Cool, i'll try that out next time. I used windows encoder screen capture for this. There is a 60 fps setting, but it still came out at like 15.
Printable View
Look's pretty neat. Movement seems a bit sluggish and anti gravity like
Im sure thats just a value that @SYJourney can easily change. Im more interested in how he's going to get the UI integrated.
Some updates:
- Portals and changing maps now work, movement is also updated correctly with the server, so spawn point and map in DB update in between playing the client
- The keymap the server sends is now converted to the win32 keycodes, so the same mapping can be used that was saved in DB
- Some more performance gains, there was a function that when converting bitmaps cached some automatically which I didn't notice. I already was using my own cache tough so significantly more memory than neccessary was used. To compare, walking around ludibrium and visiting different maps could take up to ~150m, now it only takes up to ~80.
I originally wanted to do the UI, but for some reason I did portals instead, so I'll probably go for inventories and stuff. That being said, the things you mentioned are not that far off. I could easily add npc chats and with a little more work also scripted npcs. Mobs spawns already exist technically (the packet is handled), but I haven't added loading mob sprites or mob movement.
This would be awesome to watch a livestream of :P you make extremely quick work of this.
@oxysoft he's shitting on your statement more and more with every update
Its nice, put a git i would like yo ser your code
edit the puto its from my autocorrector
I could be wrong but I think you are going through a phase of development I call "functional procrastination", that is, when there is a higher priority task at hand but you subconsciously delay it because the work load is greater than some other task.
You know you should be doing the more important stuff like mobs, attacking etc. the core functionalities of the game essentially, but instead you delay it and work on something that is simpler in essence and should really only come later in development. The problem with this is that you will be left with all of the exhausting tasks later on and is highly discouraging.
You should focus on having highly maple-like movements, attacking and mobs before you start thinking about npcs and the different menus. You need the core gameplay, working in "chronological" order for lack of a better word.
It's possible that your right, but I didn't even think about this.
The thing is, I don't have a plan in mind what "should" come next after every step. So I actually considered mobs/attacking to be something done after portals worked, just because to get to a mob map I would have to use a portal. I think that that also comes down to preference.
And another thing I have to add is that I didn't really think yet about which features would be difficult to add and which not. This is the first project I have done in c++ (aside from homework) so I don't have a grasp on all the features of the language yet. So for the most part it's hard to tell what's going to be hard and what will be easy, it usually comes down to if I can code something in the same way that I have coded other stuff before or If I need more complicated code.
Update:
Github is being added right now. The whole project is still in process of being reorganized, so some methods or classes on github may be unused or unfinished. I still tried my best to make things ordered so that it isn't a complete mess. If people want me to I can try to add comments to some files if the purpose is unclear.
On the state of the project: I reorganized alot of stuff during the last days so some features are temporarily disabled. On the positive side mob spawns work now, and tiled/moving backgrounds now work. As far as changes go there will only be one screen resolution after all, the simple reason being that some backgrounds or maps in v83 are too small for the post-BB resolutions.
Edit: Some more comments on github source: If it hasn't been clear from other posts I've made, the source will not work for just any server. Alot of the packets have been changed so I would not advise anyone to try and compile the source.
The reason for uploading is so that maybe people can point out flaws in the code (and I'm sure there are still alot).
Edit: Added SS of mob spawns:
http://i.imgur.com/P1lOr2t.png
Update:
Mobs can now be "killed" (tough no attack animation yet) and item drops show up on the map.
Damage is calculated from equip stats + player stats and sent correctly to the server. I will proably post another video (with better framerate) once I got all the animations and effects done.