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Re: Multiplayer Isometric RPG Framework.
Posted: Fri May 18, 2012 8:26 am
by PaleWhiteHorse
how is this coming along? i would love to use the top down map editor for an upcoming project! I'm having trouble finding something that will allow me to figure out collision with the environment
Re: Multiplayer Isometric RPG Framework.
Posted: Mon May 28, 2012 12:01 am
by KingRecycle
This is looking good. I believe I saw you post this on Facepunch as well. can't wait to see more.
Re: Multiplayer Isometric RPG Framework.
Posted: Thu Aug 23, 2012 7:58 pm
by Inlife
how is your project, is it alive?
Re: Multiplayer Isometric RPG Framework.
Posted: Mon Aug 27, 2012 11:41 pm
by Averice
Still alive yes been a while since I've updated the git repo though ill post what I've been doing with it once I get home from work.
Re: Multiplayer Isometric RPG Framework.
Posted: Thu Sep 13, 2012 9:56 am
by Averice
Going to be posting content here quite frequently now, sorry it's been so long, have a boring picture of the networking:
Still working on the map editor, and an image editor/animator/attachment-placer
Should I write a chatbox / chat networking already or should I leave that part up to whoever will use this to make a game?
Re: Multiplayer Isometric RPG Framework.
Posted: Thu Sep 13, 2012 10:11 am
by coffee
Averice wrote:Should I write a chatbox / chat networking already or should I leave that part up to whoever will use this to make a game?
Averice, it's good to see your project still alive. A chatbox feature don't seem really be a core/fundamental thing for now. IMHO you should keep it for a second stage.
Re: Multiplayer Isometric RPG Framework.
Posted: Thu Sep 13, 2012 3:01 pm
by Lafolie
coffee wrote:Averice, it's good to see your project still alive. A chatbox feature don't seem really be a core/fundamental thing for now. IMHO you should keep it for a second stage.
On the contrary, it is a simply implementation of a networked feature and is probably a good place to start. Once you have messages being sent and received you can start adding information to your packets and build upon a working system. I've heard it said a lot that when designing networked games you should build them from the ground up with the networking in mind.
Re: Multiplayer Isometric RPG Framework.
Posted: Fri Sep 14, 2012 4:45 pm
by qaisjp
Cool stuff
Re: Multiplayer Isometric RPG Framework.
Posted: Thu Sep 20, 2012 4:59 am
by Averice
Added the option to use LUBE for those who like it, added class commons which will interact with my own class system as well ( needed for LUBE ).
Code: Select all
if( class_commons ~= false ) then
local function commonInherit(name, class, superclass)
if( _R[name] ) then
return _R[name];
end
_R[name] = superclass or {};
for k, v in pairs(class) do
_R[name][k] = v;
end
return _R[name];
end
common = {}
function common.class(name, class, superclass)
return commonInherit(name, class, superclass);
end
function common.instance(class, ...)
if( _R[class] ) then
local metaClass = {}
--setmetatable(metaClass, _R[class]);
for k,v in pairs(_R[class]) do
metaClass[k] = v;
end
if( metaClass.init ) then
metaClass:init(...);
end
return metaClass;
end
end
end
For anyone that knows where _R came from, I got so use to Gmods function names and metatables that I decided to mimic it in mine cause I liked it, even the GUI system has been written so it's almost identical ( in the sense you can create custom looking gui's the same way you would for gmod, ( panel.Register == vgui.Register pretty much ), All mouse events that interact with the GUI, have identical names and work similar ( MouseEnter, MouseExit, OnMousePressed, OnMouseReleased ) In theory you could drop a GUI from your gmod project into this and it would work ( except for custom textures as they're loaded into the engine on load and precached into an assets table )
Re: Multiplayer Isometric RPG Framework.
Posted: Wed Apr 17, 2013 12:57 pm
by Averice
It's been a while but the engine has come a long way so far, I'm in the process of gaining motivation to start writing the lighting for the 2d Maps.
But here's a few screenshots to show where it's at now.
This shows the texture cropping and placement in the Map Editor
Another image of the map editor loading a map and using a full tileset ( The red squares are collision, the map editor also supports generating terrain with simplex noise )
A simple breakout game I'm making for the Facepunch Contest ( CODify the classics ) This is the menu with a few bouncing physics balls, the menu is and separate game loading is handled automatically by the engine aswell as loading separate assets depending on which game the engine is launching.
This is showing an incomplete options menu using the gui system to make a different looking menu other than the default.
Sorry for being slack and not keeping this thread updated.