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 Post subject: Mirage Classic awakens
PostPosted: Fri Nov 28, 2008 9:35 am 
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Dear Players,

It is with great ambition I (Fox) rejoin the project on this day to reunite the team and put things back on track. It seems the spirit of Mirage Realms has diminished somewhat since my departure and I feel it my duty to put this thing so many of us now have put so much of our time and love into - back on the rails.

As previous news posts by my fellow team member Egon read, Mirage Realms was heading in a new direction with a new concept, redesigned interfaces etc... however after consideration we've cut such ideas into little tiny pieces and disposed of them in the farthest regions of the interweb. Mirage Realms is staying very much as you remember it, and due to this comes the potential name change to Mirage Classic - its one for us to think about. This will also see an end to our friend GIAKEN's third party 'Mirage Realms Classic' server, however we applaud his dedication to the project. Bravo!

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This re-kindled effort will see another big push behind the scenes and I will be posting news updates with teasers over the coming weeks. Things were really shaping up, we have some last concepts to throw into the mix and some tidying up to do, but astonishingly the bulk of the programming is winding down to a viable product.

Dugor is feverishly smashing away in the background re-organising some of the code base and once again playing with packets for improved performance, which is always good. I'm writing a lot down and starting to think about how I want the game-world to shape up, the temple you see above for instance is a reference to some realm law involving three summoning rituals - one answered (hence the blue magical circle!), two refused - I'll fill you all in a bit more with that as it progresses also. I'll be churning out some new interfaces soon too so you'll have plenty to gander at.

Its nice to be back, I expect a warm welcome in the forums!

Regards,
Your Mirage Realms Team


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PostPosted: Fri Nov 28, 2008 9:47 am 
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Lol, I was pretty shocked when I read you left your own project.
I guess the impossible didn't happen :)

Glad you're back working on it, I've always liked how it was progressing.

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PostPosted: Fri Nov 28, 2008 5:39 pm 
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Good luck out there buddy, you're gonna need it.

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PostPosted: Thu Dec 04, 2008 1:50 am 
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Tiny update:
http://www.mirage-realms.com/forums/viewtopic.php?f=7&t=323


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PostPosted: Fri Dec 12, 2008 1:48 pm 
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Another small update;
I've added homepoint / bindpoints. You can set your homepoint and when you die, this is where you will spawn.
Attachment:
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Dont' mind the GUI for the INN, I did it for testing purposes.

We can now set animations for weapons. So when you attack, an animation will play, just like spells.
Attachment:
ss6.jpg
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http://mirage-realms.com/forums/viewtopic.php?f=7&t=323


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PostPosted: Fri Dec 12, 2008 2:10 pm 
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Fox and Mith are so alike. You all start games with great GUI, then you stop. Then you make a new game with a great GUI, then you stop.

But it's always nice to see new GUIs :) I like it.

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PostPosted: Fri Dec 12, 2008 2:27 pm 
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The GUI has been about the same since I started programming in March.

GUI When I started


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PostPosted: Fri Dec 12, 2008 2:33 pm 
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Dugor wrote:
The GUI has been about the same since I started programming in March.

GUI When I started

But I'm refering to Fox :P He has started like 10games by now ^^

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PostPosted: Fri Dec 12, 2008 3:48 pm 
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heh i like the Inn idea, i used something similar in Monster Trainer, with last hospital you visited being where you're teleported to, didn't do anything as advanced as that though :)

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PostPosted: Fri Dec 12, 2008 4:00 pm 
William wrote:
Dugor wrote:
The GUI has been about the same since I started programming in March.

GUI When I started

But I'm refering to Fox :P He has started like 10games by now ^^


I've only seen him work on Konfuze and Mirage Realms. This is Mirage Realms, he just changed the name.


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PostPosted: Fri Dec 12, 2008 6:18 pm 
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You know what I mean. I'm sure Fox does if you guys don't :P

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PostPosted: Sat Dec 13, 2008 3:23 am 
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This update I've added Item Linking.

