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  1. #1 n/a year old 
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    Created my First 2D RPG WOOP
    (good running game, might add multiplayer one day when i understand networking better.)
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    Highly recommend looking into networking (specifically NIO) prior to engaging in making any RSPS like game. Additionally, would suggest looking into parallel processing for your game engine design (Apollo has a good implementation of this concept).
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    Quote Originally Posted by hc747 View Post
    Highly recommend looking into networking (specifically NIO) prior to engaging in making any RSPS like game. Additionally, would suggest looking into parallel processing for your game engine design (Apollo has a good implementation of this concept).
    alright cool thank you and ill check out Apollo as well, do you have a link?
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    If you're not using runescape models then you'll need a graphic designer/3d modeler.
    Or perhaps you could use released models.
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    Quote Originally Posted by Shean View Post
    alright cool thank you and ill check out Apollo as well, do you have a link?
    https://github.com/apollo-rsps/apollo
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    Quote Originally Posted by Catastraphe View Post
    If you're not using runescape models then you'll need a graphic designer/3d modeler.
    Or perhaps you could use released models.
    If I make a game then yes I will need my own models/sprites, I pmed you btw.
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    Wasn't it you who waltzed in claiming to be a big shot at programming not too long ago?

    Whatever, let's just assume you gained some sort of humility. The "professional term" I guess you could call it is reverse engineering. Atleast speaking from what I did in my framework (which, by the way, is quite terrible in terms of libraries used now that I look at it), you would take note of what the client is sending and read it and properly use that data. That's really what gets you through login. Rendering, eh, I don't want to speak like an idiot, so I'll let somebody else speak on that.
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    Quote Originally Posted by MrClassic View Post
    Arham is the official thanker!
    List of my work here!
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    Quote Originally Posted by arham 4 View Post
    Wasn't it you who waltzed in claiming to be a big shot at programming not too long ago?
    when we look at the acts of others, we judge character. when we look at the acts of ourselves, we judge intention. so to say, perhaps a judgement of character doesn't help one looking for help. idk i can't find any use in character judgement here.


    runescape is a really simple game

    if you're talking about the server side you have your system set up like network -> message -> task. if you're concerned about capacity, you can even scale these up as you need. you have to find a way to manage the concurrency problems of your game state, especially in a distributed system, a database works well because that also scales... i mean duh, it's not just limited to websites and mysql. from my rough estimates an embedded h2 database can handle all the things i need to "remember" in the game. i was originally using postgres which worked as well, but it was slower.

    this is for highly scalable mmo type deals though, has an application in rsps but more if you intended to write for tons of players on any "world" since the idea of the "world" is just a concept it is not tied to anything like 1 thread or 1 process, by using something like a database, you can fix the crappy implementations of saving, item handling, etc.

    you expose the message and task system to your content team and then network to your engineers to translate bytes to messages for the content developers to work with. of course the specifics of this plan are still being tinkered with, but this idea is already implemented and working well enough that i can say with confidence that it will work well. there are plenty of technologies that can be utilized for this application, such as AMQP. utilizing stuff like this lends itself to creating a front end to your message system, and when you do that you become basically immune to ddos with a few other tweaks. stuff like this is simple in theory but can get more complicated in implementation.

    of course that may be more than necessary for an rsps. i experiment a bit. a single threaded (but go ahead do it, asynchronous network bits) will be more than enough for a simple rsps. as long as you have your concepts, you can implement it any way you want is all i'm saying. if you have a solid foundation to build upon, and don't leave a lot of room for error in the content development aspect, then you will create a bulletproof server.

    you asked, i guess
    .
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    Quote Originally Posted by Shean View Post
    Hello, im looking into how to create an rsps from scratch or simply create a game with a similar engine.
    I'm okay with java (no genius) im just wanting to learn some core concepts on what makes an Rsps work and how to apply them to other games/applications.

    the only thing i know so far is that i need a fresh client, and that i need to make a server that can communicate to said client.
    any help would be awesome and im not asking for a whole guide lol, but just a little info... for example what are some things i should expect/learn before attempting? etc.

    otherwise i'll be going down a LONG rabbit hole..
    The best way to start a Runescape Private Server is honestly Copy Pasta. Get several different sources, play with them and see what you can do. However since you asked where to get started for the basics of any game...

    -- Insert Long Programming Rant-

    Saying that you'd like to know core concepts really shows that you need to learn the basics of programming. You said that the only thing you know so far is that you need a fresh client and you need to make a client that connects to the server. Well for one you shouldn't need to necessarily find someone's bullshit client, you should be able to load up the Runescape cache and build your own client. However since I'm assuming that you are a newbie, lets start with some things you should know.

