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-   -   Gears Are Turning... (https://forums.graalonline.com/forums/showthread.php?t=80771)

TheStan 07-24-2008 12:19 AM

Gears Are Turning...
 
Guess What?
A new playerworld is coming to light! The elegant and complex age of steam is coming to a server near you...someday soon! A steampunk server is currently in the works, created by Stan himself. The server is planned out, and getting started. Idea's from Aeko, Draenin, and I, have been one by one making there way into the server.

And Just For The Record....
Within the game lies quite a few classes, each of them picking several professions and thus learn techniques from them over time. Maybe you could be a soldier able to sharpen his blade as he prepares potions for the battle? Or, one could be the craftor, building and improving on things with steam. Get your guns, swords, and dancing shoes ready, because you'll need them all when you visit this server!

The server of course is still being developed, and could use all the help it could get...

Of course, I myself have just been doing all scripting with very, very little to no graphical or level help at all. So, I more than likely won't have any graphics to prove what work I HAVE gotten done. All I can do is show you functioning code.

So of course, if you want to help with this project, contact Stan!

Stan could be found on Ardeo, or:
thekidstan (AIM) or
[email protected] (MSN).

Loriel 07-24-2008 12:19 AM

So? Where is the functioning code?

Edit: Also what is the deal with the centered text that is irritating as ****

TheStan 07-24-2008 12:39 AM

On the server. I'm not going to post all the code on the forums for anyone to grab at. I'd have to give you a temp rc and read rights, which I don't mind at all.

Btw, I like centered text for some reason.

DrakilorP2P 07-24-2008 12:45 AM

Quote:

Originally Posted by TheStan (Post 1407543)
On the server. I'm not going to post all the code on the forums for anyone to grab at. I'd have to give you a temp rc and read rights, which I don't mind at all.

Btw, I like centered text for some reason.

Then just post short snippets.

Loriel 07-24-2008 01:07 AM

Don't bother, if you are worried that people are going to steal your grandiose ideas and scripts, chances are they are worthless anyway.

TheStan 07-24-2008 01:21 AM

Quote:

Originally Posted by DrakilorP2P (Post 1407544)
Then just post short snippets.

That I will do.

Quote:

Originally Posted by Loriel (Post 1407553)
Don't bother, if you are worried that people are going to steal your grandiose ideas and scripts, chances are they are worthless anyway.

I wasn't trying to come off as arrogant, but I would rather not have everything I've worked toward stolen as used elsewhere. If you can understand that.

DrakilorP2P 07-24-2008 01:24 AM

Quote:

Originally Posted by TheStan (Post 1407558)
I wasn't trying to come off as arrogant, but I would rather not have everything I've worked toward stolen as used elsewhere. If you can understand that.

Anyone that think they can successfully make a popular server using that method is probably not a threat.
Also, you're still coming off as arrogant.

TheStan 07-24-2008 01:31 AM

Classes:

Here, I have two of the main functions of the Classes System. This system is interdependent with the Professions and Techniques Systems (which I haven't gotten around to starting today.)

setClass(object, class) sets the player's class if it hasn't been set already. This is pretty much the function which will be called when a player chooses his class through an interface in-game.

advanceClass(object) advances the player's class to the next possible tier from the prior class.

Also, there are quite a few echos there because I just finished the Class functions NOT TOO long ago, so those were there for debugging pretty much.

PHP Code:

public function setClass(object, class) {
  
temp.cdata null;
  
temp.cbasevars null;
  
temp.cbasevar null;
  
temp.cmods null;
  
temp.cwmods null;
  
temp.finaldata null;
  
  if (!(
object.type in {"player"}) || object.objecttype() != "TMudObject") {
    
error("Mud Object (#s) is not valid!"object.name);
    return;
  }
  if (class == 
null) {
    
error("No class given to set!");
    return;
  }
/*
  if (classIsSet(object)) {
    if (!(getClassTier(class) > object.class[2]) || ((getClassTier(class) - object.class[2]) != 1)) {
      error("The given class (#s) does not have a higher tier than the current class! Or is not the next tier!", class);
      return;
    }
  }*/
  //else {
    //echo("Class has not been set yet.");
  
if (!classIsSet(object)) {
    echo(
"Class is not set.");
    
cdata findNpc("DB_Classes").getClass(class);
    if (
cdata.size() > 0) {
      echo(
"Found class data.");
      
cbasevars = {"classid""classname""tier""description"};
      
