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  #41  
Old 12-13-2008, 06:37 AM
Inverness Inverness is offline
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"google for ____ and you should find ____" is the new hyperlinking
It won't be long before we're forbidden from talking about Google.
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  #42  
Old 12-13-2008, 10:08 PM
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It won't be long before we're forbidden from talking about Google.
google is a word in the dictionary, therefore it shouldn't
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  #43  
Old 12-17-2008, 06:19 PM
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We've done some progress and 1vs1 player is being worked on.

I also finished the pathfinder (Might release a video showing it later) and I can say I'm quite pleased with it

We're excited about how this will work out, and when we get 1vs1 and maybe 2vs2 done we might let it open for some alpha testers. Will be quite interesting when I come around to making player vs npc ai though ;p

Anyways, jsut thought I would inform you guys. More information will come later :]
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  #44  
Old 12-18-2008, 03:18 AM
thesmoothcriminal thesmoothcriminal is offline
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open some of up to the public already
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..i check every server list every day about 5 times each day, to see whos online.
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  #45  
Old 12-23-2008, 02:20 AM
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The Server is gone :O
Dont ask me where it is
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  #46  
Old 12-23-2008, 02:55 AM
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The Server is gone :O
Dont ask me where it is
Where's the server?
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for me the hole is to big and its a way to thin :O
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  #47  
Old 12-23-2008, 03:58 PM
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Where's the server?
We have no idea.. It just disappeared
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  #48  
Old 12-28-2008, 03:11 PM
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Maybe it's name changed back to DeveloperXY?
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  #49  
Old 12-28-2008, 07:08 PM
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Maybe it's name changed back to DeveloperXY?
Mythic Legends was Dev DeveloperXY, not Crysta. And for the record, DeveloperXY ran out after I had canceled Mythic and started hosting Maloria for 2 weeks on it, and we're now on Dev Pimmeh. I believe Crystia was originally on Dev Mursle, but changed to Dev Elk.
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  #50  
Old 12-28-2008, 08:51 PM
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Originally Posted by xXziroXx View Post
Mythic Legends was Dev DeveloperXY, not Crysta. And for the record, DeveloperXY ran out after I had canceled Mythic and started hosting Maloria for 2 weeks on it, and we're now on Dev Pimmeh. I believe Crystia was originally on Dev Mursle, but changed to Dev Elk.
Originally on dev black_prince, but yeah.

The server is now back up again thanks to Stefan

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Maybe it's name changed back to DeveloperXY?
I think you should take a look at the Graal Statistics site o.o
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  #51  
Old 12-28-2008, 09:18 PM
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It looks nice.

A gender setting might be good though. Eventually. ;-D

Also, lemme know if you guys stick to Turn-based...I'm interested to see how that'll work out online, if it'll be Largely Turn-Based with a default "impatience" timer when the other player's taking too long, and if they lose their turn or if you have an AI take over their turn when they default...or if you'll allow players to Turn-based at their own pace.
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  #52  
Old 12-29-2008, 12:29 AM
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It looks nice.

A gender setting might be good though. Eventually. ;-D

Also, lemme know if you guys stick to Turn-based...I'm interested to see how that'll work out online, if it'll be Largely Turn-Based with a default "impatience" timer when the other player's taking too long, and if they lose their turn or if you have an AI take over their turn when they default...or if you'll allow players to Turn-based at their own pace.
ATB > all
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  #53  
Old 12-29-2008, 06:01 PM
Pelikano Pelikano is offline
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With DeveloperXY I meant Developer(SUMRANDOMNUMBERHEREPL0X)
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  #54  
Old 12-29-2008, 08:08 PM
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Quote:
Originally Posted by Pelikano View Post
With DeveloperXY I meant Developer(SUMRANDOMNUMBERHEREPL0X)
Developer## would of been more fitting in that case though.
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  #55  
Old 12-29-2008, 08:14 PM
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Developer## would of been more fitting in that case though.
Indeed, considering there's someone with the account DeveloperXY.
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  #56  
Old 12-30-2008, 01:24 PM
Pelikano Pelikano is offline
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I didn't know that

XD
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  #57  
Old 12-31-2008, 03:26 PM
Darklux Darklux is offline
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I missed crystia in wired's vaporware list.

