The loli is just the base race. Either you change into the light/dark ones at job change or its similar to evolve. Those are definitely not bosses but kind of "evolutions" for one race.
Type: Posts; User: Yurneroo
The loli is just the base race. Either you change into the light/dark ones at job change or its similar to evolve. Those are definitely not bosses but kind of "evolutions" for one race.
Do you really believe that? :D
Leechers all the way.
By searching on the internet?
Its been a while since we provided our antihack, but for the right price there might be no problem at all. ;o
Im done with the game. Im currently content develop stuff like skills/items/quests/mobs etc. The game itself could have been released already. However, Unity5 is soon to come and I definitly want to...
Seriously T_T
http://de.tinypic.com/r/2mzxnjd/8
For companies with a turnover of less then 100k a year. Infact, this license is an indie license.
And thats why I can only find 2 titles.
I infact believe that 75k and !7% CUT! aint worth...
Just parts of the available unity games, with lots of known titles aswell.
http://unity3d.com/showcase/gallery
http://unity3d.com/showcase/gallery/games...
Well, I'd really call it rohan2 instead. Theres simply stuff in my version, which aint used in the common rohan. The looks are up to date, not to mention that we added two new maps, new buildings, we...
Its not a rohan clone, I rather like to call it rohan 2. >.> The client is not just graphics, It's a fully working client with close to every system implemented (and lots of new stuff), just like...
:lol:
I guess I should redo my previous post. I havent said I coded a client EMULATOR nor a server EMULATOR. I neither did recode rohan itself. So much to the facts to be cleared.
What I did, I...
I guess I shouldnt say it to often but im done recoding rohan, that means client and server with a modern game engine called Unity3D. Its more like I used rohan as a base though, and created a...
Yea, that's common stuff I had to reverse/import since I didnt want to setup 60k mobs by hand. :P:
You should rework parts of this since its not entirly correct.
int _mobCount;
struct MonsterData {
int _internalMobID; // Internall Mob ID
int _mobID; // Reference to the Monster.bin...
Well, buffs itself are not the problem, it effectivly doesnt matter how great the power curve between unbuffed and fully buffed is. Acctually the exactly opposite is the case. A noticeable powercurve...
To much convo, wall of texts O_O
As of temps and the whole faggary which comes with them... Temps are not needed in any way and temps do not have a right (in general nothing does have the right)...
Ah lulz now I get it :D:
Oh someone wants pictures I guess. ;o You've gotta wait for closed beta but you should know how the graphic's and performance looks like. Hell I've even wrote my own physics engine for performance...
Good that unity is my playground :D
Yep still the same old farts and thanks. ;o
And what do you expect, its a professional game engine, it does run fluid :D
Well for my purposes a normal stacking like with other classes simply does the job for templars, reducing damage to low-mid supportive and letting other classes do the damage. No more uncontrollable...
% based stats? Wut? O.o Bro, read the thread :D
Infact, Im keeping it simple in terms of equations. Removing the int multiplier effectivly kicks out the bad part which messes up the whole thing. It aswell has a nice site effect. Before you hit...
Thats for sure.
As of my recoded version of rohan using Unity3D, there are some minor changes in class job, though, the skillset and environment of gear and stats has greatly changed. To be serious, each and every...
You mean ish or me? :D
Hm gonna see how the balancement turns out with the current new skillset and overall stat/gear changes. Maybe we could adapt that stat format of yours somewhen later if it doesnt go that well. ;o
Infact I find the idea pretty good and interresting. Though, its a huge step to just ditch %-stats since people are used to it and we know all rohan that way. Especially for UnityRohan it might be...
Yup thats the link I gave you and dark aswell :D Thats basically where I got the basic file formats from, though, they are 95% unuseable. I've ended up reversing the full graphics pipeline myself.
...
Wow just noticed that this forum is finally rohan friendly. Google ftw...
To the problem in place, the .gbf files store lots of mesh related information. Animation names, BB's, animation events,...