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Messages - Grimston

#76
General Discussion / Re: Legendary Tales - Refresh
July 26, 2013, 11:11:40 PM
It would have to be, since how else will the AI know which skills to use, can you imagine, in a fight someone goes AFK, and has a spell called Mega Heal. AI comes along, and uses it on the nasty creature which is almost dead and then everyone dies.

mind you that would be funny to see :p
#77
General Discussion / Re: Legendary Tales - Refresh
July 26, 2013, 11:01:28 PM
I was going to host in on my server npipes.net, but we can have more then 1 master server in case one is down.


And you might be right  ;)
I take a look at the online page every now and then and i can see lots of guests looking at this topic then going to make an account.

A name change might be best for it, Its made from scratch, so the only thing that needs to change is the front end items, and a few back end refactors.


I'm thinking about making it only turn based, it would work a lot smoother with multiplayer. and to stop people from ruining the game by going afk, and not making a turn, a time-out would be in place. or maybe some sort of AI to pick-up for the player...


which gives me another idea, AI controlled party members?  :P



Anyway, once I finish the skill and script editor, I will release a copy of the editor, this way you can get a chance to play with it, and create your races, classes and skills.
#78
General Discussion / Re: Legendary Tales - Refresh
July 26, 2013, 08:33:36 PM
Good idea, a sort of launcher/manager for the games, goes well with an idea I had, The games will support auto updating, again they will use a config file so you can point to different servers to check. A launcher will make the process easier, background checks for updates.
#79
General Discussion / Re: Legendary Tales - Refresh
July 26, 2013, 07:40:15 PM
A master server would not be required to play, it would just allow you to view open and running games. You would be able to configure the master server in the config file.

I'm thinking more and more about having the editor compile the game into an executable, instead of relying on another application to run the games.

Update on the progress of the editor:
Editing of races - Complete
Editing of classes - Need to finish the skill editor, and then add skills to classes, doing that now

Structure Changes:
One difference so far from the original Legendary Tales, is how "built-in" classes and skills work. Instead of being in a check box list, there is a Shared folder for Races, Classes, Skills, Packages

You can add your own files into these folders, either by hand or by the Tools>Export menu

I decided to go this direction as it will allow you to share your definitions across projects.

Packages, is a collection of all sorts of items, NPCs, Items, Scripts, Sounds, Music and will be compressed to save space


What do you think about the Shared data approach, in place of the set built-in system of LT?
#80
General Discussion / Re: Legendary Tales - Refresh
July 23, 2013, 07:25:00 PM
Multiplayer would be a great feature, it's also something I have thought about.

Nothing much the editor will need for it, maybe a checkbox to allow it.

The client I will probably base around networking, the idea is to on the local machine loopback and use the messages to start events and then handle it from there and send a message back to update info on the screen.

I will use the lidgren library for networking as it supports everything I will need.

Another idea is I could provide a master server, that games can register to, and players can select a game server, download any client side files needed(images,sounds, music) and then play from the servers. Granted I'm probably jumping the gun a little bit, but it's good to have a direction to aim for.

I hope everything above makes sense, using my phone at the moment and it's refusing to scroll up.
#81
General Discussion / Re: Legendary Tales - Refresh
July 23, 2013, 09:39:43 AM
I plan to spend as much time as required to finish the project, I can release the source code, if there is a interest in it. I have no problem with that.

There will be no charge for the program either, same as Legendary Tales.
#82
General Discussion / Re: Legendary Tales - Refresh
July 23, 2013, 09:29:18 AM
I thought the same at one stage, I'll see what I can come up with, will probably be able to create a mini map from it as well, and just connect node to node.

I want to try to make it as easy as possible, one idea I had was to have a simple editor for skills, drag and drop of certain functions like, if statements, damage, kill, recover and so on.

I want to also create a easy to use chat editor.

Update:
The Project file now uses named links to different files instead of being one giant project file.
This allows for much faster loading time, I should have made it that way from the start, but only realised the issue when my test project got to 1000+ lines  ;)

So far only races have been changed to use the separate files. You can also order the races, by dragging and dropping them in the list.
#83
General Discussion / Re: Legendary Tales - Refresh
July 22, 2013, 06:48:50 PM
Yeah,  getting the program usable is top priority,  importing old projects, can be a update to it.

edit:
I plan to release the editor once the basics are working, it will also have a auto update function.

Basic features

  • General Properties Editor
  • Location Editor
  • Item Editor
  • Script Editor
  • NPC editor
#84
General Discussion / Re: Legendary Tales - Refresh
July 22, 2013, 05:43:48 PM
Mmm interesting point there, I'll see if I can get a converter going to import old projects into it.

I will probably have to support JavaScript then, or find a way to convert all JavaScript to Python.
#85
Introductions/Farewells / Re: Greetings!
July 22, 2013, 05:40:33 PM
Hello there Throndir,
Since reviving the project... 4 days :p
#86
General Discussion / Re: Legendary Tales - Refresh
July 21, 2013, 09:30:09 PM
Thanks :)

I'm glad someone else agrees with me about Python.

Hows the new site coming along? If you need some help let me know :)

Edit:
I'm using my site to record changes as create them, it can be viewed here: http://npipes.net/
I Will also post here as well.
#87
General Discussion / Legendary Tales - Refresh
July 21, 2013, 02:48:08 AM
Re posting this here, to keep things tidy.

I have been working on updating Legendary Tales, to be more user friendly and improve its abilities.

http://npipes.net/img/LT/LTR01.jpg
http://npipes.net/img/LT/LTR02.jpg
http://npipes.net/img/LT/LTR03.jpg
http://npipes.net/img/LT/LTR04.jpg

And a little update on the progress, this is LT-R running on... Ubuntu 12.04 64Bit  :)

http://npipes.net/img/LT/LTR01_Linux.jpg

Only issue I have had with getting it to run on Mono is the Split Container, is not finished in Mono, This has been fixed, with a custom control, which now supports collapsing, to give you more room to edit properties, and scripts.

Next stage is the script editor, which will have syntax highlighting, and auto-suggestions. I will give the highlighter support for Python, JavaScript, XML (Manual edit of the project file if needed). Python will still be the preferred scripting language for the editor.

Suggestions are welcome for this project.
#88
Introductions/Farewells / Re: Greetings!
July 20, 2013, 07:53:43 AM
Current Plan is to support Python for scripting instead of JavaScript. My reason for this is Python is in my opinion a lot easier to debug, as you MUST format it correctly, this makes it a lot easier to read.

I could probably easily add others after.
#89
Introductions/Farewells / Greetings!
July 20, 2013, 06:45:03 AM
Hey everyone,

Some of you might remember me from LegendaryTales.com, Throndir probably :p

I have revived, my project to improve Legendary Tales, and its coming along nicely, the current state, is just the design of the editor and getting that going, after which, I will either create a Engine program, or have the editor compile the game for redistribution.

http://npipes.net/img/LT/LTR01.jpg
http://npipes.net/img/LT/LTR02.jpg
http://npipes.net/img/LT/LTR03.jpg
http://npipes.net/img/LT/LTR04.jpg

The Project file is saved as XML.