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Found 16 results

  1. Hey guys, My name is Mike and I'm from Korea. Me and 14 other guys are making a HTML5 MMORPG called "Mad World". Here's its trailer. And here's rain animation The game has all the familiar features of MMORPGs but the combat is more face-paced. It has hand-drawn artstyle like you see here. I will be posting some updates here from now on, and maybe some development tips we learn along the way. We want to be a pioneer in the area HTML5 in Korea which is still very new in the country. We want to make it available worldwide by the end of 2018, so we still have a long way to go. Any feedback is welcome by the way. Thanks and let me know what you think of the game! For more information on the game, you can visit our website: www.jandisoft.com or follow us on Facebook Twitter Youtube Here's the latest update Sept. 20th, 2017 - Internal Test Clips Aug.16, 2017 - Cross-platform test Here's a wip customization system,. Oh, and we recently opened a forum. Come by and say hello if you're interested. =)
  2. GAME COMPETITION On 1st August at exactly midnight UTC we will be doing a complete wipe of all users for a new update. The for the Users who reach to level 70 first we will be awarding them a cash prize via PayPal. Entrance is absolutely free. 1st. $100 USD 2nd and 3rd: $50 USD You may play on a shared account however we will not be held responsible if items go missing etc. Cheating in-game will not be tolerated for this competition and fair play rules will be in-place. You may ask why we are running this competition. Well there is a couple reasons, for one we want to stress test the server under a higher load than just a few players. We also want people who have never played the game to get a feel for it and hopefully become long-term players. If your not familiar with the game start playing now to get a feel for the mechanics, however the update may change a few things at our discretion. Happy gaming everyone!! [Beta] MaEarth Platforms: Browser/Android Game checkout Google Play Store . Game Link: http://www.maearth.com Description: Retro-based overhead 2D tile based MMORPG. Original based off Browser Quest, the source of Airasky and Tap Tap Adventure. MaEarth puts you in a world full of monsters roaming the lands where users level up, quest by hunting specific monster and collect/buy weapons and armor. The PvP Server the monsters are stronger and you are pitted against the other side of players. It is weighted and auto selects which side you are on for balanced PvP play. Forums: http://maearth.com/forums Will put up some Screenshots soon. Gameplay: https://www.youtube.com/watch?v=TVc71mr8WP4&t=27s
  3. Hi, we are small game develop studio called Drunken Monday. We are only two people and during the last year we developed a cross-platform multiplayer game: Slash Arena. And we're almost done. We are glad to present you our game: Massively multiplayer online battles with swords and axes. Simple arcade action! Dodge the attack and choose a perfect time to strike. Upgrade your weapon, slash enemies, collect resources and reach the top! Battle Modes: ★ Deathmatch — Player vs All mode for 30 players. Score the highest damage and survive to win. ★ Arena 1vs1 — ranking duel for hardcore players. Your skills mean more than your high-level weapon. Features: ★ Rapid battles. Play 5 minutes or 5 hours. It’s all up to you! ★ Swing your hammer and make 'em fly! Damage is calculated according to physical laws. Timing and distance matter! ★ Two types of attack — enough to make your enemy suffer from a painful combo! Master your skills. ★ Separate ratings for each Battle Mode. Monitor your progress. ★ Monthly rewards for the best players. Earn a pile of resources and unique character portraits. ★ Daily tasks. See if you can cope with them! >:] ★ Three characters with unique weapons and fighting styles. More characters are coming soon! ★ More than 30 upgrade levels for each character’s weapon and armor. Start with a simple leather jacket and get to the legendary royal armor! ★ Character’s appearance changes each 3 levels. Everyone will see how cool you are! Game available on: Facebook, it passed greenlight and coming on Steam, soft-launched on GooglePlay and AppStorein Russia ( If you contact us we will send you .apk or testflight invitation ). Also take a look at Slash Arena: Online and Drunken Monday web sites. We will be glad to hear your opinion!
