).  Here's a screenshot so far.




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Diddly
June 16, 2010, 1:26am Report to Moderator Report to Moderator

Noble
Posts: 1,231
RPG Update: Conversations are now active!  You can now talk to NPCs.  Currently the prerequisites and actions for individual choices are ignored, but you can still give your people something to say.

How to Edit a Conversation:
While editing an NPC, you'll see a button to Change the conversation.  If you click that button, you'll get a list of existing conversations to choose from.  You can pick one of those, or create a new one.  You can even edit existing conversations, but be careful because any number of NPCs could use the same conversation.

Here's a screenshot of a conversation in game.



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Diddly
June 17, 2010, 3:31am Report to Moderator Report to Moderator

Noble
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RPG Update: Exits are functioning.  You can now save and edit exits between maps, and use them in the game.
How to Create an Exit
Step 1) Place an Unseen Object (from Object folder) as your exit, or use whatever visible tile makes sense (such as a door), on the interactive layer.
Step 2) Select your exit tile and change the object type to Exit
Step 3) Under the File menu choose Link Exits.  A window will display the available exits in this map.  Choose the one you want to link.  (The little graphics show their relative position, the one you select turns yellow)
Step 4) Choose the target map to link your exit to (can even choose the same map)
Step 5) Choose the target exit location on the target map.  Note, there must be an exit there for you to choose!
Step 6) You can now choose an exit from the target map to link.  This facilitates 2-way exits.

Here's some screenshots of creating an exit:




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