Damian Pastorini

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About Damian Pastorini

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  • Birthday 10/15/1984

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    https://www.dwdeveloper.com/

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    Male
  • Location
    Spain

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  1. Some time without publish a new release, so here's beta.11! - GitHub: https://github.com/damian-pastorini/reldens - NPM: https://www.npmjs.com/package/reldens - Demo: http://dev.reldens.com/ - Installation guide: https://github.com/damian-pastorini/reldens/wiki/New-v4.0.0-beta.x-Installation - Discord: https://discord.gg/HuJMxUY What's new on this beta? - Made bundler optional and created an await class for the original process. - Packages updates. - Fixed issues from GitHub #54, #60, #62, #63. - Fixed monitor and included authentication. - Exported modules @reldens/utils and @reldens/storage. - Included SQL script for upgrade from beta.8 to beta.9. - PvE, PvP, different attacks short and long distance are fully working, though there still some improvements to be made these are fully operational. - Pathfinder was improved and pathfinder layers were included. Here's the last video: https://www.youtube.com/watch?v=msyK2Lc9HpE
  2. Hello everyone! I'm back on the project and v4.0.0-beta.7 is about to be released! https://github.com/damian-pastorini/reldens/pull/51 What's included in this beta? - Issues fixed! 5 issues were reported and the 5 were fixed https://github.com/damian-pastorini/reldens/issues - Battle mode is been implemented, you will be able to start a battle and set a battle time-off which will be considered after the last player attack (still incomplete since there are none rules for what happens on this mode, but it's already available to setup any). - PvP with (for now), short distance attack was implemented using the battle mode. - A new "Forest" map was included with some enemies. PvE is still in progress but will be available with the beta.7 release. - A path finder was implemented (though it still can be improved, it's working for a start point), now you can click on the scene and the player will move to that point. With this implementation enemies will also go after you. - Health bar is now visible for the current player. - Some new animations are been implemented and others were fixed: hit player and die. - All dependencies were updated: Colyseus 0.12.x, Phaser, etc. Here's a small video to show you the progress! https://www.youtube.com/watch?v=3MRsYyXk1Bo
  3. Alright! Considering how much behind the v3 was getting I've decided to do a beta release for v4! This version is available on NPM: https://www.npmjs.com/package/reldens And the installation is easier than before: https://github.com/damian-pastorini/reldens/wiki/New-v4.0.0-beta.6-Installation For that matter I've created an Skeleton repository: https://github.com/damian-pastorini/reldens-skeleton The dev server was updated as well http://dev.reldens.com And between all the huge refactor now you will find: - Almost everything now works based in events, so this will allow you implement a lot of customizations without need to rewrite almost anything. - In any case there are still some configuration files and the idea of having a "game-theme" was implemented, so you could easily use the skeleton theme for start. - At the same time a lot more stuff is now configurable just by changing some values in the database. - Maps animations were implemented (in the skeleton example you can see the river moving). - Objects with animations are also available in both public (broadcast), and private (for single client). For example: the doors will open > the player will change the room > but for the other users that are seeing the door open, a few seconds later the door will be closed. - A basic NPC was implemented. NPC's are used like another object type that will just respond on specific actions. In the skeleton example you can click on the NPC (the guy with the hat) and it will show a message. - Targets System was implemented, you can click on any player or NPC, and the target will be selected. - With targets, short distance attacks are now available, if you are close enough to a player and click on it, then you can click on the action button or press the space bar to attack (for now we only have that action). - Related to attacks, the stats are now affected, atk and def are (for now) simple compared to validate the attack, and when the attack success (for now always since the atk and the def are the same for all the players), the HP will be reduced. - And for last! Now we have the Game-Over event when a player that die will be kicked out! Sorry, that was the quickest thing I was able to come up with. In terms of roadmap, issues and progress tracking I've started to complete the project board with all the tasks: https://github.com/damian-pastorini/reldens/projects/2 Hope you like all the new improvements, I'll keep adding new stuff and fixing the parts that can be improved. Best, Damian
  4. Player move Player is about to be pushed on v4 branch! - https://github.com/damian-pastorini/reldens/tree/v4.0.0 - https://github.com/damian-pastorini/reldens/wiki/V4-NPM-Ready
  5. Hi @Kroonax it seems you message went through! I'll just leave here the link to the thread in GitHub for anyone to check: https://github.com/damian-pastorini/reldens/issues/38 Again I really appreciate your input and interest on the project! Best, Damian PS For anyone interested in test the last updates on the project please check: https://github.com/damian-pastorini/reldens/tree/v4.0.0-npm-setup-v1 And then follow: https://github.com/damian-pastorini/reldens/wiki/V4-NPM-Ready
  6. Hi everyone! Just to keep this post updated, v4 is going to be available on NPM, the way the platform could be implemented and installed will change lot. We will have a default theme for your to easily start a new project where you will find examples on how to do a lot of stuff. The V4 will also include a lot of new features not available in V3, so here's a small video to show you what you will get from the current branch: As always any feedback will be welcome!
  7. hi @cpu_sam, I've recommend you to check on v4 code, https://github.com/damian-pastorini/reldens/tree/v4.0.0 and join the discord channel if you have any questions, I'll be glad to answer https://discord.gg/HuJMxUY Best,
