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  1. I'm just curious why whenever I append text to a text object it appears to go to the next line... For example: var chatText = game.add.text(0, 0, "Name: ", style); chatText.text += "hello I'm James" will appear in the game as: Name: hello I'm James Word wrap is disabled, if I display the text in the console it says Name: hello I'm James Thanks if you have any info.
  2. JamesA

    can delete

    nevermind sorry
  3. Thanks again Matt. Born, I did not use much, only node and express I believe, mongoDB for saving the user, items, etc. Yes, the inventory and skill trees are fully functional.
  4. Thanks a ton, Matt. I really like your suggestions, gives me a really good idea of how I can get a game going like I one day hope to. The game is not finished, it needs a lot of improvement as well. I am just not sure if it's worth my effort on this game, it may be too complex for me to finish.
  5. Long story short, I have ended development on the very beginning of an MMORPG in JavaScript, it actually ended up playing very well, and was functional. I worked nearly a year on it by myself. I was wondering if there is any way I could sell it to someone or something? I have no idea if it's worth trying. Here are some screenshots: http://imgur.com/a/jpuyG Thanks!
  6. Ah, I see! Thank you very much for that insight. I may have to strongly reconsider procedural generation now. Still it would be a decent sized task to complete before my alpha stage.
  7. Thanks for the info, it sounds like what I am trying to avoid though. That method requires drawing thousands of tile images, when normally they are large squares generated through Tiled and then ImageMagick. I doubt a phone (or many computers?) would like to keep up with all those images. I'm not an expert in this though, so I'm not sure if what I'm saying is completely correct. On my server, the map is an array but it is only used for collision. The actual map is drawn by drawing all the images in the map folder (25 images for my current map size I believe).
  8. Thanks Druphoria! No, the levels are not currently procedural. The main reason for this is because I don't know how to do it without it requiring thousands of tile images to be drawn on the screen. However, because of that problem, I decided to drop the idea of "instanced areas" (areas that are unique to certain players and cannot be entered by others) that most MMO's are using today. Without areas being instanced, there is hardly a way to fit procedural generation into the game. I do however believe procedural generation would have a very positive effect on the replay-ability of the game, if you have any ideas feel free to throw them at me. My only other idea for procedural generation would be to compile small maps of many different types of rooms that fit the same theme, and fit those together upon generation. Though, the work needed to do this I believe would outweigh the effect it would have on the game.. My original idea did require procedural generation, though, so I don't really know where I'm going with dungeons at the moment.
  9. That is amazing! Graphics are just a little low-detailed, and could use an explanation of what you're doing.
  10. Logged into it to check it out, it's a very nice start! I love platformers, hope to see it turn out to be something great. Seems you are going to make a deathmatch type game? If so, you should try and make it more than just the average "team deathmatch" and add some RPG elements! Always fun to be constantly advancing when playing a game rather than stuck at the same state.
  11. Thanks for the kind words Tom! I'll surely post a link here (probably a new thread) when it's ready to be played!
  12. Wow, as a browserquest clone that was pretty sweet. Surprised there weren't more players. You should try and go somewhere with this, unless you really hate the fact that it copied BrowserQuest. It was like playing online Zelda.. I normally hate BQ too.
  13. 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!