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Messages - The_Piper

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1
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: March 05, 2012, 07:31:45 PM »
Oops..

Please try this one: http://the-green-leaf.de/progue_applet.html

:)

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Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: February 02, 2012, 12:46:41 AM »
Quote
Hi there, yes that fixed it. I've been online again, tooling around.

Yeah, found you in the log file and read your reports.

Using the arrow keys is a problem, every keystroke is sent over the internet to the server, which causes a terrible lag and crashes the java applet.

So i limited the keystrokes to 1 per second. Not quite useable for walking, but at least good enough for painless harvesting. Just move close to a resorce, press the arrow key, which points at the direction of the resource and hold it :D

Right now i am working on a HUD, showing your stats, your skill levels, your inventory and such.

And hopefully the artist, who made some stuff for me lately will make some more graphics for the game, so it will look more nice in the future.

An applet and server update will come soon, maybe this or the next week, then the new fighting system will be in game, where you get XP for the fighting skill after killing someone/thing, and not per fighting round attack/defense xp.

The new fighting system is quite nice IMO.

You have a fighting level, fighting skill, your enemy has a level. The difference between both levels is used to calcualte the XP you get in the fighting skill.

A fight should take 10 seconds. So, if you kill the enemy faster than 10 seconds, you get more xp.

The formula is: xp_you_get_from_the_different_levels * (10-seconds_the_fight_lasts).

But if the difference between the fighting levels is too big, lets say, your fighting level is 50 and you kill ants with fighting level 8, you get zero xp.

So it makes sense now to use weapons and armor to train. And to chose the right enemies to kill.

Well, we will see how it works :)


3
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: January 07, 2012, 03:29:26 PM »
A friend of mine had had a similar problem a few days ago.

He was playing fine, then the Ubuntu software updater told him, that some new stuff is available and installed a new java plugin and a new java runtime iirc.

After that, he couldnt play anymore, after logging in, he gets a black screen and thats it :(

The applet is developed and runs with:

java version "1.6.0_20"
OpenJDK Runtime Environment (IcedTea6 1.9.10) (6b20-1.9.10-0ubuntu1~10.04.2)
OpenJDK Client VM (build 19.0-b09, mixed mode, sharing)

The plugin for FireFox is

IcedTea NPR Web Browser Plugin (using icedTea6 1.9.10-(6b20-1.9.10-0ubuntu1-10.04.2))

I would blame more the plugin than the java runtime.

Any suggestions how to solve this problem are welcome :)

I think, supporting 2 different versions of a plugin is a little bit difficult?

4
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: January 03, 2012, 08:38:17 AM »
That happens, when the map is loaded.

Does moving the mouse over the applet help?

Are you running too many other stuff on your computer?

Is your internet connection very slow?

5
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: January 02, 2012, 12:43:57 AM »
First release in 2012 with another performance optimization.

The "make" window is now working, you can now make a few items, like fire essences, leather strings, healing potions or fill water into an empty bottle.

More monsters implemented, you can see now all available monsters (in game and coming later) at the zoo. Where that is, is your job to find out :)

More harvestable stuff in game, like ores and gems, which will be used later to make stuff.

And if you're totally bored, you can visit the theatre and watch a group of actors performing Shakespeare's Hamlet.

Where that is? Go exploring, the hint is, on that entrance door is a mask painted.

Plus some very nasty bugfixes..

Any comments are welcome!

http://the-green-leaf.de/progue_applet.html

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Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: December 13, 2011, 01:36:54 AM »
Another performance increase, i changed today the way, how the game generates random numbers, the most called function in game, and the performance increased, at least for me, by like 50%.

Any comments about the new server and it's performance are welcome :)


7
Early Dev / Re: Clarion - The Open-World Graphical Roguelike
« on: December 09, 2011, 12:07:26 AM »
I guess I'll try that miracle.. if it works on Mac. Does WINE only work on straight UNIX?

From the english wikipedia:

"Wine is primarily developed for Linux, but the Mac OS X, FreeBSD, and Solaris ports are currently (as of January 2009) well maintained."

So it might be worth a try :)

(Sorry, i dont have access to mac's)

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Early Dev / Re: Clarion - The Open-World Graphical Roguelike
« on: December 08, 2011, 10:57:07 PM »
I'm sorry, but Windows will be the only supported platform unless a miracle occurs.

Your miracle's name is WINE, i just tried your game under Linux with that emulator.

It was a little bit slow, but i have to confess, that i was running a lot of other stuff on my comp while trying it.