  8. Hi everyone! Just re-found this post and decided to keep it updated. My old MMORPG platform is taking great shape! I've put it a new name I like "Reldens", and started to publish in a new repo: https://github.com/damian-pastorini/reldens The current release is v3.1.2, it has a lot of improvements and more features than the initial version published in this post, between the improvements: - Full server physics as authority for every action. - New graphics set. - Better TiledMaps handlers which are used in the server side to create all the required objects using a few name conventions. - Full chat implementation, with global, private and room chat. - Basic players stats. You can find the current docs here: https://github.com/damian-pastorini/reldens/wiki And the demo: https://dev.reldens.com/ At this point version 3.x will be the last one since the new coming v4.0.0 has huge changes! The entire architecture was modified, the code was optimized a lot and tons of new features will be included: https://github.com/damian-pastorini/reldens/tree/v4.0.0 I hope you like it!
  9. Hi @presidenten , that's even more overhead on the server, for that matter I would use just headless Phaser but now I'm looking into just get the physics from it to validate actions. P2js looks as a good option but is been a bit complex to understand for me so far. I'll be posting as soon I get something good working. Best,
  10. I know I look crazy posting and replying but, ok, it seems Phaser on server side is not the best option (long and really old post): Best,
  11. A few more notes: I'm looking to validate players position, since speed values could be changed on client side, to get for example a faster player or a faster attack, also collisions, to validate range attacks, titled maps walking areas, etc. I know I could find other solutions to avoid use a full Phaser instance on server side (I mean not using Phaser), since I'm already loading scenes data from the DB. So, I could for example validate the walk area on the map, or when to change scenes (in my case maps), but since Phaser has all these already "calculated" I though that could be easier to re-use the game and scenes instances. Doing some research I recently found the following: http://www.html5gamedevs.com/topic/20587-how-to-make-a-phaser-game-running-on-the-server-side/ > but here none recommends to use Phaser on server side. https://medium.com/@16patsle/running-phaser-3-on-the-server-4c0d09ffd5e6 > and so far I wasn't able to make this second example work as I need (still getting Phaser issues while trying to create a HEADLESS game instance). I've also found that I could use http://zombie.js.org but again looks like an overload of work / server resources to just get positions, collisions, etc, which are all pretty basic features.
  12. Hi everyone, I was looking for some info about this but didn't find any so far... Does anyone had worked with Phaser 3 on the server side? What I'm looking for is to move scenes logic on the server to avoid client side hacks. I've tried to create a Phaser game instance on the server but I'm getting a lot of errors like "window not defined"' and so, since it all the code seems to be deeply related to the browser. Maybe I can call just the scenes or the physics classes? Any recommendations will be appreciated! Thanks!
  13. Hi @Wavertron, almost all the other implementations I saw were made with plain Socket.io / WebSockets, and all the sessions handlers and states sync were done "manually", which I was preferring to avoid. Another options I saw were: - Pomelo, but last update was 2 years ago... https://github.com/NetEase/pomelo - ActionHero: https://github.com/actionhero/actionhero But Colyseus looked easier and cleanest. Do you recommend any other? Best,
  14. Hi @mattstyles, I've just published my first "working" base for the game: Best, Damian
  15. Hi everyone! Before anything I wasn't sure if this was the correct place to post this, please moderators move it as you consider if this should go to some other place like Projects and Demos. https://github.com/damian-pastorini/dwdgame Also, please consider that this is my first implementation ever! I've never used neither Node.js, even less Parcel, Colyseus or Phaser, my world before this first incursion in game development was all about PHP and Magento, so that should give you an idea from where I'm coming. This quite awful but working example took me 75hs, including the time I've used for research and for decide which platform use for the server and the client. After all the research, Node + Colyseus and Phaser 3 looked as the better start point since I was familiar with JS and HTML of course but had zero knowledge about Unity (the other option I would like to use), but I've prefered make the learn curve not so slow. So.... This is a really simple base MMORPG game created based on the Colyseus samples: https://github.com/gamestdio/colyseus-examples And on the Phaser 3 implementation from Jacky Rusly: https://github.com/jackyrusly/jrgame As you will see I've considerable modified how the jrgame was interacting with Socket.io in order to make it works as how the Colyseus example was working, I've thought that was the better way to do it (follow up on server ready samples and break apart the client sorry Jacky!) The game basics are login through DB, loader, scene change, players sync, but nothing like chat, items, or attacks was implemented here (so far). Here's the link to the repo: https://github.com/damian-pastorini/dwdgame Please feel free to create any tickets or pull requests for questions, fixes or improvements, I would love to get good feedback! I don't have a public link to show it yet but I'm planning to create a dev server soon (for now you will need to install it and run it to see it), at the end it will look like: https://jrgame.herokuapp.com But you will see the login screen first which in the server side will connect to the DB and all the players sync was done with Colyseus. I saw comments from people looking for Colyseus integrated with a DB engine (in this case I've chosen MySQL), so at least that part should be useful. I really hope this help more than one person, maybe someone like me who would love to get this as starting point. Best, Damian Reply