If you hold Shift and left click an item in your inventory a link will be added to the chat whichh can be clicked and an item will be shown.

(Sorry about the horrible image quality, on an old old laptop)


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PostPosted: Mon Dec 22, 2008 4:45 pm 
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I've been busy with 'The Season' but spells now have casttimes and cooldowns.

If you move while casting a spell it will cancel the spell. Once a spell is casted it's cooldown will be activated and you can not cast that spell until time is up. I haven't done the visual cooldowns yet.

Will be adding Buffs/debuffs and dots/hots shortly, then will be doing the AOE stuff.


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PostPosted: Fri Jan 09, 2009 1:48 am 
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I've always wanted to play this game, after seeing Giakens promo video for it.But I'm always late to get to beta XD

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PostPosted: Fri Jan 09, 2009 4:50 pm 
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Well after I'm done the spell system we will be holding another test. I'm slow going on the coding right now but should be done pretty soon.

Things i've completed:
    Spell casting times
    Cooldowns
    Buff/Debuffs - any stat or vital
    Dots/Hots (Damage Over TIme / Heal Over time)
    Direct Damage / Healing
Each spell can also be set to only target what you want. i.e. You can set a healing spell to only target players. You should set a buff spell to only be usable on yourself. Maybe you want a damage spell to only be usable on NPCS.

Next I will be adding range to the spells so your target must be within that range. After that i will finally get to the AOE parts.


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PostPosted: Sat Jan 10, 2009 6:19 pm 
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Dugor wrote:
Well after I'm done the spell system we will be holding another test. I'm slow going on the coding right now but should be done pretty soon.

Things i've completed:
    Spell casting times
    Cooldowns
    Buff/Debuffs - any stat or vital
    Dots/Hots (Damage Over TIme / Heal Over time)
    Direct Damage / Healing
Each spell can also be set to only target what you want. i.e. You can set a healing spell to only target players. You should set a buff spell to only be usable on yourself. Maybe you want a damage spell to only be usable on NPCS.

Next I will be adding range to the spells so your target must be within that range. After that i will finally get to the AOE parts.


Wow, btw i love your graphics. Im hooked on oldschool now. Haha
Anyway, best of luck, can't wait to test it out.

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PostPosted: Sat Jan 10, 2009 11:02 pm 
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William wrote:
You know what I mean. I'm sure Fox does if you guys don't :P


hehe yeah... its always been the same source though ^^


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PostPosted: Mon Jan 19, 2009 4:53 pm 
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Still waiting on the server to go online, but here's a new SS to keep you interested.

Items now have correct info when 'hovering' over them. Still need to do this to the shops.


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ss1.jpg
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PostPosted: Tue Jan 20, 2009 2:37 pm 
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http://mirage-realms.com/forums/viewtopic.php?f=11&t=346

The server is finally online. Please help us find all bugs.

Thanks!


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PostPosted: Tue Jan 20, 2009 11:54 pm 
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Test was great. Farmed that boss for hours :P


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PostPosted: Wed Jan 21, 2009 12:36 am 
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I got on, and made it to level six. I love the game, to be honest. However, you should work on faster map transitions, and less lag on item pick ups :(

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PostPosted: Wed Jan 21, 2009 1:03 am 
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Nice, More inspiration to finish my game.

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PostPosted: Wed Jan 21, 2009 1:04 pm 
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Yeah we're still working on a few networking related problems. The test is going good so far :)


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PostPosted: Mon Feb 09, 2009 1:59 pm 
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MR is back online.

We now have dynamic map sizes with scrolling. A map can be from 15x11 -> 255x255.

Check it out and let me know if there are any problems.
http://mirage-realms.com/forums/viewtopic.php?f=11&t=346


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PostPosted: Mon Feb 09, 2009 3:07 pm 
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As good as ever, Jacob!

Hook me up with your off-screen rendering code when you get a minute. My dynamic maps look silly without it :3

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