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Kolosos
http://web.miragesource.net/forums/viewtopic.php?f=205&t=4333
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Author:  JokeofWeek [ Tue Sep 23, 2008 3:42 am ]
Post subject:  Re: Kolosos

Update for today :) :
    -Quite large FPS boost thanks to an optimization by DFA :)
    -Started a system that will store certain variables for the player instead of constantly re-calculating it, and will update when you equip/de-equip an item with mods or when you put in stat points (Damage, Armor/Defence, Attack Speed, Magic Find, Damage Reflect)
    -Worked some more on the stat system :)
    -Started work on a day/night system. Might scrap it though, depends.

Thanks for all the positive feedback guys :D

Author:  Apk [ Tue Sep 23, 2008 6:27 am ]
Post subject:  Re: Kolosos

too bad no ones ever made use out of my damn GUI's T_T

i don't think you should settle into a GUI until you're done coding for a while anyhow

Author:  JokeofWeek [ Tue Sep 23, 2008 11:50 am ]
Post subject:  Re: Kolosos

Apk wrote:
too bad no ones ever made use out of my damn GUI's T_T

i don't think you should settle into a GUI until you're done coding for a while anyhow


Yeah, that's probably what I'm gonna do when I'm nearer release, since for now I don't really need a GUI :)

Author:  Doomy [ Tue Sep 23, 2008 8:08 pm ]
Post subject:  Re: Kolosos

what guis is he talking about
i looked through all his topics and i have to idea
what hes talking about

Author:  JokeofWeek [ Wed Sep 24, 2008 1:23 am ]
Post subject:  Re: Kolosos

Working on the Day/Night system at the mo :D Got to kink out one last bug and then I'll show a screenie :) Torches haven't been added yet, that'll be next :D

@Doomteam : APK is a really amazing GUI maker if I remember correctly, he used to make some for games, but I think he meant they never got released or something.

Author:  Matt [ Wed Sep 24, 2008 1:30 am ]
Post subject:  Re: Kolosos

He put some up for sale awhile back. They were pretty nice. Nothing I'd use though..

Author:  skillzalot [ Wed Sep 24, 2008 1:31 am ]
Post subject:  Re: Kolosos

This is going good. Keep up the amazing work

Author:  JokeofWeek [ Wed Sep 24, 2008 3:10 am ]
Post subject:  Re: Kolosos

Read bottom of post - Edited

Night time in the wild, without a torch ;)

Image

Notice how the top left and bottom right is a bit iffy though o_O Still trying to figure that one out xD. But you get the drift :)

Edit : Hmm, donno if I'll be keeping this day/night system yet or not, I might just overlay the whole screen so that you can still see, I don't know yet =/ This light system is proving to be odd xD

Edit :
Alright well, I was having lots of problems with the day/night system, so for now I am just going to remove the system I currently had in place. I might re-add it in one day depending on if I figure out a different way to do it. So, for now I'm scrapping that system, and I might go for a traditional day/night system with lights and such where you can still see the whole screen, I don't know yet really =/

Author:  JokeofWeek [ Thu Sep 25, 2008 1:34 am ]
Post subject:  Re: Kolosos

Updates :
    -Night/Dawn/Day/Dusk System! It's not how it was originally planned, but I think it is pretty good how it is :). NPCs can show up at certain period of the day, which can be very useful for certain quests. Also, you can some certain maps where the day/night doesn't affect them (for example inside maps).
    -Big update for developers, many of the editors totally overhauled, adding in new options to the map editor to make editing maps much easier :D

Author:  JokeofWeek [ Fri Sep 26, 2008 4:30 am ]
Post subject:  Re: Kolosos

Updates :
    -Extra layers for mapping, hurrah :D
    -Quite a few additions for developers, including multi-tile select and some map editor options (turn off players/npcs, etc.)
    -Started redoing PK system

Hopefully more to come for tonight :)

Author:  Nean [ Fri Sep 26, 2008 5:49 am ]
Post subject:  Re: Kolosos

Awesome dude. You have to release a beta soon. <3

Author:  fatnoob [ Fri Sep 26, 2008 6:30 am ]
Post subject:  Re: Kolosos

OMG OMG OMG Looks soooo goood and sounds soooo goood.
Your engine is what I'm definetly going to use when it is finished and released

Author:  JokeofWeek [ Fri Sep 26, 2008 11:45 am ]
Post subject:  Re: Kolosos

fatnoob wrote:
OMG OMG OMG Looks soooo goood and sounds soooo goood.
Your engine is what I'm definetly going to use when it is finished and released


Sorry to dissapoint, but it's not an engine :(

Author:  Rian [ Fri Sep 26, 2008 3:35 pm ]
Post subject:  Re: Kolosos

LMAO. This tickles me. I fucking LOLed!

