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  1. Thank you for showing interest I chose C# as it's my main language and I feel comfortable coding in it. Here's a video:
  2. Hey! Yes I’m hoping to release it as open source, at least the front end parts. Thanks for your comment
  3. Hey! Thanks for commenting, I’m still developing although in a bit slower pace as it didn’t get a lot of feedback here, which I hoped for. But I hope to get up to speed again! Backend is .net core (c#) with communication over websockets(SignalR). Hosted on an ubuntu server with docker. Frontend was plain js which I struggled getting smooth 60fps with. So I rewrote it using pixi.js, which made it easier to achieve 60 FPS. I’ve also changed focus a bit, to make it available on phones, so right now I’m working on getting the combat smooth on phones.
  4. Hello everyone, I'm new to Pixi, and so far I'm very impressed with the performance and ease of use... There's one thing I can't find any examples/resources on how to do, and that is how to draw a sprite animation. I have this sprite below, which I'd like to split up and be able to animate. I can't define what sprites I will need in setup, so I'd like to be able to load it 'on the fly'. I can do this with regular sprites with this piece of code: var textures = new Map(); function getSprite(url) { let texture = PIXI.Texture.from(url); textures.set(url, texture); return new PIXI.Sprite(textures.get(url)); }
  5. Hi bg23, Please try now, if register don't work, try login as it might have registered you already.
  6. Blocking Introduced blocking. If you are wielding a shield, you can hold right mouse button to shield yourself in 1 of 8 directions. If you're getting hit from the direction you're blocking, and your shield can successfully block the amount of damage, you will mitigate 100% of the damage done. See this short video for a little showcase: https://i.gyazo.com/a575871e319d922d9f8f0fa55a8e31ae.mp4
  7. Working on new sprites, using the LPC character sheet. I want people to see their armor and gear they are using, which they don't do in Tibia, which I think is 'meh'. When working with implementing all armors and weapons, I figured out it's quite hard to keep it easy to add new weapons/armors without having to create specific version for all directions a charachter may walk. So far I have 3 gears that are customizable, armor, sword and shield. So for each slottype, I skew it a little bit and resize it to fit the sprite. It's not perfect so far, but it's good enough. See the attached image, and the movie-link to see it in action. This way, I can insert any weapon sprite that is 64x64 and have the handle in the same place, I will generate a new character specific spritesheet. This is not published to the test-version yet, but will release it later this week hopefully. https://i.gyazo.com/5eabc06cca9abda2c8f5d480d2ebfc2a.mp4
  8. Hi bpp, I'm working on something like that, which uses websockets (SignalR).
  9. Updated the cave a bit. Also trying to add buildings, but really hard with the perspective..
  10. Hi Jacobf, It's up again now, was updating some stuff locally, and had to turn the server off. Forgot to turn it on again. So please try again The login is not polished, so after logging in, refresh the page a few times if all you see is white..
  11. Link:
  12. Hello! So I'm working on this game on my spare time. I'm trying to merge alot of what I think resembles a good game with some(alot?) own ideas. You might find it close looking like Tibia. Features Spells Quite unique spell system (in my opinion). You craft spells, so the same spell can have different abilities or have different cast styles. Here's an example of magic wall and poison cloud: https://i.gyazo.com/fcd7ed547a9116c2b0d1c359c2b9381f.mp4 Here's another example, but from your spellbook. In the spellbook you have all your spells that you know. They all have different properties, which are random when learned. You can have 2 spells selected at the same time (as of now, might increase in the future). https://i.gyazo.com/4539a561f97cb90029643a45637b66ee.mp4 As you can see in the vid, the spells have different properties: Draw/Single: Different throwing styles, either point and shoot, or draw, where you draw where you want to shoot the spell, and hit space to fire it off. CD: Cooldown, how long it takes until you can shoot this spell again. MAC: Max Affected Coords - Crappy name, but if you have a draw with MAC of 5, you can pick 5 tiles to fire the spell on. Mobs Fight of undefined mobs that are attacking you. Are capable of throwing spells and are of various size. The Red Dragon is 3x3 tiles big and throws scary fireballs. Harvesting Chop down trees, mine ores or grab a machete to get som wheat or even flax. Crafting Use your harvested items to create weapons, armors Towns Create your own town, claim land(tiles) and build walls around it. Invite your friends to your town. Inventory Drag and drop inventory system Large map The map can be quite large, tested with 25 000 000 tiles so far. (5000 x 5000). Technical details The game is made with HTML5 and mostly VanillaJS. Some Vue.js to structure different modules such as the inventory. Would be happy with some feedback/ideas whatever to keep my motivation up Still BIGWIP..
  13. Hi chriswa, sorry for the late reply, haven't had internet for the whole weekend. I'll have to check out mrdoob's stat.js. Perhaps it's not an FPS problem after all.. But I feel like it is, especially when throwing spears.. I read that it was good to have multiple canvases. Specially if one canvas needs quicker updates than the rest. My tile canvas could probably be optimized so that I just update one "line" of tiles every time I move. And If I stand still, I should be able to not update the tile-canvas but only update the player canvas. Although I do not utilize that as of now. But perhaps later on. Where on earth are you? The site is hosted on free-tier azure in EU, so there could be some delay for you when moving. Right now I don't load any more of the map until i hit an empty tile. THis can ofc be optimized so that I load the map further away from me Yeah as you see, currently its all server side movements that the client reacts on. I will try to implement some sort of client checking wether or not it's OK to move. Yeah I thought it was a good time to try out Vue, it's probably not up to par on vue-standards. But I really like Vue, simple, powerful and not in the way(!!!) Thanks alot for your reply.
  14. Hi, I'm currently developing a Tibia-like MMO for fun on my spare time. I didn't think alot of performance as I've seen / done some stuff with babylon.js which should be much more heavy than my game with 64x64 tiles. But the game is somewhat sluggish when moving. The networking is not optimal, but that is not the issue I'm focusing on right now. I'm using 3 html canvas stacked on each other: Tile-layer, the bottom layer which displays the 64x64 tiles Player-layer, displays all charachters/NPC's Effect-layer, displays effects such as arrows moving etc. I have my drawMap() javascript function that updates the tiles on each tick. I call it like this: setTimeout(function () { requestAnimationFrame(tiles.drawMap); }, 1000 / drawMapFpsTarget); In my drawMap() I loop through the height and width of the map that is currently on the users view like this: for (var x = 0; x < numTilesWidth; x++) { for (var y = 0; y < numTilesHeight; y++) { //draw tiles. } } I don't use a spritesheet as of now. Would that improve the rendering significantly? I mean, 64x64 can't be that heavy? Or am I missing something? This is my drawImage() function, which caches the .png's function drawImage(canvasX, canvasY, url, ctx) { let existingImage = cachedImages.get(url); if (existingImage != null) { ctx.drawImage(existingImage, Math.round(canvasX), Math.round(canvasY)); } else { let img = new Image(); img.ex = canvasX; img.ey = canvasY; img.onload = function () { ctx.drawImage(img, Math.round(img.ex), Math.round(img.ey)); }; img.src = url; cachedImages.set(url, img); } } Here is a quick video, but it looks more sluggish in the video as i think the fps is quite low in the video. https://i.gyazo.com/0cba3ac12a976f5d8882365b2869c204.mp4 Here is also a link to my game: http://tilegame.azurewebsites.net/ Works better in chrome than other browsers. You need to register with a valid email and atleast 6 letter password. Then refresh the page a few times after signing in. Thanks!