  4. Guild Tycoon

    First and foremost Guild Tycoon is a game where a player controls a set of characters, provides them with equipment, and sends them off to fight in dungeons awaiting their hopefully successful return with wonderful loot. Players over decades have seen this type of system in many different iterations from Diablo, to World of Warcraft, to, well…, Guild Tycoon! Personally, I adore games like Diablo and World of Warcraft where players can fight through battles and improve their characters to access forever expanding content within the game. However, I found that I grew somewhat wearisome of the required investment of active time to progress. My thought, and basis for the game, is that players can get similar levels of enjoyment out of an experience that automates some of the tasks that would otherwise need to be controlled directly. I wanted to build a game where players set actions for their characters, game administrators set actions for enemies in dungeons, and a server runs a fight based on a set of rules and returns the result. It's not much to look at yet, but it's taken quite a bit of work to get to this point! I have since scrapped that original GUI, which was built on DotVVM, for the not-as-popular-as-the-original version of Angular. The server is built using ASP.NET Core, and the information is stored in a Microsoft SQL database. Everything is hosted in Azure. DotVVM, Angular, and ASP.NET Core are all types of frameworks. I think it's best to conceptualize frameworks as toolboxes. They contain everything you need in order to build a specific type of software. As an electrician needs a different set of tools than a painter, developers need different frameworks specialized for certain purposes. This analogy breaks down a bit as you dive into the specifics since frameworks are usually designed to be fairly malleable. I started with DotVVM because it is a framework built on .NET. It’s specialty is building GUIs. It uses coding languages I was already familiar with, C#. Since I had never built a GUI before, using a familiar language was a comforting idea. However, I quickly found out that when I ran into issues, I couldn’t figure out how to resolve them. Most of the popular online outlets for help in the software world also had almost nothing on DotVVM. After hours and hours of frustration, I decided I should just bite the bullet and learn a completely new language and a completely new framework that was better supported, had a larger community and was vetted by larger entities that already use the framework for their products. This would be more work upfront, but down the road would eventually pay off. Before jumping over to Angular, I decided to give another framework a shot. I had heard some good things about Aurelia, and (unless I’m mistaken) it is headed by someone who left the team that created Angular. I was able to stand up the basic example quickly, but as soon as I wanted to add my own authentication system I ran into issues. I looked through the documentation and spent hours online troubleshooting my issue, but I couldn’t resolve it. This left me to consider two remaining options, React and Angular. I looked at both, but to be perfectly honest, I decided to try Angular because the “Getting Started” tutorial was pretty much my game. Fortunately, I did not have to go through as much struggle in order to decide on the right framework for the server. My dayjob already uses .NET MVC for our backend, so I knew I could stick with that. The difference is that I decided to upgrade to .NET Core, mainly because it is far simpler to implement a custom authentication system. SQL databases have been around for decades, and I didn’t necessarily want to spend more time learning yet another system for saving information unless there was a compelling need, so I stuck with the traditional approach. To communicate between .NET Core server and the SQL server I did decide to select Dapper, which is a tool that is gaining popularity over Entity Framework. The difference between Entity Framework and Dapper is that Entity Framework is designed to try to encompass all possible needs for interacting with a SQL server into a single package whereas Dapper takes the approach that each development team should build their interaction with SQL to exactly suit their needs. It's also completely open source: Front end , back end
  5. [OPEN SOURCE] Dakara Online, MMORPG

    Dakara Online is a medieval MMORPG made using PIXIjs, jqueryui, howlerjs and much more. The source code is available, the client is released under the MIT license and the server under the GPL. Its based on an argentinian MMORPG called Argentum Online. GAME LINK: http://web.dakara.com.ar/ SOURCE CODE LINK: https://github.com/horacioMartinez/dakara-client
  6. [PIXI MMORPG] Raining Chain

    Not made by me http://www.rainingchain.com A free to play, no pay to win, HTML5 MMORPG built from basically scratch(w/pixijs and a few other components). "a unique 4th wall breaking, open world, rpg" "rc", the creator is on often and he also makes html5 game programming tutorials so be sure to check out his youtube channel. Permission to post this was granted by the creator.
