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King Slime
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 PostFri Aug 19, 2011 3:42 am
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By the way, there's at least one compelling reason you don't see tile-based MMORPGs: player characters take up space. Think of how often you've had to wait for an NPC to move out of your way -- and that's just single-player, with no one griefing or anything. You can let PCs pass through each other, but that comes with its own host of problems.


One way around this could be room limits, like AQWorlds. Limit each map to allow a certain amount of people. However, this could be complicated, because when a room reaches its people cap, another copy of the map would have to be created automatically, and would take up more system space. However, a small remedy could be having the map be removed after ten seconds of zero people, or something like that. Then, it could get recreated after so long. However, an amount of copy maps could be a problem, as it would force people to wait. But, thats just my opinion. Do with it as you will.
Metal King Slime
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 PostFri Aug 19, 2011 6:35 am
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Joseph wrote:
Some quick research tells me that there are a few things to try in this regard, although the OHR programmers will know best. There appears to be a lot on the subject of converting freebasic to c already -- are we certain that such an acceptable conversion tool doesn't already exist?


I've never heard of any other FB to C project, however there are a mountain of other BASIC dialects/compilers/interpreters/translators out there, many of which translate to C. I've looked at several and unfortunately they are all terrible. Even more importantly, semantics of other BASICs dialects are quite different, and it would be a huge amount of work to port the engine. Although I frequently complain about FB, the truth is that the quality of it is relatively very high, and its faults are due only to the fact that such a project is titantic, and they don't have a army working on it.

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I also have ideas like removing the level cap for heroes, and removing the damage and health cap.

The level cap should be removed soon. There is no cap on damage (well, 2 billion), just on stats. This reminds me that I wanted to raise some of the stat caps, up to 32767.

James Paige wrote:
I actually got an Android tablet the other day (Motorola XOOM) and have been really pleased at how easy it is to develop for.

Exciting! It's awesome to know that you're already on it; I was worried that I would have to buy a cellphone made in the last decade :P (actually I need to do that anyway, 'cause they're shutting down the network...)

Spoonweaver wrote:
I mean, I know TMC can do it, he just has other responsibilities that come first. Money might be able to change the order of his responsibilities though.

I decided not to continue working on my FB to C++ translator because it seemed like a more efficient use of time to just work on the engine while other people work on FB's C emitter. There's just so much else to work on (such as finishing resolution independence); I feel that continuing to wait is the best move. FB development has been much more active in the last year. And well, there are some things I REALLY want to work on.
Slime
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 PostSat Aug 20, 2011 2:10 am
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I like the idea and I think I know what you mean by FF6 style MMORPG. I used to play this Final Fantasy I MMORPG a while back and it was pretty awesome. It was basically a ported FF1 just like it was on the NES with all the same towns, dungeons, monsters, weapons, characters. However, when you first joined you only made one character and entered as a party of 1. You then had a choice to band with up to 3 other players to make a stronger party, or just go it alone.

I only played for a short time before the game got shut down for using content from FF1 without approval XD. Anyone else ever play it?

I would be willing to help. Probably could only contribute graphics and maybe music/plot ideas.
Metal Slime
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 PostSat Aug 20, 2011 8:18 pm
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RE: Android:

I've actually been messing with the Android development stuff a little bit. I like it a lot, although recently I've been into XNA which is way more fun than Android/Java (plus I got myself a creator's club account). But they've got similar things going for them so I've been working on both. I wish I knew more about the ohr source code. I might start digging through that to get more of an idea how it works. I'd love to help with these sorts of conversions though.

RE: MMO:

Rather than MMO, I think the main point would be to add social gaming to it. Invite your friends for bonus items, post to facebook etc. I know a lot of people are wary about this, but I actually like it. Especially if it's not terribly intrusive. Make it clear that it's benefits that you don't necessary have to get in this way. But when I play browser games, for example (and I play a lot of browser games) it can be fun to get help from friends / help them and such. I know that many of the people here on SS probably aren't into this kind of gaming but I'm really into it, and it has shown to be amazingly successful, both on browser and mobile platforms.

I also think it would be easier to implement within the ohr conversion (or interfacing with it) than straight up multiplayer (which is also a conceptual issue)
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