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Damian Pastorini

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About Damian Pastorini

  • Rank
    Advanced Member
  • Birthday 10/15/1984

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  • Website URL
    https://www.dwdeveloper.com/

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  • Gender
    Male
  • Location
    Spain

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  1. Hello everyone! Just to bring some updates here! A lot happened since beta.15, we are in beta.17 now and a lot new features had been included: - Multiple players per user is now available (it can be enable/disable in the database). - New contents can be dynamically created on the database: Class paths (5 included in the demo) Levels based on experience system (10 levels for each class were generated for the demo) Skills (by levels), with different types (attacks, effects, physical attacks, physical effects) Player stats (the basic were included in the demo
  2. Hello everyone, My name is Damian and I'm working on an open source 2D MMORPG platform called Reldens (https://www.reldens.com/). I've been working on this for the past two years by now, always as hobby, but everyday I'm putting more and more on it to hopefully make it really great and known. The platform goal is to allow developers (and non-devs in the future), to create 2D MMORPG games without need to worry about all the multiplayer games development complexity. ---------- One of the issues I'm seeing now is that I'm using a (quite known) game graphics set (Time Fant
  3. Hello everyone! Long time without post any updates and that's because this is a big one. I've created two new websites, one for me dwdeveloper.com, and one for the project reldens.com Along with this I've also deployed a new beta of the project: v4.0.0-beta.14 which includes a lot of new features! The main ones: - Inventory system. - Equipment. - Improvements on responsive screen and mobile experience. - A bit better performance related to some recursive unneeded queries to the database. - And a lot of other changes that you can check on the change log. For last I'
  4. 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 @reld
  5. 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
  6. 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 wil
  7. 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
  8. 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
  9. 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!
  10. 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,
  11. 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 fe
  12. 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,
  13. 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,
  14. 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
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