Friday, April 3, 2015

A news after a long time without updates.

Hey guys, I've been kinda busy working on other things, and could not update TNR news because I were not working on it for a while.

After working on a project and implementing interfaces made by a good spriter, I learned some tips and tricks of interfacing, and I were able to make the dialogue window of TNR with that skill I acquired.
Which you can see.... Here!
Not really a great thing, right? Not really.
That interface window countains a sprite of 24x24 size, which is 8x8 for each of it's frame.
Without any fps drop, as you may notice on top-right, an 8x8 interface were implemented on my project, and turned into what you can see above.

Also, I wiped the entire monster list of the project, which means that I will have to redo the entire monster list, this time I will try not to implement stupid creatures.
Plus, I'm planning on making Piatuba and it's fields and dungeons the only unlocked town currently, until I finish adding features to other towns, this may make easier for me to implement the towns and their features.

Well, that is all for today's news, I still have to take care of that menu above the dialogue window, because that dialogue window is ugly.

Well, until another news.

Monday, March 2, 2015

Battle System and Npc Dialogue System

Time to work on the Battle system on Tamers Network Reborn, but before I do that, I will need to do some planning on how the battle system will work.
I'll no longer use the old abs system, since it does not makes sense based on other game version.

But I will need to make it on a way so when the combatant graphics is implemented, the animations will work correctly without causing problems to the game.

Also, I were working on npc dialogue system, the system works quite well but, there are a few input lag issues when trying to move to another dialogue option or select it, beside I think that it is caused by another program hogging part of the computer cpu (Was with another game opened while testing), plus I am not very sure that it will work very well on multiplayer.

But after I implement multiplayer, I really should see if it will work correctly.
I kind of dislike the dialogue interface right now, I think that I will change it to something more compact and casual later.

Also, It seems like opening dialogue to npcs does not cause negative impact to the game, neither the fps dropped from 60 when I were testing it.

Well, that is all for today's news, until next news, give-me a word if there is something that needs to be changed.

Thursday, February 26, 2015

Npcs and Outfits

Well guys, another update on TNR, this one is not an update of low number of things done.
This time I did a interesting number of progress on the project, and things seems to be going well.

I will begin with the npcs.
I made a simple npc system for TNR, where the npc positions are SETUP on the NPC, no longer on the map loading, like were on older versions, meaning that only one stance of the npc may be found on the world, but due to that script, that does not stop the npc of being moved to somewhere else, in case of quest change and things like that.

The second change is how the npc scripting will work, instead of having to move to other script sections to place the script of what the npc will do in situation x or situation y, now the npc behavior will be able to be setup on the npc creation script instead.

Using as example a test npc I implemented with the AI based on Unknown Rude from old TNR,  right after I setup the npc spawn position (which I placed on Piatuba) I also programmed his AI, which is when on the center, the npc will move up, when out of the center, will start walking around the center.

Also, another thing that I changed is, implemented jumping and reimplemented running.
Jumping I plan on making it usefull aswell for jumping holes and also for other things, now Running... I guess you know what it does, but I plan on implementing fatigue system on the player to avoid abuse.

Now to the second part of the news, implemented player outfits, but the outfits still needs it's own item sprite, but at least now it works, alongside...
Some items like the mentioned outfits may have a random color setup, in other words, you may end up dropping a blue shirt, red pants, green shoes or something like that when exploring a dungeon, cave, field, etc. Or even as quest reward.

Good part of the changes you may see on this screenshot, plus part of the new walking animation.
Obviously the chat balloon is not in the game, but added because did not added the player and npc information interfaces., beside I plan on implementing something like that for player and npc chats.

Another thing that I should mention is, maps no longer need to forcedly have a map data file on the client, it may only use the texture you provided to map it in case there is nothing to change, you may notice that due to the bug on the 2 tiles tall houses that I just noticed after posting this teaser image here, and yes, I'm hunting that bug.

Either way, that's all for today's news, until next news about TNR development, and tell-me what do you think about the new changes. And please give-me a discount on the sprites, I'm good at programming, but not very much at spriting.

Thursday, February 19, 2015

Player Resprited plus Recruitment.

I did an resprite on the player character, it seems like the new sprite is 100% way better than the old sprite.

Compare yourself.
Old Sprite

New Sprite

Also, the sprites of the character walking to east/west were changed, now the character really walks like a normal person, not like a warrior from rpg games.

Plus...  I think I will not be able to finish the project alone, if someone get interessed in working on it, give-me a word through comment on this post, plus show-me an example of what you can do.

Well, until next news.

Sunday, February 8, 2015

Custom Players Sprites Mod for Terraria

I released today a mod for tApi that allows players to change their character sprites on Terraria.
It allows the user to change the sprite to a custom made texture.
Currently it only allows changing hair, body and clothings, but not armors.

Be sure to check it.
http://forums.terraria.org/index.php?threads/custom-player-sprites-mod.11535/

Well, back to TNR deving.