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Messages - Mickey Kudlo

Pages: [1] 2 3 ... 73
1
RPGWO Chat / Re: *UPDATER DOWN* NEW V3 SERVER INI HERE
« on: March 09, 2020, 02:54:46 pm »
I have tried with my ISP to get it fixed but the issue is the old VB INET control the old updater uses. Newer Web Servers reject it. I have added exceptions in .htaccess file and it gets fixed for a day but it keeps getting written over by the ISP. I yelled at them then gave up... guess they couldn't hear me through the monitor *shrugs*

I think I need to write a new updater with C# maybe. Already have one for V6 and GV so may not be too much work. Been on break so far for 2020 but will look into it.

2
General / Re: Guild Vale Updated
« on: December 11, 2019, 03:17:18 pm »
********************************************************************

December 11, 2019

- cave quests have brown walls and show up better in the Map screen
- balanced wilderness monster(s): sabre, viper, mud golem, stone
  golem, snow golem
- future sewer quests will get walls, might fix current ones
- arrows that hit, collect on the monster, dropped on death
- seeds directly plantable from player to the surface, just need able
  hoe and then select an empty spot on the map to get usage button
- added sounds for various things like attack, hit, eat, drink, walk
- volume control in the Menu screen

********************************************************************

November 27, 2019

- in the process of evening out wilderness spawns so levels don't
  jump too much and gaps are filled in, so beware of their level
  before you rush to attack, done: rabbits, rats, spiders, mongrel,
  scorpions, loken, gators, crab, dragon fly
- Line Of Sight was lagging a lot, so got it optimized and using a
  lot less CPU, plus it only is in effect for quests now
- added LIGHT! That includes day and night cycles with the Map screen
  has the time of day indicator
- candles(bought at traders) and torches (made with wood and coal)

********************************************************************

November 21, 2019

- added Line of Sight for visibility
- balanced sword, axe, mace and UA damages so the damage range is
  widest for sword then reduces as you go to UA weapons

********************************************************************

November 18, 2019

- Unarmed weapons added :)
- fixed auto arming ammo bug
- traders still get cleaned at restart but only dup items get removed
  thus it allows things to actually stay for others to get to, a 1
  day clean out didn't let me got see what people had sold lately

********************************************************************

November 15, 2019

- Bow Mastery Scroll added
- NPC Trader items get reset at each server restart
- items dropped on PLOT land (villages, quests, etc) get cleaned up
  after about 6 real hours, protected land is exempt thus items stay
  there forever
- Search skill XP was set to 200%, set it back to normal 100%
- chat screen, who list, will show everyone who has logged in that
  day, added this so you can see that others do play this... maybe
- sometimes if an update fails and the main source code byte file
  gets corrupt, I coded a back file that might get used instead and
  thus allow to update next properly next time. Otherwise, you need
  to reinstall if the update goes badly.

********************************************************************

3
General / Re: unsolicited fan art
« on: November 26, 2019, 04:49:57 pm »
A lot better but the platinum color is... wrong... heh. It is a pale blue. Look in the ore file UNIT002.PNG and you'll see copper, silver, gold and platinum.
1354-0

4
General / Re: unsolicited fan art
« on: November 18, 2019, 02:47:15 pm »
Yes, a lot better but they are still too big when compared to other weapons. I'll use them for now though just so you can get something cuz I know you are UA.

5
General / Re: unsolicited fan art
« on: November 18, 2019, 01:04:38 pm »
I was about to use the UA weapons but realized ALL you posted doesn't have a black outline. It the tedious part of the job I guess. Maybe Alesprite has an auto outline feature?

Edit: Also, the UA art is too big and doesn't have a clear progression(small, medium, large damage, etc) with the blade types. And I have only been using 2 colors for the ore. They look good but kinda too fancy/detailed. They shouldn't bee any bigger than the daggers, I think.

6
General / Re: Guild Vale Updated
« on: November 11, 2019, 02:18:28 pm »
********************************************************************

November 6, 2019

- BOWs added! Bows and arrows are made using the Bow skill with a
  knife and wood. Right now, any wood can make any bow. You will
  still need a blacksmith to make you arrow heads.
- Bow skill used for melee defense but only at 75%
- Auto picks up arrow ammo if it matches what you have armed and it
  is one you shot or own
- When an arrow ammo is picked up auto or manually, it will auto-arm
  if it matches what is already armed
- plant growth is MUCH better but did some more tweaks to it to try
  and get them to create patches

********************************************************************

October 31, 2019

- armor protection roll spread out, tweaked like a skill roll
- alchemy plant growth went crazy, tweaked it back down

********************************************************************

October 24, 2019

- Leather armor added for traders plus the Tailor skill to make
  from hides
- Armorsmith in villages now buy and sell armor
- armor dropped by Zombies
- armor found in searchables in cave quests

********************************************************************

7
General / Re: unsolicited fan art
« on: November 11, 2019, 02:14:59 pm »
I planned for jewelry to be 4 metals: copper, silver, gold, platinum. Find and use those colors for base rings, bracelets and necklaces.

