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Multiplayer Dungeon Crawler
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Author:  Robin [ Fri May 29, 2009 8:51 pm ]
Post subject:  Multiplayer Dungeon Crawler

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A simple 4-player dungeon crawler I've been pissing around with.

Dx8, byte array packets, pixel by pixel movement, object-based mapping. Stuff like that.

Once I'm done with it, I'll release it as a base for people to create their own multiplayer dungeon crawlers with.

Update:
Had a copy of this and VB6 portable on my memory stick, so spent a couple of hours pissing around with it.

Added scrolling maps, a new rendering system that only renders on-screen objects, and player names and shit.

Still mostly client-side though, once I get my own machine back I'll come up with a nice way of handling movement.

Download link: Here!

Author:  Robin [ Fri May 29, 2009 9:37 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

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I added a simple client -> server packet which'll change the player's name.

Jacob's buffer class is amazing. Makes it easier to handle byte arrays compared to strings.

Also, 5000 posts.

Author:  Robin [ Fri May 29, 2009 11:23 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

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Character creation and log in is now working.

There's a single log in screen, if you enter a character name which doesn't exist the server will turn that into a character file and load it up. If it already exists, it'll simply load up as long as the passwords match.

Simples.

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Author:  Matt [ Sat May 30, 2009 12:19 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Dungeons & Dragons. This would be perfect for it. I've toyed with a few things in that department, but never got anything as good as this.

Author:  Robin [ Sat May 30, 2009 12:34 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Matt wrote:
Dungeons & Dragons. This would be perfect for it. I've toyed with a few things in that department, but never got anything as good as this.


I've never looked in to it. I'll check it out, and if I like the class balancing and the formulæ used, I may use it as a base.

Fixed up the log in system, so you know how many people are in a game before you log in. The server always has an extra socket loaded to send the 'Game Full' data to any client who tries to connect to a full server.

Character saving/loading is complete, as well.

I'm going to tweak it a bit more, then get some basic character creation going.

Server log:
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Game slot open:
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Game Full:
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Author:  Matt [ Sat May 30, 2009 12:52 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Dungeons & Dragons is the base for ALL RPGs. Simple as that. Lol. It's an old style pen and paper role playing game. It's very fun if you have the right people playing.

There is DDO. Dungeons & Dragons Online. But to me, it feels like a Guild Wars ripoff.

*shrugs*

No matter what you do, D&D is your base. :P

Author:  Robin [ Sat May 30, 2009 3:51 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

I was looking around and saw a Character Sheet.

Bloody hell it was confusing.

Anyway, I got Dx7 running. Not sure if I'll upgrade or not yet. Personally I love the lack of texture size restrictions in DirectDraw, but want the features and 'ease-of-use' from Dx8.

I might just end up having a small D3D overlay.

As you can see, most of it is still behind the scenes. The black is just a basic colour flood on the backbuffer.

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Author:  Robin [ Sat May 30, 2009 5:23 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Loaded some graphics in now.

I'm now using a modified version of Dmitry's buffered surface system. I changed it a bit for better performance.

It's a 20x15 grid of 32x32 tiles, so 300 sprites altogether.

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Author:  Robin [ Sun May 31, 2009 1:04 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

DX8 is disappointing as ever.

I decided to see if I could pull a DX9 engine out of my arse in VB.NET.

I have everything loaded up, and an automatic image file scanner, which'll read and store the data of different image files in a private class. I'm trying to sort out the entire DirectX stuff into a few classes, so they're more modular.

I just need to work on getting some sort of loop going to render the graphics.

Image

Author:  Robin [ Sun May 31, 2009 1:36 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

.NET is giving me a headache, so I spent a few minutes converting the VB6 version to DX8.

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Author:  Beres [ Sun May 31, 2009 2:11 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

I like how you make that border around the game, it looks cool. Anyway, that is awesome. :D

Author:  Rory [ Sun May 31, 2009 3:20 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Pfft. I taught him that ;D

Author:  Robin [ Sun May 31, 2009 5:27 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

Was looking around, it's fairly obvious that DirectDraw was deprecated.

Decided to write up a few classes. I have my own clsGameEngine which is set up when the application loads, and within that I have a clsD3D and clsSprite.

I managed to get it down to this:

Code:
    mGraphics.BeginRender()
    mGraphics.DrawSprite(mBG)
    mGraphics.DrawSprite(mRandomSprite)
    mGraphics.EndRender()


Two 256x256 .png images loaded on each other. You can see the alpha channels working.

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Author:  Robin [ Sun May 31, 2009 5:48 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

Here's something a bit less ugly.

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Author:  Robin [ Sun May 31, 2009 7:02 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

I got some random tiling going on.

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Author:  Robin [ Sun May 31, 2009 7:59 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

Grabbed some graphics and built up a scene.

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Author:  Beres [ Sun May 31, 2009 9:40 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

This is cool. I wish MS had a ISO look.. Thats cool. Keep up the good work.

Author:  Labmonkey [ Sun May 31, 2009 11:00 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

It can if you put in those graphics...

Author:  Doug [ Mon Jun 01, 2009 7:14 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Nice work ya got goin on there. Inspired, so I just might learn directx 8 later.

Author:  Robin [ Wed Jun 17, 2009 11:22 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Had a couple of hours free the other day, so I decided to add in 4-directional movement and some basic mapping ideas.

Have fun.

Download Link!

Author:  Tony [ Wed Jun 17, 2009 2:38 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

Reiner's Tilesets? I was going to use that for Mirage Mafia..

Author:  Blodyavenger [ Wed Jun 17, 2009 3:51 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

It looks very nice I must say next to that, I like how smooth is moving, but you could make that animation of sprite is always standing when you are not moving instead of staying at animation you stop.

BUG: When you place first object, it creates it but without graphics (but I guess you found out that by yourself already)

Author:  Robin [ Wed Jun 17, 2009 4:14 pm ]
Post subject:  Re: Multiplayer Dungeon Crawler

Blodyavenger wrote:
It looks very nice I must say next to that, I like how smooth is moving, but you could make that animation of sprite is always standing when you are not moving instead of staying at animation you stop.

BUG: When you place first object, it creates it but without graphics (but I guess you found out that by yourself already)


I was lazy. It's just how the tree array works ;P

Author:  Toast [ Mon Jun 22, 2009 4:20 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

So everything I see from screenshots is coded in .NET?

Author:  Tony [ Mon Jun 22, 2009 4:28 am ]
Post subject:  Re: Multiplayer Dungeon Crawler

Nope, I don't think so.

Quote:
.NET is giving me a headache, so I spent a few minutes converting the VB6 version to DX8.

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