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ckeel12201

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Posts posted by ckeel12201

  1. Oh, it's not about which one we choose, we will definitely offer mouse movement, the question is whether to implement WASD at all, and if so, how to fix it, compared to Mabi.

    Good point, they're pretty misleading. We might not want to offer that at all. That should be part of the combat discussion though.

    Personally I'd prefer to keep a Mabi-like combat system, for me it's a big part of Mabi. It's not like hotkey combat, that you have to replace because it's antiquated, the Mabi combat is unique, with a system behind it.

    If you can't combine WASD and the Mabi combat, you're right, then we should continue the combat discussion and see where that leads us.

    one major way to fix this in my opinion make it so a and d turn your character + the camera also add a option to force camera perspective toggleable so if people DONT want a forced camera to look forward they dont need to (I just know some people who are picky with this) but to me thats one of the greatest flaws in mabinogis wasd it just moves on the plane it doesnt lock to your camera you dont turn in the sense of a traditional mmo with the a and d keys this would make running and combat better also adding it to where if you hold right mouse to control your camera as i do in a sense in another mmo make A and D strafe left and right (I use this very much during combat in another mmo as I can plan to dodge while also attacking.) also another added option to macro a button to strafe left and right i know some games default to q and e for strafing but where mabi stands q is quests 

  2. I've installed it on my laptop since I don't use it much. So far it's okay (why is border color customization disabled? x.x), but I really love the win10 background. One of the best os backgrounds yet.

    Idk if you figured this out yet but click the start button

    click settings

    click personal

    click colors

    turn off automatically choose color based on my background (I think its broke anyway it always chooses black for me no matter the background)

    choose your colors and turn on show color for start taskbar and action center

     

     

  3. the most I ever used wasd is A: I am really lazy and dont want to use the mouse or B: I am getting my ass kicked and cant worry about immediately moving my camera in the split seconds i need to start running thus i run and move the camera as I go. another movement in mabinogi I would love to see in this project and many other games is setting waypoints on le map to make your character run to. I used to know the routes so well I would just shift left click to where I would have to go to get to a warp zone or a store or some place in Iria.

  4. I have had it sense the first insider preview and I have got to say I have seen it evolve in so many ways and I think it is a great system for one the bugs in w10 is no where near as annoying as all the bugs in win8 still lol its pretty damn stable except a few bad drivers here and there as companies ship them in. 

  5. Personally I think a beginner should learn one language first, to build a foundation. Learning multiple languages with different ways of handling problems at once might confuse more than it helps.

    I will second that being someone who tried learning more than one language at a time. It doesn't work and I used to mix the language syntax up a lot. It also distracts you from really getting to master a single language. This is why I only focus on C#.

    I think once this course is over I am going to start c# as I probably wont have another programming course coming during the time I work towards my degree. This is just intro to programming and I am only about 7 week in 4 more weeks and its over so I am doubtful that I will learn to master VB before then. I will probably just know all the basics of building stuff in VB  which will be handy I am sure :3 but I am interested in understanding and learning c# for possible job opportunities in the future. 

  6. In my opinion it would be a waste of time to write our own engine. It could certainly be fun, and allow us some more freedom, but we'd be busy for weeks and months, creating the engine and editors for it, before we can even start doing anything, and the engine would still be inferior to all the other big ones.

    When you look at the big, free choices out there, the two biggest contenders are arguably Unity and Unreal Engine 4. While UE4 seems to produce the better graphics out-of-the-box, there's not so much difference between them anymore, in terms of what they can do. The biggest differences are that with UE4 we'd have source code access (which can be useful or not, depending on the license we use for the client) and we'd use C++ and the Blueprint system.

    In Unity we wouldn't have source code access, but generally that's not really required from what I could gather so far. For example, one article I read said that it was not possible to modify a terrain at run-time in UE4 (something we'd need for Stomp for example), which is why the author had to try to build that functionality himself. But in Unity this is possible. An advantage of Unity for me would be that it uses C# (among others). Not only is that a great language, we've been using it in Aura for years already, so many of us will be at least a little bit familiar with it.

    The biggest con for Unity seems to be its bad stigma. It's the engine of choice for all the "noobs", that create all the "crap" out there. That's what many people think when you say you're building something in Unity. To the best of their knowledge it's just a "shitty" engine, because the results of what all the "noobs" put together makes it look like that. "It's slow, it's ugly, [etc.]" But really, it's the engine of choice for beginners because it's easy and comfortable to use, which is an advantage for everybody.

    What do you think? UE4? Unity? What is your general view of the two? Or are there other viable options I don't know anything about?

    I have seen some very beautiful games come out of unity and I love unity games that are well made. Some good examples for beautiful games would be Yandere simulator a game that has probably 1 developer still looks amazing. the other big one was that super mario 64 level that Roystan Ross created it goes to show how well something in unity could be made. He also made a almost dead on control scheme of super mario 64 to the point speed runners where able to duplicate their movements they did in the original through it. so in my opinion not at all a bad choice and unity was going to be the thing i created my first game in whenever I got around to studying the 6-8 hours of video tutorials x3 

  7. I also say add more cosmetics then before . If we have transformations like maybe I think we should at least be able to customize a tiny bit to differentiate us from others while transformed. Maybe guild symbols on the armor or skin of the transformed character or even have a separate outfit slot for transformation characters are a thought for me. 