//cmods = findNpc("DB_Classes").getClassVar(class, "statmods");
      // May or may not do weapon proficiencies here
      //cwmods = findNpc("DB_Classes").getClassVar(class, "weaponproficiencies");
      
echo("BASE VARS: " cbasevars);
      echo(
"MODS: " cmods);
      echo(
"Weapon Proficiencies: " cwmods);
      for (
cbasevarcbasevars) {
        echo(
"BASE VAR: " cbasevar);
        
finaldata.add(getClassVar(class, cbasevar));
      }
      echo(
"FINAL DATA: " finaldata);
      
object.class = finaldata;
    }
  } 
}
/*
public function unsetClass(object) {
}*/
public function advanceClass(objectnext) {
  
temp.currenttier null;
  
temp.nexttier null;
  
temp.choices null;
  
temp.choice null;
  
temp.cbasevars null;
  
temp.cbasevar null;
  
temp.finaldata null;
  
  if (!(
object.type in {"player"}) || object.objecttype() != "TMudObject") {
    
error("Mud Object (#s) is not valid!"object.name);
    return;
  }
  if (!
classIsSet(object)) {
    
error("Mud Object (#s)'s class has not yet been set!"object.name);
    return;
  }
  
currenttier getClassTier(object.class[0]);
  
nexttier currenttier 1;
  echo(
"CURRENT TIER: " currenttier);
  echo(
"NEXT TIER: " nexttier);
  if (
currenttier != && nexttier != && nexttier currenttier && (nexttier currenttier) == 1) {
    echo(
"Tier checks complete.");
    
choices getClassVar(object.class[0], "nextclasses");
    for (
choicechoices) {
      echo(
"NEXT CHOICE: " choice);
      if (
choice == next) {
        
cbasevars = {"classid""classname""tier""description"};
      
        for (
cbasevarcbasevars) {
          
finaldata.add(getClassVar(choicecbasevar));
        }
        echo(
"FINAL ADVANCE DATA: " finaldata);
        
object.class = finaldata;
        break;
      }
    }
  }


Some Class data storage.

PHP Code:

/*** Classes Database ***
Author: Stan
*** Function List ***
  LEGEND:
    + Public Function
    - Private Function
  
  SERVERSIDE:
    (-) onCreated()
    (+) getClass(cl)
    (+) getClassVar(cl, cvar)
    
  v1.0, 07/23/08, by Stan
  
  ToDo:
  * Map out the rest of the classes, (ugh!)
***/
function onCreated() {
  
/*
    Indices:
      0 Class Id
      1 Class Name
      2 Class Tier
      3 Description
      4 Next Classes
      5 Stat Mods
      6 Syngergy Bonus
      7 Allowed Professions
  */
  
this.class_rebel = {
    {
"classid""rebel"},
    {
"classname""Rebel"},
    {
"tier"1},
    {
"description""A rebel."},
    {
"nextclasses", {
      
"bandit",
      
"begger",
      
"blader"}},
    {
"statmods", {
      {
"health"0},
      {
"stamina"0}}},
    {
"syngergies", {
      {
"test"0}}},
    {
"allowedprofessions", {
      
""}}
  };
  
this.class_apprentice = {
    {
"classid""apprentice"},
    {
"classname""Apprentice"},
    {
"tier"1},
    {
"description""An apprentice."},
    {
"nextclasses", {
      
"crafter",
      
"mechanic"}},
    {
"statmods", {
      {
"health"0},
      {
"stamina"0}}},
    {
"synergies", {
      {
"test"0}}},
    {
"allowedprofessions", {
      
""}}
  };
  
this.class_believer = {
    {
"classid""believer"},
    {
"classname""Believer"},
    {
"tier"1},
    {
"description""A believer."},
    {
"nextclasses", {
      
"gypsy",
      
"nurse"}},
    {
"statmods", {
      {
"health"0},
      {
"stamina"0}}},
    {
"synergies", {
      {
"test"0}}},
    {
"allowedprofessions", {
      
