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PostPosted: Tue Oct 05, 2010 10:00 am 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1313
Location: Italy
Sorry, my English is terrible so you don't understand very well :D

Point is:
- player start quest A, in quest log have only one quest :)
- player end quest B, in quest log have no quest :(

so player is thinking "now next" ?

IMHO player in starting phases need always quests to know what do to do, where to go, etc..

p.s: in wow there is also quest marker into minimap, another idea ? :D
p.s.s: if you copy wow system (blizzard explain system on a wiki page, so no problem for copyright and so on) and use it in your game, there is no problem for me :D

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PostPosted: Tue Oct 05, 2010 7:26 pm 
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Slick Zombie

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me again :D

in stats window I see "vatality" is maybe wrong? "vitality" ?

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 Post subject:
PostPosted: Wed Oct 06, 2010 6:35 pm 
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Joined: Sun Oct 11, 2009 8:53 pm
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i love the game!
but i must must know few things that i am really insterstand on:

1. i saw you are using SHA1-Digest, BENOITGI.SF
what are this stuff? they are somthings that help to protect the code?
i got a online game 2, if you can pls explane more how to add this to help protecting the code.

2. is the jnlp helps to protect the game? i mean, does it auto update if there is a change in the code?
how does it "knows" when the code change?

3. you did all the quest , walk, att, server side?
all the info i get from the quest, is it on my computer, or send from ur big server?


tnx for a great game hope to see it improve soon!


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 Post subject:
PostPosted: Thu Oct 07, 2010 2:13 am 
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Thanks for all the feedback Gornova81, we've stopped working on (most) new features to fix these bugs before we continue.

waltobc6: Those are all great questions. You can find this information in the Slick tutorial, JDK jar signing and Sun's jnlp documentations. Please post your questions in Help/Discussions so we can answer them accordingly. The code all runs server side, the client simply renders the game. See http://en.wikipedia.org/wiki/Model%E2%8 ... Controller


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 Post subject:
PostPosted: Thu Oct 07, 2010 8:29 am 
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BenoitGirard wrote:
Thanks for all the feedback Gornova81, we've stopped working on (most) new features to fix these bugs before we continue.

waltobc6: Those are all great questions. You can find this information in the Slick tutorial, JDK jar signing and Sun's jnlp documentations. Please post your questions in Help/Discussions so we can answer them accordingly. The code all runs server side, the client simply renders the game. See http://en.wikipedia.org/wiki/Model%E2%8 ... Controller


ty, for the link i will read it deeply, also here is the topic in the help i opened:
http://slick.javaunlimited.net/viewtopi ... 5932#15932


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 Post subject: FTO updates.
PostPosted: Sun Nov 14, 2010 9:20 am 
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G'day guys it has been a while since myself or Benoit updated this thread so we thought it might be time.

So, we have added a lot of new features and worked out some bugs in game. Probably the biggest feature that was added is the instanced town quest. It still needs a bit more work, but it's playable. Basically it's a quest to defend the main town level gets turned into a battle zone and you have to defend from waves of creeps after you/your party completes it everything goes back to normal.

Ben is also working on an animation editor at the moment so we'll have some awesome looking attack animations. Similar to Crono Trigger so there will be joined attacks on enemies.

We have finally got around to changing the tree in game also to something more suitable. I took me about 6 attempts to make the new tree.

Here's a screenshot of the new tree and a few of us messing around.

Image

This screenshot is of the newly added barber. Ben added support in scripting for changing your head and what not as I made a ton of new heads the other night. The bodies and heads on the players are a bit blurred because of the breathing effect we have.

Image

This is the mockup I made for the new inventory. Not implemented yet, but will get done after the animation editor.

Image


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 Post subject:
PostPosted: Sun Nov 14, 2010 9:48 am 
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Joined: Fri Jul 20, 2007 9:25 am
Posts: 410
Location: Croatia
All I can say is it looks great :)


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 Post subject: hi
PostPosted: Tue Dec 28, 2010 3:30 pm 
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Joined: Fri Dec 24, 2010 10:48 am
Posts: 10
Location: PH
great game! :)

how did you implement the walking animation when you mouse clicked to your target location? i'm having trouble show my character move from current location to the target location using mouse click, can you show me an example? :?


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 Post subject:
PostPosted: Tue Dec 28, 2010 3:41 pm 
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Looks awesome!


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 Post subject:
PostPosted: Fri Feb 18, 2011 7:23 am 
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Few small updates to let everyone know we're still working.

Messing around with a few particle effects in pedigree. Not very good with them yet, but I'll get there.

Image

Arden world map (new region I'm working on) obviously still under construction.

Image

Snow tiles I started to work on. Not quite finished yet.

Image

Also Benoit has found someone that's making a rankings page for us and that's coming a long nicely.


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 Post subject:
PostPosted: Fri Feb 18, 2011 7:58 am 
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Joined: Tue Jun 19, 2007 7:35 am
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Location: Germany
Wow, nice progress. It's good to see that still some people can work multiple months on a large project. Keep it up :)

Do you have a Testing-Client or something like that?
Nevermind, found the link on the first page :D

btw: Is the GUI homebrew or do you using some known libs ( TWL, Thingle, etc )?

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 Post subject:
PostPosted: Fri Feb 18, 2011 8:44 am 
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Thanks mate.

I'll hit Ben up about the GUI, but I'm pretty certain it's custom. Don't quote me on that. I'm just the dude that uses his code to make stuff look pretty. lol.


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 Post subject:
PostPosted: Mon Feb 21, 2011 1:36 am 
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TheMatrix154 wrote:
btw: Is the GUI homebrew or do you using some known libs ( TWL, Thingle, etc )?


Sorry for my delayed responses, my email notification aren't working.

When I started on FTO I wasn't aware of any GUI library for Slick (this was years ago now) and I ported over from SDL because the java binding was crashing and I couldn't debug why. So I just kept expending my GUI classes. They are very flexible for what I want to do.


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 Post subject:
PostPosted: Mon Feb 21, 2011 9:38 am 
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np :D

thx for the info.

when it comes to gui i always get stuck... but i think my problem is that i want to create a full blown gui and not only what i need for the moment. i must remember me to always think / work in little steps.

keep it up!

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 Post subject:
PostPosted: Wed Feb 23, 2011 5:19 pm 
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I started my GUI by implementing windows, labels and button. Then overtime I added controls such as scroll bars, simple layout managers, check boxes.

The interesting design decision I made was to have most object drawable on screen also inherit from my base abstract GUIObject such as characters and map objects. This simplified a lot of things by having maps, characters and object also be GUI components.


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