Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mickey Kudlo

Pages: [1] 2 3 ... 71
1
Bugs / Problems / Re: Website
« on: Today at 01:48:13 pm »
Went back and forth with my ISP. They kept saying it my job to "secure" the website. I asked them to define "secure" and they couldn't. Kept getting boiler plate copy/paste answers. They wanted me to buy their "secure" service for a monthly fee.
Ugh... I decided to write something my self. It checks once per hour, for extra files or changes that don't match a local copy. Then deletes or updates files as needed. Works pretty good, um kay.
Now I can move on with my life peddling my 'wares.

2
Bugs / Problems / Re: Website
« on: December 12, 2018, 03:50:55 pm »
Fixed it now. I complain and complain to my ISP about the hacks but they do nothing. They probably are the ones behind it.

3
RPGWO V6 / V7 / Re: Map Data Handling
« on: December 12, 2018, 07:19:41 am »
The current version is sending 50x50 all at once.
So, 2500 + (24 X Number_of_Units), example 2500 + 24 X 2500 = 62500 bytes.
That would be for like a jungle that has tons of plants. The surface tiles are easy/fast. It the units that mess it up.
And then times that by 3 since you ususally get into range of 3 new 50x50 sectors when ever you hit a border.

I already fixed it for the next version though and it now sends 50x1 at a time, with a delay. It a lot smoother, so will see how it goes.

I do keep thinking about maybe breaking the big map up into smaller ones, like 100x100, and connect them, like most RPGs do. Then when you enter it, send all the data. When dungeons come, it will be doing that since they will be from size 10 up to 100+.

4
RPGWO V6 / V7 / Time for a New Name?
« on: December 10, 2018, 09:48:59 am »
My concern is there is a game out there now called "RPG World" that may conflict. Although, I checked and it isn't copywrited in USA.
Also, V7 is pretty far away from the original V1, so maybe we can use a new name plus something that is more specific or commercially appealing.

I have mixed feelings about this.

My main goal with V7 is Guild town building and running.
Here are some that are kinda what I would want but are taken:
 - arrowgate, madgarde, cloudgrasp, steeledale
 - Guild Town(website taken), Guild Bourne, Guild realm, guild forge
 - guild warden, claymore rpg, guild dawn, sand clan, guild haven, hammer helm, guild venture
 - realm venture

I have found a few good ones that may work but don't want to mention them yet.

5
RPGWO V6 / V7 / Re: V7 Current Task
« on: November 27, 2018, 04:21:49 pm »
Thanks to all who have tested out the Windows and Android versions!

Since last update, got done:
  • Chat button with scroll Up and Down buttons
  • Skill screen with XP spending
  • Carry screen but not functional yet
  • More monsters
  • Player walking animation
  • Tweaks and bug fixes

I did NOT update the game with the above changes yet.

Working on:
  • Better map data transfer, little at a time instead ALL 50x50 at once
  • Carry screen functionality: pick-up, drop, eat, arm/disarm, etc

6
RPGWO V6 / V7 / Re: Map Data Handling
« on: November 07, 2018, 10:42:37 am »
It loads the 50x50 when it is 50 away, so you will never see black/null unless you at edge of a map.

Yes, I need to asynchronously load data. Instead of 50x50 at a time, maybe 50x1 sent every .05 seconds, so no lag is apparent.

Greatest, yes, map data loading is an issue, sort of, for combat risks cuz you are stuck getting data, vulnerable to attack. Loading a smaller amount at a time will solve this but when entering dungeon maps, I plan to first remove player from old map, send whole dungeon map, then add player to new map. This would also apply to going up/down on the main map. Then nothing can attack until the client is ready.

And one things planned, maybe, would be like telescopes, so you can look far out, that why I choose 50.

And thanks all for testing. I have seen about 14+ players made.

7
RPGWO V6 / V7 / Map Data Handling
« on: October 31, 2018, 01:27:02 pm »
Past versions send map data as you move. You move to the left, the server sends the left edge of the map data(surface, items, players, monsters, etc), then the client displays the move.
So, you can end up getting the same data over and over, increasing bandwidth (and latency?) but it deals with a dynamic world well.

Since V7 is also intended for mobile, I decided to deal with map data differently. It sends a large portion (50x50) at a time to the client and sends updates as they happen.
So it a lot of data at first but should be minimal as the player moves around. The server sends more 50x50 sections as you hit edges. This is for large maps. Smaller ones, like a 100x100 dungeon would send all at once, when you first enter it.

This also gives the client more responsibility and faster reaction. It will start moving right away then send the request to the server. The client knows basic blocking items, etc.