  8. As many of you know, Mabinogi is technically a 2D game, even if it has 3D visuals. (If you'd like to know more, take a look at this topic on Mabination.)

    Deciding whether we want to do the same or not is important for various underlying design choices of client, server, and protocol. A 2D system is easy, very easy. As a developer you basically don't have to worry about a single thing. The designers on the other hand are faced with a little challenge, masking that the game is internally not 3D. The other way around, with a 3D system, the developers are faced with the challenge of implementing 3D collision detection, security checks, etc, but the designers have less problems, although they have to worry about players potentially being able to go anywhere.

    The 2D approach has obvious drawbacks. If the world is not 3D, you have to create workarounds for certain things. For example, you could easily enable people landing on roofs. But you'd have to make sure they can't fall off the roofs, because they'd snap to the floor. And you wouldn't be able to add an open, multistory building, that's accessible without changing the map, or even a bridge you can walk over and under. At least not without tricks. (For example, you could implement a layer system, that snaps the player to the correct layer.) But in exchange it is simple to implement and reduces development time and headaches. Not to mention required resources, because it's much easier to calculate collisions.

    In 3D you can basically do anything, simple as that. Although, it isn't simple really. The collision calculations required on the server for AIs, knock backs, and security are rather complicated. You have to get the entire world into the server and learn how to do these checks, or, if we're using certain engines, we can run one map server for each map, that is able to do these calculations for us. In Mabi terms this would mean one application for Tir, one for Dun, one for Gairech, one for each dungeon, etc. Imagine one channel server for each map. Although, of course, this can be viable if you don't have hundreds of maps. No matter the implementation, 3D would require quite a bit more resources than Aura ever did.

    A third, maybe questionable, choice would be a non-authoritative server. This means that the client simply tells the server what it wants to do, and the server, more or less, just assumes that this request is okay (for example, Maple works that way). If the server doesn't have to run complicated checks on what the client wants to do, there's no trouble with the movement. But you would trade that against security concerns, because the server would not be able to really tell if a client is cheating or not. A few sanity checks would be possible (Can he activate switch A if according to his last velocity update he's still 1km away from it?), but certain things would be hard to check for.

    This is one of the first decisions we have to make, as it has important implications for the internal design. Personally, I don't mind 2D movement at all. If you really think about it, how often did you actually miss 3D movement in Mabi? Did you even notice it was missing without someone telling you? Actually, how many games of the last decade might have been 2D, without you ever noticing? And it's not like we couldn't add more tricks than other games have, or trick the player better. For example, jumping is perfectly possible and could be implemented similar to flying. The same goes for swimming and diving.

    I actually had no clue that mabi was considered 2D but if this is the case I say we do 2d :3 because to me mabinogi is really fun as it is and if this is supposed to be a successor it will be even better then before x3 

  9. If he's currently working with VB in school it might make sense to continue that though, to learn the basics. He will learn about the .NET framework just as well. To switch to C# later on he basically just has to learn a new style, all the system classes are the same.

    I don't know if I agree with that, I guess it's not as cross-platform as C++ or Java, but with libraries/engines like MonoGame and Unity I think C# is very viable for cross-platform game development.

    I was thinking maybe learning a second language along side VB would be a good idea but it sounds like it would be better to finish the class before learning a second language. 

  10. There's not exactly a list of best languages, it depends on your preference, what field you're working in, etc. But learning C# and C++ is a pretty safe bet, high in demand and powerful. Maybe add some web development to the mix, JS, PHP, and the likes, that can be pretty useful nowadays. Aside from that, try as many languages as possible and find the ones that suit you and your needs the best. For me, right now, that's C#.

    I've started with Visual Basic 6. It was relatively easy to start with, and gave fast results. This is imo the way to go, although there are people who say you should start with something low-level like C, to learn what's going on behind the scenes, but I think it's important to hook the newbie first, before showering him with facts about compilers, linkers, memory management, pointers, etc... Although you will have to learn those things at some point, I actually think it's easier after you saw them in action ("ah, so that's how my strings work behind the scenes").

    Well as I mentioned I am really interested in learning how games run and how interesting programming into games can be. I mean I am already hooked into programming because just the other day I was bored so I challenged myself to make a simple calculator xD it was fun but I hadn't known enough to get everything to call to the right module turned out to be simple my teacher had helped me. But yes visual basic is really easy to start with I tried to fiddle with C# and C++ and I am like "This is much more difficult to figure out" as I know nothing on it so far :3 have figured out simple things thus far which is naming variables but it is my goal to learn both eventually. I also want to know what would be most helpful for this community exec. If at all possible I wanted to try to learn and help at the same time with your new project when you decided to start it. 

    Depends if you are just starting i hear python is really good to start with because its pretty easy 
    http://learnpythonthehardway.org/book/

    I am actually interested in learning this as well. so thank you for the link ^^ 

  11. In school they started us off learning visual basics language vs C# or C++ and I eventually want to start learning how to program in both of those languages. I also want to know the many languages best with games. I have Unity downloaded but have yet to tinker with it due to school. Programming is one thing I do find extensively fun to do I never knew how satisfying it was to get something to work after hours of being put into it lol.  Anyway I am open to all suggestions and opinions I also would love to hear the first language you learned as well as how you branched out from there and how difficult it was to do so. 

     

     

    Also if you want to see how messy my coding is I could post a few of my console projects we did here x3 

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