""}}
  };
  
this.class_gypsy = {
    {
"classid""gypsy"},
    {
"classname""Gypsy"},
    {
"tier"1},
    {
"description""A gypsy."},
    {
"nextclasses", {
      
"test"}},
    {
"statmods", {
      {
"health"0},
      {
"stamina"0}}},
    {
"synergies", {
      {
"test"0}}},
    {
"allowedprofessions", {
      
""}}
  };
}
public function 
getClass(cl) {
  return 
this.(@ "class_" cl);
}
public function 
getClassVar(clcvar) {
  
temp.var = null;
  
  for (var: 
this.(@ "class_" cl)) {
    if (var[
0] == cvar) {
      return var[
1];
    }
  }


Here a short little function for item application (using items etc.), it's more so used to interpret two arrays.

The first array, "scripts" is a list of functions to call when the item is applied. The second array, "scriptsparams" is a multi-dimensional array of params with each index of the array a sub-array of params that is to be sent with the function of the matching index in the "scripts" array.

PHP Code:

public function applyItem(id) {
  
temp.item null;
  
temp.null;
  
temp.null;
  
temp.fparams null;
  
  
item findItemById(id);
  if (
item.type() != 2) {
    return;
  }
  if (
item.applyable) {
    if (
item.equippable) {
      
equipItem(item);
    }
    else {
      for (
0item.scripts.size(); i++) {
        
item.scripts[i];
        
fparams item.scriptsparams[i];
        
        if (
this.hasFunction(@ f)) {
          
this.(@ f)(fparams[0], fparams[1], fparams[2], fparams[3], fparams[4], fparams[5], fparams[6], fparams[7]); 
        }
      }
    }
  }


The next is pretty much basically data transfering, saving and loading for the player's mud object which contains most gameplay variables. These two functions are just the meat of the loading and saving of the player's game data. Or so you could say.

PHP Code:

public function loadObject() {
  
temp.file null;
  
temp.var = null;
  
temp.null;
  
temp.data null;
  
temp.item null;
  
// Create object to load ini file to.
  
file = new TStaticVar();
  
file.joinedclasses serverr.t.inifile;
  
file.load(getObjectPath());
  
// Checks if the loaded file has an object key
  
if ({"object""items"in file.keys) {
    
// Go through each var saved in the ini file's
    // object key.
    
for (var: file.object.getdynamicvarnames()) {
      
// Load the var to the object
      
this.(@ var) = file.object.(@ var);
    }
    
// Go through all file item vars
    
for (ifile.items.getdynamicvarnames()) {
      
// Create pointer to saved data
      
data file.items.(@ i);
      
// Create item object then create pointer to it
      
item createItem(i.substring(1), data[0], data[1]);
      
      if (
data[2] == true) { // Item was equipped
        
echo("was equipped.");
      }
    }
    return 
true;
  }
  return 
false;
}
public function 
saveObject() {
  
temp.file null;
  
temp.var = null;
  
temp.null;
  
temp.item null;
  
// Create object to load data to
  // to save to an ini file.
  
file = new TStaticVar();
  
file.joinedclasses serverr.t.inifile;
  
// Clear keys for object and items
  
file.clearkey("object");
  
file.clearkey("items");
  
// Go through all object vars
  
for (var: Mud.objectvars) {
    
// Checks if the var should not be saved
    // if so skips over.
    
if (var in Mud.nosavevars) {
      continue;
    }
    
// Load the var to the object to save
    
file.object.(@ var) = this.(@ var);
  }
  
// Go through all the items
  
for (0this.items.size(); i++) {
    
// Make pointer to item object
    
item this.items[i];
    
// Check for invalid item data
    
if (item.type() != || item.qty =< || item.id == || item.id == null) {
      continue;
    }
    
// Create file vars
    
file.items.(@ "i" item.id) = {item.archetypeitem.qtyitem.equipped};
  }
  
// Save data
  
file.save(getObjectPath(), 0);


Note: I replaced all "percent" signs with "#" signs.

Edit: Also,

Quote:

Originally Posted by DrakilorP2P (Post 1407562)
Anyone that think they can successfully make a popular server using that method is probably not a threat.
Also, you're still coming off as arrogant.

Not really trying to, I apologize for that.