    You should really understand how basic computer programming works. I'm not talking "java" specifically, I'm talking about the basic syntax of pseudocode (code that is a general guidelines for programming). These things are like how an if statement works, and how you should be writing code. You should understand how to use lists and arrays and all kinds of basic things like that. If you're using a strict type language (one that forces you to declare what type each variable is) you'll really want to understand the differences between the different representations of data (bool, int, char, etc). However you should know it for any weekly type language as well, but you might be able to scrape by without knowing it.

    After you know the basics in this way, you'll want to learn the basics of data structures. By that I mean, buy a book. You'll learn really well from most of the books on Amazon involving data structures. My favorite happens to be "C++ with Data Structures", which is a bit outdated being written in the 90s but really helped me grasp the fundamentals back in the day.

    With that knowledge you should be able to make some simple games. Like a CLI (Console for those who don't know this term) game, rpg or whatever the type. You can build from there and learn more complex topics.

    Despite what everyone says, network programming is not easy until you understand it; Although Java's STL makes it much easier than a language like C++ where you have to write the sockets from scratch.

    I'm always willing to help you learn, I love code. Just message me. If I misjudged where your learning process was, I'm extremely sorry; just you asked for the basics. As they say, don't try to run before you can walk.


    Quote Originally Posted by arham 4 View Post
    Wasn't it you who waltzed in claiming to be a big shot at programming not too long ago?

    Whatever, let's just assume you gained some sort of humility. The "professional term" I guess you could call it is reverse engineering. Atleast speaking from what I did in my framework (which, by the way, is quite terrible in terms of libraries used now that I look at it), you would take note of what the client is sending and read it and properly use that data. That's really what gets you through login. Rendering, eh, I don't want to speak like an idiot, so I'll let somebody else speak on that.
    Reverse engineering means you'd actually be taking a look at the internal code of Runescape, and tearing it apart. Since most RSPS are just Copy / Pasta from the days of 317 or someone's "newer" code. You really don't need to learn how to do that sort of advanced topic.

    Who cares what he was claiming to be, he needs help now; we should provide.

    Quote Originally Posted by funkE View Post
    when we look at the acts of others, we judge character. when we look at the acts of ourselves, we judge intention. so to say, perhaps a judgement of character doesn't help one looking for help. idk i can't find any use in character judgement here.


    runescape is a really simple game

    if you're talking about the server side you have your system set up like network -> message -> task. if you're concerned about capacity, you can even scale these up as you need. you have to find a way to manage the concurrency problems of your game state, especially in a distributed system, a database works well because that also scales... i mean duh, it's not just limited to websites and mysql. from my rough estimates an embedded h2 database can handle all the things i need to "remember" in the game. i was originally using postgres which worked as well, but it was slower.

    this is for highly scalable mmo type deals though, has an application in rsps but more if you intended to write for tons of players on any "world" since the idea of the "world" is just a concept it is not tied to anything like 1 thread or 1 process, by using something like a database, you can fix the crappy implementations of saving, item handling, etc.

    you expose the message and task system to your content team and then network to your engineers to translate bytes to messages for the content developers to work with. of course the specifics of this plan are still being tinkered with, but this idea is already implemented and working well enough that i can say with confidence that it will work well. there are plenty of technologies that can be utilized for this application, such as AMQP. utilizing stuff like this lends itself to creating a front end to your message system, and when you do that you become basically immune to ddos with a few other tweaks. stuff like this is simple in theory but can get more complicated in implementation.

    of course that may be more than necessary for an rsps. i experiment a bit. a single threaded (but go ahead do it, asynchronous network bits) will be more than enough for a simple rsps. as long as you have your concepts, you can implement it any way you want is all i'm saying. if you have a solid foundation to build upon, and don't leave a lot of room for error in the content development aspect, then you will create a bulletproof server.

    you asked, i guess
    You gave a really good reply; however I don't believe the OP has enough knowledge to understand everything you wrote. I may be misjudging but usually when OP asks about things like "How I make game?"; they are missing fundamental concepts such as Iterabales, or even the IF statement.
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  14. #10  
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    lol that moment when a shit developer calls you a beginner.

    i never asked "how to make a game" lmao, that is such an abstract question as i know for a fact there is endless ways to do so, i asked for a development team to help me build on top of the cores i already created... a year ago.

    the game i made wasn't even really a 'game' it was a game engine that will allow me to create games on the fly.
    and with a good development team (which would have many different perspectives not just different skills) could easily create a user friendly game engine/library
    to aid developers in game development.

    lately i've been remaking alot of my cores, starting with all game component objects (which will allow users to easily add interfaces, entitys, camera, objects, tiles, sprites, 3d models, etc etc into their java game).
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