  7. starcraft maps

    Hi, im new to the forums. I recently came across this opensource game, browserquest, and i thought how better to learn how to program a game by playing with its insides. However, I dont know where to begin when it comes to what tools Im going to need to look at the code and such. btw the title is from how i learned to make some pretty cool technical maps on starcraft back in the day by just playing with other peoples maps and learning from that.
  8. I've been working on pixel quest for a few months now and I wanted to showcase it for the first time! The game is more of a proof of concept rather than a full commercial game but I would appreciate any feedback on usability or anything you feel i need to add / adjust. Hopefully this game is something a little different for the phaser community and I hope you like what I've come up with so far! Play Link Back Soon! Credits coming soon!
  9. [WIP] Darkenlight

    Hello, I would like to introduce you my tilebased MMORPG project called Darkenlight. This game is still in development, already hosted and playable but I will not open it until all features from my alpha-version checklist is done but I would like to have some ideas and oppinions from all of you as It is my first HTML5 game project. So lets start .. First of all - something about me (you can skip this section I am ok with it) I am 30 yrs old Java webdeveloper and I was raised on Dungeon&Dragons, Warhammer (tabletop game with miniatures), Ultima Online and all of these cool things. As time progressed I was becoming more and more disappointed with all these new WoW clones with endless grinding and continually progressing characters without any sort of adrenaline, fear of losing something and focus on mass battles where numbers > skills. I have found myself bored and unable to find any MMO that will bring as much fun as Ultima Online did in past years. Thats why I have decided to make some MMO by myself utilizing all these year of PC and pen&paper RPG experiences. History - what did I do by now I have started with Darkenlight almost 6 years ago - In first incarnation I have used just HTML+AJAX with auto-refreshing. It was ugly, slow and absolutely non-scalable. About two years later I have tried to do Applet client which was much better in terms of responsiveness and user experience but it was so time-consuming and trend was pointing towards mobile devices which doesnt support Applets so I have started all oover again - after 3 years of appleting. Finally in november 2014 (one year ago) I have started HTML5 project with Tomcat Server (I had some graphics and server code from former iterations) and finally I have technology stack I am satisfied with. Game - what it is supposed to be at the end Darkenlight will be classic tilebased MMO - in Ultima Online style with more user-friendly UI offcourse. I focus heavily on complex combat mechanics that rewards positioning, timing and good gear selection over simple Number1 > Number2 = WIN as many of modern games are doing. It will be described better on game website I am currently working on. Game is supposed to be played in smaller parties as it used to be earlier like party of 5 people runing dungeon for several hours just to die near the end or find valuable treasure if nothing goes wrong. I am not friend of all that raid parties of 100 people steamrolling everything pushing F1 and F2 untill everything is over. If you die in Darkenlight, you will drop your gear .. on the other hand, obtaining some basic gear to be usefull character dont take weeks of endless grinding here. Just as it was in older MMOs .. easy come - easy go. As sandbox-like game, there is probably not going to be strict story line and quests (who still enjoy quests like kill X of Y mobs and come back then ?) There will be some "class specific quests" to obtain masteries or some special items. I have much more ideas but who cares now .. lets see what I already have done Game - what is done already Character - Classes (warrior, ranger, priest, firemage) - Experience / Leveling - Skills (skills are trained by using them and they are limited by your class / level - for example as lvl 10 warrior you can have Macefighting at 20.0 max.) - Weapons (swords, maces, polearms, axes, bows, spears) - 250 weapons currently - Armors (leather, chainmail, ringmail, banded, plate, fullplate, shields) - 315 armors currently - Spells (firemage and priest spells) - Affects (spell effects, slow, poison, potion effects .. Crafting - We have 5 gathering skills - Mining, Lumberjacking, Herbalism, Fishing, Hunting - We can craft weapons, armor, bows and cooking food - Enchanting and potion making is coming soon (this week maybe) NPC - We have blacksmith, craftsman, healer (healer provide ressurection, bandages and potions) and banker - Guards are already here to protect players against wandering monsters of evil (red) PK players Gameplay - Party system (sharing experience and gold from loot) - Healing with bandages, potions or spells (priest) - PVP is already possible with