Tuesday, December 23, 2014

Little status update

Well, i'm currently remaking the Tamers Network project entirelly, without copy pasting any systems it had, that shall make the game stable but, the laziness strikes again, plus i do not have idea of how i'll make some of the new systems works, like map data loading and other things.

I plan on trying to make so the tile data is not automatic to be arrayed, to give more ways of making the maps, plus i'm revamping the skills system aswell, they will work by multipliers, instead of the old system, the multipliers will multiply the damage of the skills based on the skill level by a certain percent.

There is so much to work on, i just do not show a teaser right now, because i didn't worked yet on the graphical part of the project.

Well, until next news.

Friday, December 19, 2014

Status update....

After looking again at the codes... I guess the best thing to do is... Remake the project... Again....

Well, the codes will be cleaner after the remake but... Wonder how many months i will have to spend to redo the project...

Well, i remade my mod 4 times, i guess that's easy to do, right?

Not right....

Thursday, December 18, 2014

Reworking TNR and little modding news.

Currently, i'm trying to rework some systems on TNR, to make the game less expensive when running, i'm reworking all systems that requires threads, which includes Battle, Talk and Crafting.

I will try to make them be not Thread dependant so the CPU usage lowers during gameplay.

Currently i'm passing through hard times to rework the battle system, because i will have to redo several systems on it, but when it's done, certainly will be rewarding.

Also, i changed the battle system of the game, now, the game no longer works through ATB, it's now in turns based on how faster the monsters in the teams are, if for example, your first row monster have more speed than the other monsters, it will attack first, after it attacks, then the others can attack in order, based on their speed.

And on the other news, i tried to do a mod on tApi, i could make more player characters spawn on the world, but not be able to make them move, either way, that is a good news, since it means i can remake my mod on it when Terraria 1.3 is released, in case tApi also comes on that version.

Well, until next news.

Edit:. Also, forgot to tell, i broke multiplayer on TNR :X
I will look forward fixing it once i be able to know more about netplaying on visual studio.

Wednesday, October 22, 2014

Tamers Network fixes for map issues.

Today i were fixing some problems with the map loading and rendering on Tamers Network Reborn.
I changed the way it loads the map because the new way is a lot better at all.

Thanks to that, some bugs on map merging were fixed, like the little noticeable bug that peoples used to notice when on Piatuba border to the fields.

Look at the mountain on Top-Left part of the screen, it would have bugs of arraying if i have not fixed the problem.
Also... I implemented a feature on the game, Radio system.

Radios currently only have one station, which broadcasts monsters locations, sometimes shows ads, like "Have you visited X map?" messages and depending on which time is on the server/pc, will show the news telling which maps are raining.

Any ideas on how to make the Radio system better would be welcome.

Also, until next news.

Monday, October 13, 2014

So much progress on Town Wanderer Project

Hey guys, have a long time there's no news eh?

For some reason, today i felt like wanting to work on one of my projects, and the result?
The game changed!
Beside now the game have a Loading Screen for when generating the world...
I sketched by myself the isometric sprites of the character, alongside the character is 16 pixels bigger.

See by yourself.
New character sprites
Also, i'll tell you about the new stuffs.

Every map have a randomly generated name, like you can see above, the generator basically sticks a group of two letters together, counting also that i added an extra script to support spaces, so the name may be even bigger depending on the town.

 Alongsie the name, the levels are also generated, but based on the numeration of the map generated on the world, for every map generated, the new ones will get a bonus of level and max level depending on the last generated map level, meaning that the world may end up having level caps above 100.

I changed a bit how the world generates the map and it's position to not be a line of grinding, so... You may end up being parent of a lowbie, aswell as a highby area.

My character is inside a park, parks are buildings that takes up to 4 districts in the map, they are purelly environmental right now, but they shall have some purpose on the future, beside boosts immersion.

Also, made some changes on gameplay...
Gameplay is now tiled instead of free, seems easier to make collision on it, beside there's some bugs happening when moving diagonally.

Character sprites changed to fit the new changes, aswell as made the character grow up.

Every tile have a certain height of difference between each other, you can only pass through them if you jump on it.
If it's possible of reaching the tile height, the character will automatically jump when moving with the mouse, but you will be able to jump manually.

Also... Made trees be a true tree, they take 64x64 size each, and changed the old and ugly trees to bushes instead.

There is still lots of work to do, like script the attack animations of the character, and implement the oppositions, like monsters and other things.
Includding as put some clothes on the character.

Well, until next news.

Edit:. Fixed the title.