Recent Posts

Pages: 1 ... 8 9 [10]
91
RPGWO V6 / V7 / Re: Time for a New Name?
« Last post by Greatest on December 10, 2018, 11:14:31 am »
RPGWO+?

I see no reason for a new name.  also, if someone else has stolen your game name sue them!
92
RPGWO V6 / V7 / Time for a New Name?
« Last post by Mickey Kudlo 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.
93
RPGWO V6 / V7 / Re: V7 Current Task
« Last post by Mickey Kudlo 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
94
Announcements / Re: V7 ???
« Last post by Neanderthal_Man on November 25, 2018, 10:57:48 am »
yeah finally my favorite game on droid. i cant wait
95
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Mickey Kudlo 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.
96
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Powerfox on November 06, 2018, 07:20:50 am »
You don't hit a black wall when then load the next area, once you get within a certain distance of the edge it starts loading in the next area ready to go, it should feel seamless to the player.
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.
your way of thinking is similar to how it is now, which works fine.  Mickey said new stuff when you hit the edges.  say that edge is considered 5 tiles, and the monsters have an attack range of 8, they can hit you from up to 3 tiles into the next 50 section while that section hasn't loaded in the client...atleast potentially, which is why I have concerns with it.

I think it's just bad phrasing, if you play the V7 client now you can see it print to the chat when its loading new 50x50 areas and its always off screen, it would be nonsensical to wait until the player can see the edge before loading more versus just doing it a bit further away.
97
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Greatest on November 06, 2018, 07:14:09 am »
You don't hit a black wall when then load the next area, once you get within a certain distance of the edge it starts loading in the next area ready to go, it should feel seamless to the player.
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.
your way of thinking is similar to how it is now, which works fine.  Mickey said new stuff when you hit the edges.  say that edge is considered 5 tiles, and the monsters have an attack range of 8, they can hit you from up to 3 tiles into the next 50 section while that section hasn't loaded in the client...atleast potentially, which is why I have concerns with it.
98
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Powerfox on November 06, 2018, 03:55:54 am »
my only concern with this:
since you're not going to see next 50 area til you're in it/near it, when you're near a map edge before it loads and you're within attack range of monsters in that area can they still kill you?

I know you only have rats for now, but long term I'm sure there will be ranged attack units and magic, and getting ganked by monsters that haven't loaded on your client yet sounds worse than possibly having a bit of lag...



You don't hit a black wall when then load the next area, once you get within a certain distance of the edge it starts loading in the next area ready to go, it should feel seamless to the player.
99
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Greatest on November 06, 2018, 01:32:48 am »
my only concern with this:
since you're not going to see next 50 area til you're in it/near it, when you're near a map edge before it loads and you're within attack range of monsters in that area can they still kill you?

I know you only have rats for now, but long term I'm sure there will be ranged attack units and magic, and getting ganked by monsters that haven't loaded on your client yet sounds worse than possibly having a bit of lag...

100
RPGWO V6 / V7 / Re: Map Data Handling
« Last post by Powerfox on November 03, 2018, 02:48:06 pm »
This is pretty much the standard for games with large changing worlds anyway.  Minecraft for example, when you join a multiplayer server you receive data for ~500,000 blocks at once and it unloads/loads ~200,000 blocks or so at a time as needed to keep it seamless.   For a 2D game the impact of this should be negligible if the data is stored properly and isn't all being rendered.

Only thing I noticed from giving V7 a whiz was that it the game seems to hang for a good few seconds when receiving new chunks so could probably do with this being handled asynchronously.
Pages: 1 ... 8 9 [10]