I don't see any gem ore before being cut.
Gem list from lowest to highest: Turquoise, Garnet, Citrine(orange), Amethyst, Sunstone(yellow), Sapphire, Ruby, Emerald, Onyx, Diamond

Wands was thinking of making from stones mined, so would need wand ores.

8
General / Re: unsolicited fan art
« on: November 04, 2019, 04:52:42 pm »
Can use some names for them. Like short, long, broad, etc. And a basic idea of stats and abilities.
Thanks

9
General / Re: Chat
« on: November 01, 2019, 11:14:01 am »
<Tab> should get you into chat while running the Windows version.

I will look into copy/paste and also I been wanting to add "repeat" using up/down arrow keys maybe.

Left aligning the lower chat makes sense. Easy to do so will try that.

Thanks for playing and for the feedback.

10
General / Re: Guild Vale Updated
« on: October 24, 2019, 01:21:01 pm »
********************************************************************

October 23, 2019

- ARMOR added! Metal only helmets, chest and legs for warriors.
- monsters have different aiming: low, middle, high. So make sure
  all your spots are covered
- published on itch.io and tgc a week ago
- humanoid monsters (goblin, orc, grayvyn, bandit) spawn in their
  own biomes now instead of ALL
 
********************************************************************

October 4, 2019

- Daily Quests added! A warrior and trader quest get created each
  day and reward with Prestige. Will be able to spend Prestige points
  on special things like creating a Guild, eventually.

********************************************************************

September 30, 2019

- Remember Me option in login screen
- Mastering a skiil now takes half the cost to train it, rounded down
  and all of the free skills (Run, Climb, Swim) are free to Master,
  made the cost reduction because the benefit of Mastering doesn't
  quite fit the cost of the full skill
- life and stamina potions "Use" buttons show up when not at max

********************************************************************

11
RPGWO Chat / Re: Grandeur
« on: October 24, 2019, 01:15:23 pm »
Yep, those features exists...

Skill.ini processing...
Code: [Select]
        ElseIf UCase$(Left$(s1, 9)) = "LEVELREQ=" Then
            SkillDef(sIndex).LevelReq = Right$(s1, Len(s1) - 9)
       
        ElseIf UCase$(Left$(s1, 12)) = "EXCLUDESKILL" Then
            i = Mid$(s1, 13, 1)
            SkillDef(sIndex).ExcludeSkill(i) = Right$(s1, Len(s1) - 14)

Skill training...
Code: [Select]
    ' make sure they high enough level
    If Player(pIndex).Level < SkillDef(SkillID).LevelReq Then
        'frmServer.Send_Text Player(pIndex).ClientIndex, "You need to be at least level " & SkillDef(SkillID).LevelReq & " to train that skill.", ORANGE
        modChat_Send Player(pIndex).ClientIndex, "You need to be at least level " & SkillDef(SkillID).LevelReq & " to train that skill."
        Exit Sub
    End If

    ' check for excludes
    Dim i As Integer
    For i = 0 To 9
        If SkillDef(SkillID).ExcludeSkill(i) <> 0 Then
       
            If Player(pIndex).skill(SkillDef(SkillID).ExcludeSkill(i)).flgTrained Then
                'frmServer.Send_Text Player(pIndex).ClientIndex, "You can not train that skill. It conflicts with a skill you already have trained: " & Trim$(SkillDef(SkillDef(SkillID).ExcludeSkill(i)).Name), ORANGE
                modChat_Send Player(pIndex).ClientIndex, "You can not train that skill. It conflicts with a skill you already have trained: " & Trim$(SkillDef(SkillDef(SkillID).ExcludeSkill(i)).Name)
                Exit Sub
            End If
       
        End If
    Next i


I checked player creation and it is in effect there too.

12
General / Re: Guild Vale Updated
« on: September 27, 2019, 01:00:17 pm »
********************************************************************

September 27, 2019

- starter items sold for FREE by traders
- in the Map screen, can click on the local map to shift it around,
  can also hold down the mouse button on the world map to scroll

********************************************************************

September 25, 2019

- all roaches have a chance to drop antennae which can be sold to the
  collector in the towns
- added armorsmith trader in towns to buy and sell shields
- life and stamina potions dropped by "Ruins" monsters
- starter items never wear out

********************************************************************

September 18, 2019

- can do Usage/Crafting in the Carry/Inventory screen

********************************************************************

September 17, 2019

- reworked the Carry/Inventory screen in prep for doing Usage there
  and also planned are tabs for seperating items by catagory, like
  seeds, potions, etc, basically items that can clutter
- scroll buttons work in carry screen
- can drag items around in the carry screen to arm, dis-arm and stack
- double click on an item will arm or dis-arm it
- red splat animation for attack hits
- white/gray animation for attack misses

