Mirage Source

Free ORPG making software.
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 Post subject: New Source Release
PostPosted: Tue May 13, 2008 3:42 pm 
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Submit-Happy
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I'll be releasing Winds Whisper's source as an engine pretty soon, involving a new community filled with tutorials and the like.

Here's a quick look at it atm. I'll be adding a new GUI later and swapping out the graphics as well.

Image

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 5:02 pm 
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I guess the selling went too good =P

Will it be open source, pay for source, closed source, pay for closed source, free subscription? pay for subscription once? pay for subscription for a monthly fee? Etc etc.

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As for the mizuki project, it's not like you can compare the two alone. It's something typical on the view, puttin' the glasses on for a reason.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 5:17 pm 
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It'll be open source. Latest screenshot:

Image

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 6:21 pm 
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Your options picbox's offset is out by 1px x&y :twisted:


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 6:47 pm 
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Actually, it out by a lot. The lit up options button next to it is where it should go :P

I'm removing the WW GUI and replacing it later lol.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 7:46 pm 
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I WANT TO MAKE A GAME!!!!!

LOL! I am so going to make a game with this. YAY! Thanks Robin!

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 8:11 pm 
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Ok, this is awesome.. :D Go ROBIN!


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 8:30 pm 
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Thanks :]

It'll take a few days to get it all sorted for release, then me and Mith will get it out to you all.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 8:37 pm 
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WOOT! Though, can we just have a few hints at what features are in it? There seems to be quite a few little things saying tiny features in it, but no real list. Unless I am incompetent and can't use the search button, can you please provide some insight as to what is in this probably amazing source of yours :D.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 8:57 pm 
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Robin wrote:
Thanks :]

It'll take a few days to get it all sorted for release, then me and Mith will get it out to you all.

Take your time =P btw, is this going to be released like an engine? Like will you continue updating, or its final version? Either way, this is cool. lol. I'll be able to learn more with this.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 9:38 pm 
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It'll be a completely open-source engine.

I'll keep posting new releases, and tutorials on how to update any existing projects as well, and I'll also be helping people make games with it, by doing my best to fulfil tutorial requests.

Hopefully this'll make other people do the same and we'll get a nice community going :]

I'm working on the website at the moment, with ZoSo (Graphical genius <3)

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 9:51 pm 
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<Points at post>

Features?

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 9:59 pm 
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Oops, missed that one xD

Here's a small text file I found... I rarely keep track of what I do.. xD

Quote:
Advanced spell system with casting times, cool down times, casting animation, spell effects, spell icons. Special spell types, such as warping, self-target spells only and a fixed damage spell name.

Special item effects, attack times, enchantments and a box which shows all the item stats, name and description on hover

The entire database is in binary, and all client-side calculations have been moved server-side so it's near impossible to hack without direct access to the server machine
There's also time checks so people cannot speed hack.

I've re-programmed the entire graphical output system so it isn't re-rendered every loop, but just once instead.

I also re-did all the graphical loading, so instead of loading all graphics at once it only loads what is needed
Which means you load only a fraction of what you would if you used any other engine.

There are new map attributes:
Npc Spawn, skill blocks, doors (which you press enter to open, and are completely animationed), chests, switches, banks, trees, fishing spots, mines, smithing and shops.

Rather than just a list of spells, players can equip spellbooks instead.
Each spellbook can contain up to 9 different spells.

The entire AI system has been re-done to use Graph Theory. This means the NPC always finds the quickest path to find the player, rather than wasting cycles doing pointless checks like the default.

An auto-updater which can access a webserver, read an update document then download all the required files.

The entire Music system has been re-done to use DirectX.

Each sprite can either be a normal 1-2-3 step animation, which has been completely re-done to look more natural, or a constantly animated sprite which goes through the cycles constantly to simulate flying or floating.

The entire core server loop has been re-done to be more efficient and less buggy. All known bugs have been removed and an RTE bug reporter has been put in place to avoid any surprise crashes when being run.

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 10:13 pm 
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nice! sounds really good. I talked to Roda, and I think we are going to use it for his game.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 10:15 pm 
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Cool :]

<33 Roda's mapping.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
 Profile  
 
 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 10:26 pm 
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Yea its amazing. I'm not bad myself, but he still won't let me map. :D

EDIT: As long as we are off topic about mapping, I would like to point a few things out about your demo map. The snow can either have two looks. Trampled or clean. Clean does not work for online games, as you want atleast the illusion that things are going on not including yourself. You would want to put in lots of footprints, in order to make the map seem busier. So... FOOTPRINTS!!! lol I am really weird today.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 10:43 pm 
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I'm a programmer. At one point I'll make a trail of footprints follow your character :]

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
 Profile  
 
 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 10:48 pm 
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lol...

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: New Source Release
PostPosted: Tue May 13, 2008 11:46 pm 
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When can we expect for this to be released?


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 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 1:09 am 
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Wow this would be AMAZING.

And Robin...because of your post of trailing snow steps my brain is loading with thoughts about how to do this. I'm just going to post my thoughts here.

Make a new map attribute for "Snow"

Make a Snow.bmp that would have 4 32x32 rows for each direction and maybe 4 columns for when the snow fades away

Make a new surface to blt the snow that's hooked up with Snow.bmp

Make a timer in GameLoop that is activated when the CanMove function returns true or something and the blt then calls from the direction of the player and changes the fade away animation every second or something...

Sorry for the sudden burst of thoughts...I just had all this come into my head.

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 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 7:36 am 
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Labmonkey wrote:
but he still won't let me map. :D


I'm very protective of my mapping position...




Anyway, i'm surprised you're releasing this for free Robin, looking forward to it ^.^


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 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 9:42 am 
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=D Wow. Shocking. :lol:

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 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 10:35 am 
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GIAKEN wrote:
Wow this would be AMAZING.

snip.


You'd also need corner steps as well. If/when I do this, it'd probably how I'd be doing it, except currently I have 50 different tilesets which are map specific, so I'd just check if a certain tileset is loaded, and rather than waste an attribute, I'd simply check if the tile was a certain NUMBER :]

Rodaroda wrote:
Labmonkey wrote:
but he still won't let me map. :D


I'm very protective of my mapping position...

Anyway, i'm surprised you're releasing this for free Robin, looking forward to it ^.^


I knew I was going to release it from the start. I love open-source projects. I would have released it earlier I was as confident of the source as I am now.

Magdreamer wrote:
=D Wow. Shocking. :lol:


Get back to making the GUI xD

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
 Profile  
 
 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 11:32 am 
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Well now I will have a new place to post all of my tutorials.

Sorry mirage, but you just don't seem to appreciate my "/editmap" tutorial. :wink:

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


Top
 Profile  
 
 Post subject: Re: New Source Release
PostPosted: Wed May 14, 2008 11:47 am 
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lmao.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


Top
 Profile  
 
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