criminal (aggressor) and PK flagging UI - I have two versions of UI - one optimized for play on PC (keyboard + mouse) and one for touchscreen devices (touch device UI is displayed on last screenshot) - Tested on PC, Samsung Galaxy S3 (chrome browser), IPAD (Safari browser) - PIXI library is used to utilize hardware acceleration - Particle effects for elemental attacks, spells, campfires .. World - World consists now of one village location with NPCs and guards, one goblin fort, one mid-sized dungeon, several smaller caves and plenty of outdoor locations - Until game opening I am going to have locations to play until level 20 (character´s max level is 50) Game - How does it all look like Are you tired of all that reading ? I know it is boring, my english could be better and at the end of the day .. who cares about words. I have uploaded some screenshot below and I made one short video of actual gameplay and you are welcome to visit it on link below. Sorry for bad quality, I am not good at this, youtube reduced quality so badly. Note: In latest versions, characters turn left/right and behind (it is to be seen on last two screenshots) and they are moving smoothly now (not tile-by-tile like in video). This video is several months old but it didnt change much until now. Why do I post here all of this ? As I am close to finish everything I want to open the game to wider audience of non-developer people, I am curious what will other developers think about such project. I will be thankful for all suggestions of improvements and such. Actually as I am solo developer, my main problem is graphics as I struggle so much to draw something. I will be more than happy if I will be able to find someone who would like to participate on Darkenlight and could help me with artwork. I will need better looking worldmap and lot of objects to place into my world (you know, all that trees, stones, pillars, bonepiles ...) What will be in future ? Who knows .. it will depend on reactions of players when game will be opened. If I will find enough of interested players I would build remaining parts of the world and coding features that are not yet implemented while game will be runing. In further future I would like to have native clients to support animations and better graphics (but it is too far from now)
  10. Hi All, The Engine I've built is here: https://github.com/Techbot/JiGS-PHP-RPG-engine The game in action is here : http://eclecticmeme.com/ Very Very early rough raw etc etc It's built with multiple views in mind (MVC) so I've built a main view using phaserJs. But I also built views using bootstrap,rafael, plain canvas, and a grid using the DOM. Absolutely everything is configurable, so it can be turn based or realtime, cyberpunk, fantasy, trading game etc. I'm looking to team up with anyone who loves rpgs particularly cyberpunk ones. (Tho' my own instance is a cyberpunk/dadaists world inspired by William Burroughs as much as William Gibson.) I augment the main game with interactive fiction using Twine. Anyways if anyone is interested in helping or forking their own virtual world. Let me know what you think . Thanks.
  11. [WIP] Land of Heroes MMO

    Hello everyone, I want to keep this short, I am mainly making this post to seek encouragement to continue in the development of my game, I have an extremely hard time focusing on the game at this point and it is nearly 1 year in development (not daily of course). Server: Node.JS Long story short, I am developing an MMORPG which will be majorly based around PvP (Player vs. Player). The game plays a lot like Realm of the Mad God, which is a real-time click-to-shoot MMORPG. Included will be a lot of PvE (Player vs. Environment/Enemy), bosses, and skills such as Mining, Black Smithing and Enchanting. Items are randomly generated when they are dropped by enemies, allowing a near-infinite end-game, alongside with the infinite number of combinations of skillsets a player can have. Here are some screenshots. Please note that these graphics are placeholders. Warrior Abilities (incomplete): Items: Other features: -Multiplayer -Seemless map changing -NPC Pathfinding/Following -Equipping items (No equipment interface yet) -Ability projectiles, ability cooldowns -Ability key settings -Items/NPCs/Ability systems created to load externally for easy changing -All interfaces movable and re-sizable for user friendliness. To finish before pre-alpha testing: -Warrior, Rogue, and Wizard classes complete and balanced -Shop system for buying/selling -Equipment interface -More maps, monsters, items, and bosses (fun stuff) -New user registration with password recovery by email -Player trading (maybe) -May be forgetting something Have only tested with 1 other player online, but the gameplay seems to run smooth and combat isn't "laggy" for people even halfway across the world. Let me know what you think, what I should improve on, etc. Thank you very much for checking it out! If you're interested in checking out the game when it's ready to be played, send me your email or something in a PM!