********************************************************************

September 16, 2019

- an Exclamation ! gets put on the Menu and What's New buttons if it
  was updated and not read yet

********************************************************************

September 12, 2019

- changed underground walls from black to dark brown with some detail
- added a mining animation, dirt breaking up, a particle effect
- using a furnace or fire gives a smoke effect
- spark effect for blacksmith
- shield pops up on your player if it got used, disappears when it
  ready for the next use

********************************************************************

September 9, 2019

- adjusted weapon skill requirements up a bit
- chat commands /landclaim, /landunclaim, /landlist, /landrights
- fixed bug with moving in quest maps that stopped movement
- fixed the "map change" screen to not show too soon
- reduced number of daily bonuses, got rid of +5 attributes

********************************************************************

13
RPGWO V6 / V7 / MOVED: Guild Vale Updated
« on: September 19, 2019, 01:42:31 pm »

14
General / Re: Guild Vale Updated
« on: September 05, 2019, 06:02:45 pm »
Lots updated...

********************************************************************

September 5, 2019

- bug fixes for the "delayed adding to map" change from yesterday
- added a "transition" screen for when moving to maps that require
  loading data from the server

- DAILY BONUSES!!! Randomly selected when server restarts at night.
  Includes Life and Stamina renewal boosts plus a boost for each
  attribute! They are modest right now to see how much they can
  affect gameplay. Server sends you a green text message on enter.
 
- minerals farther from the origin (middle start spot), have
  increased skill and work requirements

********************************************************************

September 4, 2019

- changed how a player moves to other maps, like down, up or to a
  quest map. Before it added player to the new map then sent data to
  the client. This opened the player up to attack, especially when
  the client took a long time (10-20 seconds) to get the map data.
  Now, it keeps the player off the map until the client signals it
  has all the map data and is ready to be added to the map. (I was
  tired of my trader getting killed over and over!)

- zombies have carcasses
- changed humanoid monsters to not drop weapons on death, you need
  to search bodies for loot. Also reduced copper coin from them

********************************************************************

August 23, 2019

- added Shields, requires the Shield skill
- shield skill value gets added to weapon defense value on defend,
  so if your Axe is 20 and Shield is 10, you get a 30 defend skill
- shield armor value determines how long it lasts and if the player
  suffers stamina damage, like if a shield value is 10 and a monster
  hits for 15 then you will suffer more than the base 1 stamina use
- not sure how I like how it all works, need to test it to find out

- on a disconnect, the client will ask if you want to reconnect

********************************************************************

August 8, 2019

- added sewer quests to villages

********************************************************************

August 1, 2019

- reworked Goblins and Orcs. Evened out the levels over sectors.
- Goblins use daggers now.
- added human Bandits which use Swords
- added Grayvyn which use Maces
- Trade screen shows quantities now
- traders only buy items that are 100% life, not used/damaged
- Village Guards were stuck sometimes cuz of burden, can move now
- added medium and higher tools to trader buying/selling
- on death, you already loose ALL items but now get starter items

********************************************************************

July 29, 2019

- villages with traders added to start spots
- reduced untrained skill MAX to 10, was 20

********************************************************************

July 15, 2019

- added what's new to menu screen
- zombies added to dead biomes
- deadwood trees added to dead biomes
- camp fires create smoke

********************************************************************

15
RPGWO V6 / V7 / Re: Contributions
« on: August 01, 2019, 04:55:57 pm »
The game seems a lot more difficult to work with in terms of crafting, attacking, etc. I'm used to having a bunch of hotkeys available, things like that, and it feels like I have to repeatedly move my mouse between the left half and the top right corner of the screen all the time. Which is easy if you're on touch, but obnoxious to play on desktop.

Haven't added Usage hotkeys yet. F1-F4 work for the window screens. Tab for chat. Plus/minus cycle through targets. Enter attacks. Num keypad/WASD control movement too.
I only notice the screen/mouse distance when in full-screen mode, maximized, otherwise it not too bad for me, I think?

I'd like the ability to swap to a more readable font too (ideally not as pixely or something - check something like https://rsms.me/inter/ for a readbale font for all the stats text, chat, etc - you could put player names, signs, etc in "game-themed text" but everything else seems to be kind of a pain to read)

Some fonts I could have an option for, like dynamic text. A plain smooth font option. But I already did improve it and haven't noticed a reading issue... except on a phone, with no glasses on, it gets blurry for me, heh. But that more of a small size issue.
Can you post a screen shot? Maybe the font is messed up on your install.
Here is what the font should look like:
1289-1" alt="" class="bbc_img" />

16
RPGWO V6 / V7 / Re: Contributions
« on: August 01, 2019, 12:52:04 pm »
Thanks for asking....

Main thing is testing. The client runs on windows and android, so try to test both if possible. Try to get to level 5 or at least level 2. And let me know how it plays/feels.

