Thread: 2D MMORPG - Basic at the moment

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  1. #11  
    Brown
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    Good luck Zee Best.
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    Ok, posted first video in the "update log", it's the actual loading and login screen.

    The loading bar uses 2 sprites, 1 is the black version which means empty, and the red one is the percent.

    I used a simple BufferedImage conversion to paint the red one over the black one and using getSubimage you can select the size so it was easy enough.

    The client now only re-loads the clientscreen when required, for example when you minimize or something gui's don't continue to show graphic's, so it needs to be repainted, this is done as efficiantly as possible.

    The "hover" buttons only re-load when the mouse if moved, if the mouse dosn't move since it's on or off them they will not try to reload. They also only try and load if the other sprite is drawn and then the update occurs.


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    Good luck dude. I best be a beta tester.
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    good luck man. single or multiplayer?
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    Quote Originally Posted by Gods army View Post
    good luck man. single or multiplayer?
    MORPG.

    Multiplayer online roll playing game.

    Also;

    If anyone is any good at 2d sprites you can contact me if you want to be a partner of this project.


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  6. #16  
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    I am very interested. I could do sprites for you if needed. Thing is I promised my little brother and friends an MMO which I am supposed to be working on right now, so I dunno if I could work on another one.

    (We were making an MMO with XtremeWorlds Engine that has a cash shop, etc)
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    Quote Originally Posted by EpicSolo View Post
    I am very interested. I could do sprites for you if needed. Thing is I promised my little brother and friends an MMO which I am supposed to be working on right now, so I dunno if I could work on another one.

    (We were making an MMO with XtremeWorlds Engine that has a cash shop, etc)
    What's the point in making an RPG which is using someone elses engine, whatever you create could never be big because the game is built on someone elses product.


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  8. #18  
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    Quote Originally Posted by Zee best View Post
    What's the point in making an RPG which is using someone elses engine, whatever you create could never be big because the game is built on someone elses product.
    I don't have time to do things from scratch.

    Also The License allows allot with it, you can do everything pretty much but sell the engine or take the engine and rename it to a different engine and try and steal it.
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  9. #19  
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    Quote Originally Posted by EpicSolo View Post
    I don't have time to do things from scratch.

    Also The License allows allot with it, you can do everything pretty much but sell the engine or take the engine and rename it to a different engine and try and steal it.
    If it was released under a license it's either GPU or whatever which allows the use of the work but any edit's or add-on's must be released opensource and cannot be sold.

    Or another licence wouldn't let you sell, and even if you did they would find a loophole and watch the money roll in.

    On another note:

    Ive re-wrote the updateServer, i went with the old RuneScape approach by requesting what the client needs via an onDemand class.

    After all the files are recieved clientside it then stores all the required files and sub-cache's in byte array's and uses ByteArrayIO instead of FileOS so the contents are more protected, then it re-orders the data into the order in the versionlist and packs it into the zipio cache.

    For the test i ran i used 400 map files and 600kb of sprites, it took roughly a minute but that's because of all the outprints etc, if i removed it would be faster. Also im not sending the best way, i will fix this soon by using a more direct socket for the update server.


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  10. #20  
    bobsaget
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    spritez r loaded at da start so they dont load wen needed anymore which caus process lag?!

    u r masta @ english, there
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