Inverness 07-24-2008 01:33 AM

You're not supposed to assume that anyone wants to steal your stuff.

And if someone actually did steal your stuff its not like they would go classic with it anyways.

TheStan 07-24-2008 01:35 AM

Stupid character limit...

I would also like to share with you the class tier list...

PHP Code:

(Best viewed Maximized.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
Melee profressions    Crafting professions    Mage professions                   
---------------------------Teir 1------------------------------/
.    
Rebel                 Apprentice               Believer   

--------------------------Teir 2-------------------------------/
. (
1)Bandit            (1)Craftor                (1)Gypsy
. (1)Begger            (1)Mechanic               (1)Nurse
. (1)Blader                

--------------------------Teir 3-------------------------------/
. (
1&2)Thief         (1&2)Blacksmith           (1&2)Magician
. (2)Street Performer  (1)Surveyor               (1)Illusionist
. (3)Soldier           (2)Steam Mechanic         (2)Doctor

--------------------------Tier 4-------------------------------/

. (
1)Criminal          (1)Weapon Designer     (1&2)Jester 
. (1&2)Dancer          (1)Armor Designer        (1)Summoner
. (2)Noble             (2)Steam Designer        (3)Court Healer
. (3)Hero              (3)Machinist              
 
--------------------------Tier 5-------------------------------/

.   (
1)Psychopath      (1)AdvWeapon Designer  (1)Court Jester
.   (2)Acrobat         (2)AdvArmor Designer   (2)Caller
. (3&4)Lord            (3)Secret Keeper       (2&3)Prophet
.   (4)Legend          (4)Electrician    
--------------------------Tier 6-------------------------------/
. (
1)Murderor          (1&2)Cyborg              (1)Arch-mage
. (2)Distorionist      (1&2)Android             (2)God Caller
. (3)Ruler             (3)Classified            (3)Angel
. (4)Master            (4)Entity                 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ 

If you don't understand the number ordering this is how it goes, The number in the parenthesis is the class in the prior row and column that can be advanced to the class the number is next to...if you can understand that. I have trouble explaining things without even confusing myself occasionally.

Quote:

Originally Posted by Inverness (Post 1407566)
You're not supposed to assume that anyone wants to steal your stuff.

And if someone actually did steal your stuff its not like they would go classic with it anyways.

Right, right, I got it already Inver.

DrakilorP2P 07-24-2008 02:25 AM

Quote:

Originally Posted by TheStan (Post 1407565)
Classes:

Here, I have two of the main functions of the Classes System. This system is interdependent with the Professions and Techniques Systems (which I haven't gotten around to starting today.)

-Snip, too long-

The quality of this thread just increased dramatically.

haro41 07-24-2008 03:20 PM

i think if a steampunk server is going to be designed, it should need alot of steam.
meaning sweet particle emitters. graphics are going to be the central focus of the server. so good luck with that my friend.

fyi i think the class name Murderor is spelt wrong

Switch 07-24-2008 03:31 PM

I like those classnames :o
hopefully you can pull them off.

xXziroXx 07-24-2008 03:51 PM

A Street Performer turning into a Noble? Holy ****!

TheStan 07-24-2008 05:48 PM

Quote:

Originally Posted by xXziroXx (Post 1407718)
A Street Performer turning into a Noble? Holy ****!

Of course the schedule line ups etc, do need a bit of work. :p

Quote:

Originally Posted by haro41 (Post 1407709)
i think if a steampunk server is going to be designed, it should need alot of steam.
meaning sweet particle emitters. graphics are going to be the central focus of the server. so good luck with that my friend.

fyi i think the class name Murderor is spelt wrong

Definitely about the graphics. Also, in a bit of a hurry to get some test data up so you know how that can go.

Quote:

Originally Posted by Switch (Post 1407712)
I like those classnames :o
hopefully you can pull them off.

I'm trying.


Edit:

I just find this so cool...
http://hackedgadgets.com/2007/07/30/steam-punk-watch/

FaLLChiLD 07-24-2008 06:51 PM

Would be cool to see this get off the ground and become something awesome, I'd play it if pulled off well.