  12. Hey All, Im currently working on a browser based 2D ORPG development platform called Powder Engine. Im here to show it off and grab some feedback and whatnot. Here are some screenshots of a test game I have been building with it, you can also find a live playable version at http://www.powderengine.net/testbed showcasing currently v0.63. Ive made a couple of youtube videos that demonstrate how to use the engine. The engine still needs a lot of work at the moment so I apologize for any bugs. I'd actually appreciate it if you spot any and how to reproduce, just so I can fix as many as I can. Please see videos in order below to get a good idea of the current engine features. Thanks for your time
  13. Hello, We’re 2 girls from Sweden who are starting a game company, one of us is a beginner front end web developer and the other is studiyng marketing. One of our goals is making a mmorpg for the web targeting young people with an idea that we’ve planned for more than a year now. Our game will be more simple than the typical mmorpg game is today but we want it to be isometric and web-based. We want to make an online multiplayer where you play as an animal and chat with other people, you walk around in a pixelated world together and have something similar to levels and exp (but simplified), we already have a pixel artist and are using vBulletin for the community but we need a back end programmer who have knowledge in server programming and game programming in general. Our game will be released in swedish, norweigan and danish because we already have some interest from these countries and maybe an english release far in the future (if everything goes well and people are interested). We are looking for a programmer who knows how to build server and database connections in a safe way and have knowledge about Unity or Isogenic engine (C# or javascript/canvas). If you’re a programmer and want to be part of a great project and are just waiting for something to do then feel free to contact us! If you have any questions you can send us an email as well. Revbits@gmail.com /Allie and Emy
  14. Hi, I wanna ask for your opinion guys, especially those who already done 3D stuff or at least dealing with resources of probably more than 100 MB or whatever it takes that makes the user have to wait due to very large file resources. Current big MMORPG games like Guild Wars, Lineage, Dragon Nest, World of Warcraft, or even MOG like Dota 2, League of Legends, etc., takes around 7 GB - 52 GB total size of files. They are mostly 3D assets like textures, music, and stuff like that. Current possible example right now is RuneScape 3. My question is, say we have a project to do that giant size of MMORPG, how do you handle those resources? for example, since we do not give installers for web games as the basic idea (play right away), we have to cache the resources. But this raises problems, where there's a chance user will likely to clean up their cache. Not forgot to mention that max temporary files are probably 250 MB for IE 11, I don't know if it is applied to others. Even the size is global, which means it's shared with other website cache. The other thing is we can simply ask the user to download the files/installer to a default folder and let the browser use File Reader API to access to that directory, but that beats the purpose of being a web game which of course it's better to be a native application. We can also simply stream the stuff along the way, but that of course takes bandwidth and some processes in the background due to downloading and caching (not to mention JavaScript itself is already slow). Besides, when we want to push the technology so that the user can see the whole map from distance along with other players around, it could be a total of 100 - 300 MB+ size of files combined needed to be downloaded and ready to be in cache. Any thoughts?
  15. Hi everyone first than ever thanks a lot for help me with mi problems and again i'm sorry for my english i'm latin american and i'm learning. And now i'm here by a reason, i'm working in a multiplayer RPG, i started programing at 0 using Nodejs/WebSockets, now i have the basic functions like: -Walk with a character -Inventori,Status etc.. -Chat But now i'm thinking in the maps, and i'm really confused about this, i mean a map must to have like all the size of the screen(window.width & window,height), but that's the problem, i don't know... I mean, i have to make like 250 maps with that size, i mean, drawing or making on photoshop, or exist another method to make the map system, i don't know. So if someone has worked with rpg and maps, please help me with this.