Author:  Kousaten [ Fri Sep 26, 2008 3:50 pm ]
Post subject:  Re: Kolosos

One would tend to think that the classes gave it away, at the very least. :(

Author:  JokeofWeek [ Sat Sep 27, 2008 4:37 am ]
Post subject:  Re: Kolosos

xD :P

Updates :
    - Finished player killer system. Players can become a PK at level 10 and can kill other players in certain areas. Not sure how looting will be controlled yet. PK System keeps track of player kills and deaths and you can view another player's stats by typing /pkstats playername. :)
    - Arena Map Type, no experience/items lost, doesn't count towards deaths nor rescues :)
    - Started re-making the NPC Drop System :D

Author:  skillzalot [ Sat Sep 27, 2008 1:38 pm ]
Post subject:  Re: Kolosos

More awesome upgrades. Keep them coming

Author:  JokeofWeek [ Mon Sep 29, 2008 3:47 am ]
Post subject:  Re: Kolosos

Been busy, so I couldn't really work on Kolosos :( Got a nice feature done though :) :

Updates
    -NPC drop system totally redone it, can now allow player to add a large amount of drops to the NPCs, allowing for many unique drops :D Woot :)
    -Worked in Haggling stat, now works when trading with NPCs :D

Author:  JokeofWeek [ Tue Sep 30, 2008 9:41 pm ]
Post subject:  Re: Kolosos

Sorry I haven't been posting much, been working hard on the Spell System with animations and area of effect and such, hopefully I will be done soon :D

Author:  JokeofWeek [ Thu Oct 02, 2008 12:29 am ]
Post subject:  Re: Kolosos

Alright, updates for today :D

Updates :
    -Spell Animation System totally done :)
    - Hardcoded Heal, Flame (Click + Cast on a single player/npc), Fire Ring (4 surrounding tiles), Bless (Player buff, buffs most stats, however, the actual buffs haven't been added, but that takes two secs :) )

More to come :D

Author:  JokeofWeek [ Fri Oct 03, 2008 4:40 am ]
Post subject:  Re: Kolosos

Updates:
    - Area of effect spell sucesfully coded in ;)
    - Optimized a few things in the game loop to prevent functions being called for no reason each loop, gained some FPS there ;)

Author:  JokeofWeek [ Sun Oct 05, 2008 5:13 am ]
Post subject:  Re: Kolosos

Updates:
    - Made character list when you log-in much less clunky. Now doesn't show if a character doesn't exist (it used to show the message -free character slot- or whatever) and when you add a character, it just goes to the next possible slot, unless all your slots are filled.
    - News system on main menu :D Pulled from web site ;)

More to come :D

Author:  Kraft [ Sun Oct 05, 2008 7:09 am ]
Post subject:  Re: Kolosos

Really good. I'm looking forward for this game. ^_^

Author:  JokeofWeek [ Mon Oct 06, 2008 4:53 am ]
Post subject:  Re: Kolosos

Updates:
    - Totally redid the way mods are handled, to make it much more effecient, and the mods now cover pretty much all stats :)

Now, I also started working on a forum ;) No point in giving out URL yet though since I don't have a domain :P Maybe when I'm closer to a full client, which will hopefully be soon :D

On a side note - am looking for someone who could make me some spell animations for a few spells :D add me on msn or email me at jokeofweek [at] hotmail [dot] com. I have GTalk and XFire if you'd rather talk on there, I just don't really use 'em, but I will if necessary :) It's just for a few spells, and it'd be hugely appreciated. Credit would definitely be given. Only problem is I don't have any money so I wouldn't be able to pay :(

Author:  JokeofWeek [ Tue Oct 07, 2008 3:51 am ]
Post subject:  Re: Kolosos

Updates :
    - Redid the way Player and NPC vitals regenerate (have to be resting for 5 seconds, which means no attacking or being attacked) before vitals start regenerating. Once this resting point has been reached, vitals regenerate decently quicly. Might change the 5 seconds to higher number, depends on how things go.
    - Worked on the NPC Targetting System, this also uses the rest system, won't tell you all the details though ;)

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