TheStan 07-24-2008 07:49 PM

Well, in compilation with the Classes and Professions pieces of code I've shown here, I may as well show the beginning of the third and final part of the system. (Each of these systems work hand-in-hand to get the effect needed.);

PHP Code:

Test Script:

function 
onCreated() {
  
temp.pl findplayerbycommunityname("Clockwork");
  
temp.pl.mud.class = null;
  
temp.pl.mud.professions null;
  
temp.pl.mud.techniques null;
  
Classes.setClass(temp.pl.mud"apprentice");
  echo(
temp.pl.mud.name " Class: " temp.pl.mud.class);
  
Professions.addProfession(temp.pl.mud"biomechanics");
  echo(
temp.pl.mud.name " First Profession: " temp.pl.mud.professions[0]);
  
Techniques.addTechnique(temp.pl.mud"parasitebugs");
  echo(
temp.pl.mud.name " First Technique: " temp.pl.mud.techniques[0]);


PHP Code:

Adding A Technique:

public function 
addTechnique(objecttechnique) {
  
temp.neededprofessions null;
  
temp.yn null;
  
temp.null;
  
temp.techbasevars null;
  
temp.techbasevar null;
  
temp.finaldata null;
  
  if (!(
object.type in {"player"}) || object.objecttype() != "TMudObject") {
    
this.error("Mud Object (%s) is not valid!"object.name);
    return;
  }
  if (
technique == null) {
    
this.error("No technique given to set!");
    return;
  }
  if (
Classes.classIsSet(object)) {
    if (!
this.hasTechnique(objecttechnique)) {
      echo(
"Objects classes have been set.");
      
neededprofessions this.getTechniqueVar(technique"neededprofessions");
      
yn = new [neededprofessions.size()];
      echo(
"NEEDED PROFESSIONS: " neededprofessions);
      echo(
"YES/NO CHECK SIZE: " yn.size());
      for (
0neededprofessions.size(); i++) {
        if (
Professions.hasProfession(objectneededprofessions[i])) {
          
yn[i] = "y";
          continue;
        }
        
yn[i] = "n";
      }
      if (
yn.index("n") == -1) {
        echo(
"LETS GO!");
        
techbasevars = {"techid""techname""techtype""description"};
        for (
techbasevartechbasevars) {
          
finaldata.add(this.getTechniqueVar(techniquetechbasevar));
        }
        echo(
"FINAL TECHNIQUE DATA: " finaldata);
        
object.techniques.add(finaldata);
        echo(
object.name);
      }
    }
  }


PHP Code:

Output:

MudObject_player_Clockwork Class: apprentice,Apprentice,1,"An apprentice."
MudObject_player_Clockwork First Professionbiomechanics,Bio-Mechanics,"The study of combining human's with mechanized parts."
MudObject_player_Clockwork First Techniqueparasitebugs,"Parasite Bugs",parasitic,"Many microscopic steam-powered bugs flood the targets body and drains their energy." 

Again excuse me for so many "echo()"'s. As I just got finished with the function.

pooper200000 07-24-2008 07:51 PM

What type of professions do you think you will have?

Switch 07-24-2008 07:52 PM

That looks nice :o
I'd help with this project, but there's nothing you'd let me do :P
So good luck Stan, hope it turns out well.

TheStan 07-24-2008 07:57 PM

Quote:

Originally Posted by pooper200000 (Post 1407881)
What type of professions do you think you will have?

Actually, Draenin wrote out a few profession and class examples in a blog on the forums here is the link:

http://forums.graalonline.com/forums/blog.php?b=25

It's an in-forum link so I hope I don't get an infraction for that.

Quote:

Originally Posted by Switch (Post 1407883)
That looks nice :o
I'd help with this project, but there's nothing you'd let me do :P
So good luck Stan, hope it turns out well.