Technically, it is RPGWO. I took the V6 code and created a new, simpler and modern client with simple pixel graphics. Got rid of a lot of complex usage steps too.

I plan to advertise on gaming websites when I feel I have a good, solidly playable Alpha version. Not quite there yet. Hoping by end of year but probably sooner.

I just added villages to the starting spots. With traders and guards too! Needs some sewer quests tho :)

Artwork wise, I am open. Look in the media folder for formats. tiles are 16x16. Before I used 32x32. And I use a limited palette which the file is in there too.

Ideas on quests are welcome. Plus magic is still up in the air how to do it. And the name "Guild Vale" probably requires guilds at some point which I want them to be the town builders.

17
General / Re: Guild Vale Updated
« on: July 15, 2019, 01:13:19 pm »
WIPED the world and players.
  • Main reason for wipe was XP changes. Leveling, skill improvement and skill points have been slowed down. Was too easy to level and train everything.
  • Re-did the caves. Using a different, better generator. Added bats and shrooms too.
  • Added little islands throughout. Should match land claim plots and be good for player homes.
  • Mastery Skill scrolls for Mastering skills. Only found in Cave quests.
  • Ruins added on the surface with undead guarding it.
  • Added wheat and corn
  • Can train skills in game
  • Stone and wood wall making.
  • Added minerals and precious metals to mining. Fixed rarity too so there should be plenty to mine now. Before it was kinda empty. Underground also got scattered "Pile of Bones" which is NOT a monster but something to search for loot. I do plan other crap underground someday.
  • Camp fires for easier cooking
  • Lots of refinement and bug fixing

My goal is to try and publish an Alpha version on gaming websites by the end of the year or sooner.
Things I know I need to get there:
  • NPCs, small towns at start spots with trading/selling/buying
  • More Quests
  • What's New and Help
  • Missile weapons
  • Basic Magic system
  • Basic Alchemy
  • Armor
  • Elevation (maybe)
  • Line of Sight (maybe)
  • Day and night and lighting (maybe)
  • Crap... my list is endless

18
General / Re: Guild Vale Updated
« on: May 30, 2019, 05:00:11 pm »
May 30, 2019

  • Walk and Run modes. Run moves twice as fast but uses Stamina depending on your Run skill roll.
  • Peace, Defend and Attack modes
  • Added wheat and corn
  • Cooking: meat from carcasses used on a heat source(only one now, the furnace)
  • GUI updates, graphic buttons
  • Can Train skills in a window
  • Major skill XP changes:
    • Skills can be: Untrained, Trained or Mastered
    • Untrained allows the lowest level of usage, up to skill 10 based on attributes, no XP gain
    • Trained maxes out at 100 skill level with 100% XP gain, can train a skill at any time if you have the skill points
    • Mastered (same as classic Specialized) has no max with 200% XP gain, need a mastery scroll and skill points to train, scrolls found in quests with Search skill
  • Carcasses for most(or all) monsters, some can get meat from
  • Updated Cave up/down images and Cave Quest portals
  • Morale loss disabled for now since not enough food/ways to improve it yet
  • Level up animation
  • Maps show quest entrances/warps with a purple cross so they easier to find on maps
  • Gold coins are now Copper coins, can't mine them yet, just from quests and searchables
  • Goblins running around
  • Bug fixes and refinements

19
General Chat / Re: Hello
« on: May 10, 2019, 12:28:45 pm »
Hmm, did we all get old and get married and get kids and get a mortgage and get real jobs and get a non-digital life?

20
General / Re: Guild Vale Updated
« on: May 08, 2019, 10:51:38 am »
May 8, 2019

Sorry I have not been keeping this up to date. April was a nasty month, full of a long, busy business trip, getting and being sick the whole month and the icing on the cake... a death in the family.

I haven't stopped working on Guild Vale though but it has been slow for sure. Did a few updates and let me see what I can remember...
  • Cave Quests: Cave Rats and Rat Nest are the only things now that give loot. Look for warp portals, one in each 100x100 area.
  • Wilderness monsters don't drop loot but still do drop jerky for food.
  • Search skill added for use on Rat's Nests. The better the skill the better the loot. V6 had this too. It a useful skill for combat types. Much planned for it.
  • Usage pick list with scrolling. For Blacksmith, put a bar on the ground with a hammer in your inventory and you will see it, show all you can make with arrow button scrolling.
  • Blacksmith can make all the tools and weapons
  • Refined the GUI, made it more consistent looking
  • Can drag items around on the map to move them
  • Dropping items easier, it allows you to pick the spot to drop to
  • The usual refinement and bug squashing

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