Any proof against the thesis, that crystia is just vaporware?
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  #58  
Old 01-01-2009, 05:03 AM
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Player VS Player is probably next to do on my list of what to do :o
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  #59  
Old 01-01-2009, 05:13 AM
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Hmm, is that what you needed the pathfinding help for?
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  #60  
Old 01-01-2009, 05:59 AM
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Quote:
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Hmm, is that what you needed the pathfinding help for?
Kinda I couldn't use the pure concept of the A* method though, so I had to modify it a bit :]
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  #61  
Old 01-01-2009, 02:36 PM
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Wow, that's nice
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  #62  
Old 01-01-2009, 05:02 PM
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I don't know if it's just because it's Jan 1st, but the transition between selecting a place to move and the screen going back onto your character really started to mess with my eyes. You might want to try and improve that transition somehow and maybe reduce the opacity of the grid, but other than that it looks cute.
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  #63  
Old 01-01-2009, 05:06 PM
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I don't know if it's just because it's Jan 1st, but the transition between selecting a place to move and the screen going back onto your character really started to mess with my eyes. You might want to try and improve that transition somehow and maybe reduce the opacity of the grid, but other than that it looks cool.
Yeah, the change of focus happens quite sudden. I'll fix a transition and do something about the opaque :]
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  #64  
Old 01-01-2009, 05:41 PM
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Yeah, the change of focus happens quite sudden. I'll fix a transition and do something about the opaque :]
I also suggest making the grid more checkerboard rather than a solid color, it looks better aesthetically.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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  #65  
Old 01-01-2009, 06:47 PM
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Quote:
Originally Posted by Rufus View Post
I also suggest making the grid more checkerboard rather than a solid color, it looks better aesthetically.
Hmm, that should be a easy fix, making odd numbers one color and the others a different one
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  #66  
Old 01-01-2009, 07:57 PM
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Defend/Counterattack/Ready Attack is always fun...particularly when you can represent it graphically. "You can walk right past this guy, but he's gonna interrupt you with a sword on step #5..."
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  #67  
Old 01-01-2009, 07:58 PM
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Maybe have the opacity of each space lower the farther the distance?
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  #68  
Old 01-01-2009, 11:04 PM
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:] Kinda hard to see the opacity though, but yeah, it's there

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  #69  
Old 01-01-2009, 11:05 PM
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Much much better
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  #70  
Old 01-01-2009, 11:40 PM
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Screenshot?
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  #71  
Old 01-02-2009, 02:26 AM
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Quote:
Originally Posted by dustyporviva View Post
screenshot?
(shows fading at distance, could probably fix the opacity around if anyone have any ideas (less or more alpha/trans?))
Click image for larger version

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(Tried the checkerboard thing )
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  #72  
Old 01-02-2009, 03:07 AM
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Should up the jump in transparency to something like...

1-((x/y)*.75)

x being the the respective distance number, and y being the max distance possible.
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  #73  
Old 01-02-2009, 03:09 AM
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I like the last screenshot the best, but that'd probably be because it includes everything I suggested
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  #74  
Old 01-03-2009, 06:18 AM
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Quote:
Originally Posted by DustyPorViva View Post
Should up the jump in transparency to something like...

1-((x/y)*.75)

x being the the respective distance number, and y being the max distance possible.
1-((x/y)*0.75)
Click image for larger version

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1-((x/y)*0.6)
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ID:	46976

1-((x/y)*0.5)
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ID:	46977
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  #75  
Old 01-27-2009, 12:55 AM
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Just a little opinion here. Looks good but I think it might look better without numbers in every square. Why not just show the squares and have one number represented somewhere that shows how many steps it will take?
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  #76  
Old 01-27-2009, 01:00 AM
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Just a little opinion here. Looks good but I think it might look better without numbers in every square. Why not just show the squares and have one number represented somewhere that shows how many steps it will take?
Could probably be done. Crystia is kinda on a hold of now, so I do stuff in my sparetime on there (Mainly working on the tactics engine).

I'll see if I can do something about that though (and the numbers are mostly for debugging). How the path finder works, is that it will it use that number you choose as how many steps it will max take. If you choose a square with number 8, it will find a path with max 8 steps. The path finder is quite flexible, because at the moment it only moves in 4 directions, but it could easily be done to make it work in 8 directions (Thus creating even shorter and faster paths..).
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Old 01-27-2009, 03:49 PM
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I heard Crystia died because some staffs were leaving :O !
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Old 01-27-2009, 03:57 PM
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I heard Crystia died because some staffs were leaving :O !
You heard? Well, you should get the stuff you hear confirmed first.

Crystia is put on hold: Lack of staff.
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  #79  
Old 01-27-2009, 04:02 PM
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Ah, so Elk finally took a dump on you guys?
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Old 01-27-2009, 04:17 PM
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Quote:
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You heard? Well, you should get the stuff you hear confirmed first.

Crystia is put on hold: Lack of staff.
Why do you think im asking there ? X_x
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