Depends on what you can do. :)

TheStan 07-24-2008 08:10 PM

PHP Code:

public function changeStatBase(objectstatval) {
  if (!(
stat in {"health""stamina"})) {
    
this.error(null"Stat (#s) is not in the required stat list!"stat);
    return;
  }
  
object.(@ stat)[BASE] += val;
  echo(
"STAT BASE: " object.(@ stat));
}
public function 
changeStatCurrent(objectstatval) {
  if (!(
stat in {"health""stamina"})) {
    
this.error(null"Stat (#s) is not in the required stat list!"stat);
    return;
  }
  
object.(@ stat)[CURRENT] += val;
  if (
object.(@ stat)[CURRENT] > object.(@ stat)[TOTAL]) {
    
object.(@ stat)[CURRENT] = object.(@ stat)[TOTAL];
  }
  else if (
object.(@ stat)[CURRENT] < object.(@ stat)[MIN]) {
    
object.(@ stat)[CURRENT] = object.(@ stat)[MIN];
  }
  echo(
"STAT CURRENT: " object.(@ stat));


Percent signs once again replaced with "#" signs.

These are my basic system functions for stat changing for example if someone were to do some damage this is where I go to reduce or increase health or another listed stat etc.

GryffonDurime 07-24-2008 11:58 PM

I'm not so sure about the rather extensive class system. I like that it's separate from the techniques and the like, but it doesn't seem to have any cohesiveness. Why are Gypsies turning into Prophets and Archmages? Have you considered how a Steampunk world functions that even has explicit magic-users strong enough to bear the literary brunt of a title like Archmage?

Not to sound overly critical; that's not my intention. This project seems like an interesting one. I'd just like to see some more unity in the thematics of these classes so that they can support a potential world, and as is they seem too much like the things I'd find in a single player RPG. A big thing to remember is that in a multiplayer game like Graal, if every player wandering around is a "God Summoner" then those Gods are going to be awfully busy, and it had better have a huge impact on the world.

Nonetheless, I look forward to seeing your progress. Drop me a line sometime if there's anything I can do to help.

TheStan 07-25-2008 03:27 AM

Quote:

Originally Posted by GryffonDurime (Post 1408022)
I'm not so sure about the rather extensive class system. I like that it's separate from the techniques and the like, but it doesn't seem to have any cohesiveness. Why are Gypsies turning into Prophets and Archmages? Have you considered how a Steampunk world functions that even has explicit magic-users strong enough to bear the literary brunt of a title like Archmage?

Not to sound overly critical; that's not my intention. This project seems like an interesting one. I'd just like to see some more unity in the thematics of these classes so that they can support a potential world, and as is they seem too much like the things I'd find in a single player RPG. A big thing to remember is that in a multiplayer game like Graal, if every player wandering around is a "God Summoner" then those Gods are going to be awfully busy, and it had better have a huge impact on the world.

Nonetheless, I look forward to seeing your progress. Drop me a line sometime if there's anything I can do to help.


A majority of the classes listed are the first draff of any sort of class list that's been done by my designing test monkey (Aeko). But, be sure they are to go under extensive scrutiny and probably rewritten another 2 times or so.

Also, I will make sure to do that thanks.

Switch 07-25-2008 03:36 AM

Quote:

Originally Posted by TheStan (Post 1408106)
draft

:o

Inverness 07-25-2008 02:31 PM

Stop posting scripts, I think you've already proved you have nice things.

DrakilorP2P 07-25-2008 05:00 PM

Quote:

Originally Posted by Inverness (Post 1408232)
Stop posting scripts, I think you've already proved you have nice things.

The more the merrier.

TheStan 07-25-2008 06:32 PM

Quote:

Originally Posted by Inverness (Post 1408232)
Stop posting scripts, I think you've already proved you have nice things.

Just trying to show my progress is all.

TheStan 07-25-2008 08:42 PM

Update:

Today, I finished up the completion of my hit detection (the process for determining if you hit another player, etc.). I also finished up the player death sequence as well, it's pretty much:

1. Player Death Ani Plays
2. The Screen Fades Out
3. The Screen Fades In Where You're Safe

I also am planning on adding in something like a player's last words, the player will recite a random quote that pertains to death. I was hoping to add a bit of romanticism so I believe that will help.

TheStan 07-29-2008 06:51 AM

A Couple Updates...

Well, I've been continuously working on many things pertaining to the development of this idea and not quitting at all. Though, I can only so far as I find myself even know hitting road blocks where I can't do much else with the lack of graphical, sound or level help I am suffering.

A few things I've done:
  • As for right now, dropping and picking up dropped items works perfectly fine.
  • I have rescripted Equipping and Unequipping for maybe the third time and Iam finally satisfied with it.
  • I've whipped up a nice little custom text chat system which is currently being used. Not much else graphical besides that.
  • I have also made up a nice little messaging system with a few awesome icons made by Aeko for messages and things like notifications when people log on and receive items.

