Thread: Arcaniem, 2D MMORPG

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  1. #11  
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    Quote Originally Posted by chaflie View Post
    Anything you see as of the date of this post are merely placeholders. I always pay for art when it comes to actually making things look pretty
    Haha yeah I assumed they would be, good luck!
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  2. #12  
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    My first task after walking (which is sort of done right now) was to do multiplayer with player-updating. Unfortunately ran out of time before I had to leave for work, but I was able to at least create the other player and have him show on your client.



    ---

    I managed to snag some time away on Friday night (currently 2:24 AM) and was able to get the core of movement finished via player updating. This was a little tricky as it was the first time I attempted to do it, but it turned out okay! There's no animations yet, but I can easily add them in when the time comes.

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  4. #13  
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    Best of luck man, i'm sure it was difficult to drop your previous project Sand and Stones. You should consider checking out LibGDX, it's a really powerful game engine that is written in Java and is supported across multiple devices. It's really easy to use and drastically speeds up development since you're not rewriting the wheel.
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  6. #14  
    Extreme Donator Arcaniem, 2D MMORPG Market Banned



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    Sad to see previous one gone to waste but good luck with this one, looks good

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    Discord: Roy#2382

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    Hopefully you've learnt something from your previous project, will follow the development of Arcaniem.

    Good luck chaflie
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  8. #16  
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    Quote Originally Posted by Jason View Post
    Best of luck man, i'm sure it was difficult to drop your previous project Sand and Stones. You should consider checking out LibGDX, it's a really powerful game engine that is written in Java and is supported across multiple devices. It's really easy to use and drastically speeds up development since you're not rewriting the wheel.

    Thanks buddy


    It's never easy dropping a project that you put a certain amount of time into, but these projects are mainly for learning at the end of the day, and I was able to learn quite a bit with S&S. Like for example, I'll be able to take a bunch of core functions directly into the new game here such as an inventory &a equipment system. Those two things proved to be a challenge for me at first, but I was able to get it set up nicely.

    I've been checking out libGDX, and might even use it in the future, but for now and as always, I've always learnt better as an individual when I do reinvent the wheel. It allows me to learn core functions inside & out, and gives me more knowledge and power when it comes to doing things my way. Might be a bit counter-productive in terms of how quickly and powerfully I can make this game, but if I can say, "hey, I built that engine", I'll feel more accomplished, in a sense.

    Thanks for the support everyone! My weekend is coming up here, and what I want to do is finish off map-layers, walking animations, and then start up an NPC system. I also want to get some of the HUD going.
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  10. #17  
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    Good-luck bud
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    Hey everyone! I have a little update and some news.

    In the last couple of days, I struggled very hard with getting past walking/movement. It didn't want to update properly, or it just seemed buggy, or it wasn't up my expectations. That caused some serious demotivation on my end, and I ended up just taking the 2 days off to reset and recharge while I thought of how I could properly go about this game.

    The thing that keeps me going, I realized, is progress even if I didn't have the answers to something right away. So, I ended up going back to my roots and making movement tile-to-tile for now, and worry about animation later. I had some fun creating a "home" map, and started working on the HUD. I can safely say I'm back into the thick of it, and will tackle movement animation when the time comes.

    I'm slowly chipping away at player updating, and that means filling out the HUD, and I want to get the chatbox done right away as well. I've included some media of the HUD, with the open/closeable attributes tab (this tab will contain your stats, gold count, etc.. you've seen this on Sand and Swords!)

    Once I've got the majority of the HUD and player updating done, I want to get into NPC updating and making NPC's interactive. I figure it's best to do dialogue NPC's first, and then move into combat, but that's a chapter that I'll have to plug into tomorrow.

    Here's some fresh new media!







    ---


    I think I finally got movement to a point where I like it! I spent the majority of my night tweaking, and fine combing movement and animations. It still offsets randomly by 1 or 2 pixels but I think that's something I can isolate when I keep testing.

    I also kept working on "HUD" stuff, and added a username display when you hover over another character. This will also be your overhead chat! It's slow progress, but it's coming along nicely.


    ---

    Just starting to have fun at this point. I decided I wanted to build little health bars for players before I went off to bed!



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  13. #19  
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    keep us posted lad, also, as Jason suggested, grab yourself a copy of libgdx (or if you want to reinvent the wood of the wheel too, grab lwjgl) because if you use opengl instead you can
    1) get the gpu to do stuff instead of the cpu
    2) explore the magic opengl offers and do sick shaders
    3) deploy to android!!
    4) deploy to webgl!!!
    5) deploy to Syria!!!

    so yeah honestly if you want to get that sick learning experience, do opengl (libgdx makes this a breeze as it wraps around the native calls and adds an api for e.g. image loading, rendering, shaders... etc)

    keep us posted don't let it die brother

    also consider opening a beta, it'll keep you more motivated to let people hop on a simple 5$/mo server and walk around. create a launcher in Java that downloads the latest shit and send me a copy so i can come poke holes in the wall with u
    xxxxxxx
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  14. #20  
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    Quote Originally Posted by Velocity View Post
    keep us posted lad, also, as Jason suggested, grab yourself a copy of libgdx (or if you want to reinvent the wood of the wheel too, grab lwjgl) because if you use opengl instead you can
    1) get the gpu to do stuff instead of the cpu
    2) explore the magic opengl offers and do sick shaders
    3) deploy to android!!
    4) deploy to webgl!!!
    5) deploy to Syria!!!

    so yeah honestly if you want to get that sick learning experience, do opengl (libgdx makes this a breeze as it wraps around the native calls and adds an api for e.g. image loading, rendering, shaders... etc)

    keep us posted don't let it die brother

    also consider opening a beta, it'll keep you more motivated to let people hop on a simple 5$/mo server and walk around. create a launcher in Java that downloads the latest shit and send me a copy so i can come poke holes in the wall with u
    Nothing's dying here! I'm still actively plugging away at it. I just haven't had the time this week, hard to juggle a girlfriend & work & programming

    I've been looking more & more into the libraries available for game development in Java, and I'd like to use them, but as I've stated before, reinventing the wheel specifically in Java Swing gives me a good challenge, and allows for more control in what I want to do. But yes, yes, I would like to do all of those things.


    As far as a beta goes, I really want to get one up, but I feel like it's best if I have some sort of content before letting players in my community jump on it. That includes basic combat, npc system, and some more maps. Getting a free trial from Google VM helps with that!

    I'll finally have some updates to share by this time tomorrow, just going to work out the kinks in my NPC system
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