Will it give a try tomorrow again, without runnig excessive applications :D

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Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: December 08, 2011, 01:17:13 AM »
I think combat should be like NetHack, Brogue, DoomRL, or one of those games. Each turn you choose to attack, move, or do some other action, but if you run, the monster will probably follow you.  It's a little advanced at the stage you're at, but that's just my thought.
Well, you can flee right now, if you want. Just try to walk away, theres a small chance, that you can escape. Ok, monsters that follow you and hunt you means more AI for the monsters, right now they are quite dumb, they check, if a player is close to them and then there is a chance, that they attack.

Making them more intelligent is a future plan, like you can tame them, they follow you as a pet and fight for you.

Or they really start to hunt players :)

The delay is between 1 second and 1.5 seconds.  I'll try it again when I have time (since you changed it to the optimizer)

I changed a little bit more today, did some profiling with OProfile of the server and found 2 really nasty wastes of performance and fixed that.

So, for me, there is a performance increase right now like 50-75%. You can check that with the #ping command in game, that really shows the milliseconds a message takes to be sent from the applet to the game server and back.

And since the game server itself is busy with a lot of other things, like managing the world of the game, moving monsters and NPC's and such, the #ping might vary, depending on how fast the game server can reply.

I get right now a #ping between 7 and 500 milliseconds, which shouldnt be not that bad to play.

On the other hand, the server, where the game server runs on, is a virtual server, which might cause some performance problems itself.

Well, at least, its quite cheap :D

10
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: December 06, 2011, 10:35:45 PM »
Thanks for your comments :)

WASD or arrow keys would be much appreciated
Since you guys mention to use the arrow keys, i'm going to implement that in the future.
I thought, clicking would be easier, but using the arrow keys to move/attack/harvest/open doors/click on NPC's shouldnt be a big problem.

Combat shouldn't just run until you win (or lose)
How else should combat be? You can flee from combat by a small chance, should monsters try to flee too, when their health is too low or something like that?
And there is/will be magic in game, you can cast spells during combat to protect/heal yourself or  to cause damage to your enemy.

There is a delay between clicks and moves
How bad is the delay for you?
(There will always be a delay, depending on your internet connection)
Anyways, i hope, i fixed it a little bit, the server was compiled with debugging option to
find a server hangup earlier. I changed that now, now its compiled with optimizer.

Not big things, so far so good, and congratulations on the successful beta
Thank you!



11
Early Dev / Re: Hack 'n Slash Online - multiplayer dungeon crawler
« on: December 04, 2011, 11:05:58 PM »
Thanks for your reports, i am happy to get some feedback at all  ;D

The speed, yes, a game with a response time of 5 minutes is unplayable, i see here, from my desktop comp and the server running on the vServer, response times between 0,5-1,5 seconds, so *MAYBE* it might a problem with your ISP. The vServer is hosted in germany, maybe it is a problem with internet routing.

Moving with keys: wasd might cause a bigger problem, you will have trouble to type and chat. But i'll try to add arrow keys, thats a good idea.

There is an #online text command, which lists the players online.

Music: Much, much later. I am the only person who is working on the server and the java applet

Right now i just want to get the game stable and playable and create the beginning of a playable world. And solve some problems like the "too many clicks per second" stuff (this was implemented from trying to stop  the java mousehandler to hang up after too many clicks..)

Thanks again for your replies!

12
Early Dev / Hack 'n Slash Online - multiplayer dungeon crawler
« on: September 26, 2011, 11:34:37 PM »
Hack 'n Slash Online is a multiplayer dungeon crawler in a semi dynamic world.

It is a browser game, so no need to download and install anything.

Your browser must support Java applets.

http://the-green-leaf.de/progue_applet.html


The game is now open for a technical test, to see how it works, when more than 2-3 players are active at the same time.

The Game
========
Right now you can go exploring, kill creatures (and players on a PK map), get loot, make money and such.

The dynamic part of the world are the dungeons.
When a dungeon is cleared, all monsters inside are dead OR the boss monster of that dungeon is killed, all players inside the dungeon will be teleported out to the start map and the dungeon will be generated again with different levels, different monsters.

The static part of the world are some outside maps, where creatures respawn, when they get killed, so you can train there and collect keys, you will need them inside the dungeons to pass doors.

Testing
=======
If you find any bugs or want to post a comment or make a suggestion, post in the games forum, which is here: http://hackslashonline.forumer.com/index.php :)

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