Right now, I'm sort of waiting on a HUD and Inventory images for the interface so I can get something graphical and solid to show how much I've been working but it's been very hard to find reliable graphic work.

Any and all help would be greatly appreciated from anyone who has any sort of skill in pretty much anything. As it is, Aeko, and myself are the only people working on developement.

Though Draenin and Gryffin do help me quite ALOT with designs and writing for the server.

If you would like to contact me about anything AT ALL:

MSN: [email protected]
AIM: thekidstan

Pimmeh 07-29-2008 10:59 AM

I...cant help but feel familiarity...
I started a concept of Gear, a steampunk server...and Codein was involved afcourse and its his server place your using so... What up?
I mean, I dont mind, but Im curious

TheStan 07-29-2008 04:32 PM

Quote:

Originally Posted by Pimmeh (Post 1409489)
I...cant help but feel familiarity...
I started a concept of Gear, a steampunk server...and Codein was involved afcourse and its his server place your using so... What up?
I mean, I dont mind, but Im curious

I don't really understand what you're asking me?

Edit: After talking to Codein, I'm here to say I didn't even know you had ever planned a Steampunk server etc. The only Steampunk project I've ever seen planned on Graal was on Harpazo.

warp2ukew 07-29-2008 05:12 PM

Quote:

Originally Posted by TheStan (Post 1408321)
Update:

I also am planning on adding in something like a player's last words, the player will recite a random quote that pertains to death. I was hoping to add a bit of romanticism so I believe that will help.

Lorem ipsum dolar sit amet...

TheStan 07-29-2008 06:12 PM

Quote:

Originally Posted by warp2ukew (Post 1409533)
Lorem ipsum dolar sit amet...

Quote:

SUMMARY
The phrase "Lorem ipsum dolor sit amet consectetuer" appears in Microsoft Word online Help. This phrase has the appearance of an intelligent Latin idiom. Actually, it is nonsense.
Quote:

MORE INFORMATION
Although the phrase is nonsense, it does have a long history. The phrase has been used for several centuries by typographers to show the most distinctive features of their fonts. It is used because the letters involved and the letter spacing in those combinations reveal, at their best, the weight, design, and other important features of the typeface.

A 1994 issue of "Before & After" magazine traces "Lorem ipsum ..." to a jumbled Latin version of a passage from de Finibus Bonorum et Malorum, a treatise on the theory of ethics written by Cicero in 45 B.C. The passage "Lorem ipsum ..." is taken from text that reads, "Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit ...," which translates as, "There is no one who loves pain itself, who seeks after it and wants to have it, simply because it is pain..."

During the 1500s, a printer adapted Cicero's text to develop a page of type samples. Since then, the Latin-like text has been the printing industry's standard for fake, or dummy, text. Before electronic publishing, graphic designers had to mock up layouts by drawing in squiggled lines to indicate text. The advent of self-adhesive sheets preprinted with "Lorem ipsum" gave a more realistic way to indicate where text would go on a page.
Really now? :P Lol.

Inverness 07-29-2008 08:07 PM

Failed attempt to look cool.

DrakilorP2P 07-29-2008 10:52 PM

Quote:

Originally Posted by Inverness (Post 1409565)
Failed attempt to look cool.

Unsuccessful attempt at being funny.

Edit:

Quote:

Originally Posted by DrakilorP2P (Post 1409593)
Unsuccessful attempt at being funny.

Failure at being clever.

warp2ukew 07-29-2008 11:09 PM

lol twas' a joke me matees

TheStan 07-29-2008 11:21 PM

1 Attachment(s)
As soon as the client starts working I actually have something to show. Lol.

There it is:

warp2ukew 07-30-2008 05:44 AM

Uhh who made those tiles? I've seen those somewhere..

Codein 07-30-2008 10:28 AM

Me and Angelu did.

TheStan 07-30-2008 04:18 PM

Quote:

Originally Posted by warp2ukew (Post 1409734)
Uhh who made those tiles? I've seen those somewhere..

I'm not using the tiles...the Hud is what I wanted you to focus on.


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