Thread: Arcaniem, 2D MMORPG

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  1. #41  
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    Looks really nice so far man. Keep it up
    [Today 01:29 AM] RSTrials: Nice 0.97 Win/Loss Ratio luke. That's pretty bad.
    [Today 01:30 AM] Luke132: Ok u fucking moron i forgot i could influence misc.random
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  2. #42  
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    Wishing I had the ability to create something such as this, looks amazing man - best of luck with it.
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  3. #43  
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    Looks very interesting. Good luck!
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  4. #44  
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    Join our discord!

    https://discord.gg/gCgS8qW

    ---




    So I have some news!

    With the recommendation of many friends, I have decided to start learning LibGDX. I always pushed it aside thinking I could do everything I wanted to do in Swing, but after talking with a my teammates, I've come to the conclusion that LibGDX is a much more powerful engine, and, actually, is more fun to use. I was just able to get my map loaded up the canvas, and move the camera around a bit. After doing that for a bit, I was able to get my character sprite to draw onto the screen as well. Basic as hell, but it's a good start for learning a new engine.




    As well, I've started putting together a team! I've been talking to a few friends, and they've decided they want to join the team as developers! I've also started scouting for an artist, and received 3 replies today. I'll be reaching out to them tomorrow morning to get something going. We also have a story writer, music producer, and voice-actor.

    So in short, it's been a great day! We've set up our discord if you wish to join and keep updated with all development news and to meet the team.
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  6. #45  
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    Glad to hear pal! Keep it up! , Been in the same seat about Swing VS LibGDX ^_^
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  8. #46  
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    nice bud if u need help w gdx hmu
    xxxxxxx
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  10. #47  
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    Not client related, but figured I'd get a post in for the day. I managed to figure out Tiled's tile animation editor. I never realized this feature existed, but it'll go great with what we're planning to do with aesthetics! Ignore the black tiles for now, it's just LibGDX hating one of my tilesets because it has a very large resolution.



    ---

    This post will be updated later tonight with more client updates.
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  12. #48  
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    fuckin nice bud, keep goin
    xxxxxxx
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  13. #49  
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    Been a little while since I've made a post, but wanted to let you all know that the project isn't dead or anything!

    saifix has been working on the server -> client and vice versa, and this means that while we have no visual updates, the core of the game is being built properly and professionally. In the next coming weeks we will have some real visual media such as artwork, lighting, movement, and more content! It's slow moving as we both have real life commitments that need to be met as well, but nonetheless, the discussion and work continues. (We actually hide in our #programming channel in Discord, no users allowed!!)

    Meanwhile however, I've been working on learning Scene2d.UI, and working on building our skin for the in-game UI (this includes things like buttons, dialogue boxes, windows, etc). I'm using the same artwork I used for Sand and Swords, but seeing as I need to learn the tools to compose this artwork to be compatible (i.e, NinePatch is something I'm learning about), it's been also a slow progress.

    (This is why I wanted to use Swing, more progress!!! Alas, learning LibGDX will produce a much much better game, and struggling/learning now will be beneficial in the long run)

    I've just managed to come up with the first dialogue box skin for Scene2d.UI, and I figured it was time to update you all on how this is going. Below I've included a screenshot of a graphic showing the dialogue box in Scene2D.

    If you have any questions, or want to follow development, join our Discord! https://discord.gg/gCgS8qW


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  14. #50  
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    Quote Originally Posted by chaflie View Post
    Been a little while since I've made a post, but wanted to let you all know that the project isn't dead or anything!

    saifix has been working on the server -> client and vice versa, and this means that while we have no visual updates, the core of the game is being built properly and professionally. In the next coming weeks we will have some real visual media such as artwork, lighting, movement, and more content! It's slow moving as we both have real life commitments that need to be met as well, but nonetheless, the discussion and work continues. (We actually hide in our #programming channel in Discord, no users allowed!!)

    Meanwhile however, I've been working on learning Scene2d.UI, and working on building our skin for the in-game UI (this includes things like buttons, dialogue boxes, windows, etc). I'm using the same artwork I used for Sand and Swords, but seeing as I need to learn the tools to compose this artwork to be compatible (i.e, NinePatch is something I'm learning about), it's been also a slow progress.

    (This is why I wanted to use Swing, more progress!!! Alas, learning LibGDX will produce a much much better game, and struggling/learning now will be beneficial in the long run)

    I've just managed to come up with the first dialogue box skin for Scene2d.UI, and I figured it was time to update you all on how this is going. Below I've included a screenshot of a graphic showing the dialogue box in Scene2D.

    If you have any questions, or want to follow development, join our Discord! https://discord.gg/gCgS8qW


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    Glad to know its going well atleast Even doe it takes longer time it will be better in the end
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