I want to say most/all online games, that use static maps (which is probably most/all), have copies of world maps already. So, I am kinda using that model.

Not sure how it will all work out but will see!

8
Announcements / Re: V7 ???
« on: October 31, 2018, 01:11:15 pm »
Glad you got in ok.... on Android?

Should have been some rats wondering around, maybe. They do need to spawn faster when a player shows up.

I do plan a walking animation.
I did spend some time researching artwork and what was available and what I could imitate.

9
Announcements / Re: V7 ???
« on: October 25, 2018, 05:13:37 pm »
I think the svchost.exe is legit but still annoying.

You probably need to set your phone to accept non-store APK... "Unknown Sources" setting somewhere.

10
Announcements / Re: V7 ???
« on: October 25, 2018, 01:24:41 pm »
Looks like it froze for some reason. A svchost.exe was eating all the CPU and after I killed it, still the rpgwo 7 server was still stuck in non-responsive mode. Killed it and restarted and seems ok now.
Malwarebytes did find some crap on it yesterday and taskmgr was disabled. Got it back working and ran the rootkit scanner and it found nothing wrong.
I used to see a svchost.exe eating CPU every once in a while on that VM, so *shrugs* never figured it out.

11
Announcements / Re: V7 ???
« on: October 24, 2018, 03:58:52 pm »

12
RPGWO V6 / V7 / Re: V7 Current Task
« on: October 24, 2018, 03:58:19 pm »

13
Announcements / Re: V7 ???
« on: October 24, 2018, 03:09:24 pm »
OK, just posted a playable version, finally.

rpgwo.com/download/RPGWOClient7.zip

14
RPGWO V6 / V7 / Re: V7 Current Task
« on: October 24, 2018, 02:27:34 pm »
Got a basic version up and running for people to try.

rpgwo.com/download/RPGWOClient7.zip

Unarmed is the only combat skill since no weapons added yet.

Keep in mind this is also designed for Android tablets and phones so the GUI is simple and large.



15
RPGWO V6 / V7 / Re: V7 Current Task
« on: October 18, 2018, 04:40:41 pm »
Sorry, I have not been updating this...

Work has not stopped.

Got Done:
  • Combat
  • Attribute screen (level, XP, life/stam/mana/karma, attributes, improving)
  • tons of small little things like Attribute/Skill improvement messages
  • Map data syncing is working, mostly, but need players to test and give feedback
  • map editor
  • protected starting spots and spots out in the world, spread out
  • License(covers legal) and player(covers in game behavior) agreements
  • some flat surface tiles

Trying to get a playable version for peeps to try. Almost there.

16
Announcements / Re: V7 ???
« on: September 25, 2018, 11:44:11 am »
Sacrifice! Yo dude.

17
RPGWO V6 / V7 / Re: V7 Current Task
« on: September 13, 2018, 11:27:42 am »
Work has been on going.

Got done:
  • More biomes and nature elements
  • Basic mouse and keyboard movement
  • Task system: goto/move
  • Status bar: life, stamina, mana, karma
  • a few monsters
  • smooth movement
  • chat

What I need before I open to testers, probably in October:
  • combat
  • title screen
  • refinement
  • server/client map data sync'ing
  • bug squashing including V6 errant packets that the v7 client is no coded for yet

What would be nice to have but I will probably wait after an alpha open and some feedback:
  • skill and attribute screens
  • inventory screen with arming
  • usage
  • mining

18
RPGWO V6 / V7 / V7 Current Task
« on: August 22, 2018, 11:19:14 am »
Been getting a lot done. Got a version where you can move around a basic map.

Working on or planning to soon:
  • More world map biomes. Just have ocean and plains done.
  • More nature content like trees and plants for each biome.
  • Player creation: start spot selection
  • Basic mouse and keyboard controls, figuring out how PC/Win/Linux and phone/tablet controls will work same or differ
  • Basic Task system, like for moving, picking things up, etc
  • Main tactical screen GUI elements like showing Life/Stamina/Mana
  • Bugs and issues with V6 that don't fit with V7, they show up often and sometimes require significant work to deal with, like how plants grow or water map changes

19
RPGWO V6 / V7 / Re: V7 Current Task
« on: August 02, 2018, 10:53:32 am »
Was on vacation for a week. Getting back into this.

Working on:
  • client tactical map display which is the main display screen of game play

20
RPGWO Chat / Re: Hex - Reborn
« on: July 16, 2018, 11:17:27 am »
I updated connect.ini, so give it a try.

Pages: [1] 2 3 ... 71