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Langerz82

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About Langerz82

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  1. I'm uploading a free version of RRO2 it's the latest version for the dedicated server. No promises that ill upload future versions. You are free to distribute it to whoever you like, in fact I encourage you to give it to friends to play and trial. https://ufile.io/5mthm828 virustotal - No engines detected this file.
  2. I have released a compiled RRO2 Server version located here: https://github.com/Langerz82/rro2-server-compiled
  3. We use socket-io to parse messages back and forth from the server. We have currently one server, and each map is an instance containing the players and monsters. This is so less traffic is needed to maintain the world state. It uses what I call a message pump to avoid packet flooding the client in the initial packet and map changes. The renderer re-uses its previous render in optimized mode and loads only the new edges and in smaller screens which are then scaled to fit the user window. Checkout the open client for more information. Just thought I'd update the
  4. The Client has gone Open Source. See: https://github.com/Langerz82/RetroRPGOnline2Client
  5. Hello, Is this project still in active development? If it is I would like to perhaps create an alpha prototype of multiplayer using TCP/UDP and Node.js.
  6. A Retro 2D (2-Dimensional) Overhead Online Cartoon Role-Playing Game for all ages. This requires a online connection. Currently in Open Beta, this features two main classes Ranged and Close Combat. For both classes you will have access to several Skills which each can be upgraded by using them. This shares common classic Role-Playing Game elements, such as Levelling, Exploration, Socializing, Battling, Progressing your Character, Obtainable Items, Weapons and Armor, which can be created and upgraded, Shops, Auctions and a Look Merchant to customize the look of your avatar. We also feature a bo
  7. For your first couple of interactive applications I would use a framework. I myself based my code in canvas and granted I could make some optimizations but the hassle of coding is much more complex.
  8. Hello, The methods I used are here: https://gist.github.com/Langerz82/d4d4291d7aa9d846ed64ab1bb27a9142 Apologies on the lack of documentation as I am still coding it. Basically each map object needs a array of the tiles it going to use. Then apply the right function to it. The first function supports erosion which removes the underlying tiles for optimization purposes. After the map is generated I simply loaded it in Phaser and bam new map. I'm going to use this code to support Retro RPG Online so it will have a massive amounts of maps. You still may need to tweak the map g
  9. Hello, I created a Randomly Generated Map with a new system I created and wanted to share with you all the results. It still has some minor bugs but overall its looking pretty good. Dungeons are gonna be hard to auto-generate. This will be part of my upcoming game Retro RPG Online 2. The tiled resources are courtesy of BrowserQuest.
  10. Yes there are especially if your background is scrollable and you have a limited amount of sprites and you box delete them rather than clearing the whole canvas. Checkout the source of http://www.retrorpgonline.com/ you will see I have about 6 used canvases. (the atmosphere ones are not used). edit: Also exclude the unscaled canvases they were an over-optimization gone wrong.
  11. Dont expect to run FPS's with websockets, but otherwise it handles fine for real-time click movement. My engine has sometimes heavy packet loads entering a new map for instance so what I do is pack the messages send them at an interval, and use the client to break up the messages and process a limited amount at a time with a very short delay. It also can compress the very large packets but I think its a bit overkill.
  12. Theres Tynker, its a good introduction to programming and logical structures. But I would recommend you go into the Phaser sandbox and slightly modify the examples to make a simple game that's playable. Once you are confident then you can make pretty powerful games with decent physics.
  13. Hello, I have decided I would like to sell the source code of the Node based Client/Server Engine of Retro RPG Online http://www.retrorpgonline.com. Trying to gather how much people would be interested in leasing the source for an annual fee. Upon Subscription users can use the source to make there own Online RPG. The Subscribers would also get a say in what gets developed in newer versions. The base code is from Browserquest (http://browserquest.mozilla.org/ - MPL 2.0) and more code was added to it by Asky (https://github.com/browserquest/BrowserQuest-Asky - MPL 2.0), finally most
  14. Bump. A reminder that the Competition starts in 2 days. It has been changed to the first person to lvl 70 from 1st August UTC at which point we will taking the server offline and performing a complete wipe so Users can have an equal chance at winning.
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