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Author Topic: [Dead] Zelda: Oracle of Life  (Read 496335 times)

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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #400 on: May 03, 2006, 03:01:02 pm »
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O_O


Cute...Very cute :P
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  • The Legend of Zelda : Return to Hyrule...The french web-site
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #401 on: May 03, 2006, 04:34:36 pm »
  • Issac_Amisov
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Alex: Duh! You were one of my earliest testers (for old versions).
Weapon: Of course - your a team member XD

The test demo isnt even out... June 1st.
How are like weapon and [move]stuff replying on how they like the game and stuff, are they making it with you? sorry, I am clueless to this last page or two[/move]
« Last Edit: May 03, 2006, 04:36:10 pm by Issac_Amisov »
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #402 on: May 03, 2006, 04:38:46 pm »
  • =/
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Theres something I would like too know.
Is it click and go or do you press buttons to move and attack?
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #403 on: May 03, 2006, 05:05:04 pm »
  • Issac_Amisov
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:o good one.

Wouldin't moving with the arrow keys be better... or maybe is it capable for both?
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #404 on: May 04, 2006, 04:04:44 am »
  • puck you
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Quote
How are like weapon and stuff replying on how they like the game and stuff, are they making it with you? sorry, I am clueless to this last page or two

Me and who?

Yeah, I'm in the team... It's Me, AoDC, and HoF...
I do the balancing in OoL, and a little bit of artwork...

For the movement, it's a point and click, but you will be able to cast spells through your keyboard.
If we had keyboard movement, then well... Bye bye server.
« Last Edit: May 04, 2006, 04:07:44 am by Weapon »
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:D
My good sir, in the immortal words of the late Mr. Wrong: STFU.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #405 on: May 04, 2006, 04:07:58 am »
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Spells: 1-7;
Chat: A-Z; Enter;
Move: Left Click;
Attack: Right Click;
Shortcuts: F1-F5;

Least lag. Any fool who says Arrow keys are better, and the topic gets locked.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #406 on: May 04, 2006, 06:22:00 am »
  • alastair
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yeah using the mouse would be a heck of alot better
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  • alastair
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #407 on: May 04, 2006, 06:27:11 am »
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Its the lag that killed me. We'll see, we might use arrow keys by the final products, or make it optional.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #408 on: May 04, 2006, 06:45:09 am »
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How optimised is online play?
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #409 on: May 04, 2006, 06:50:17 am »
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About as optimised as it gets. I will rewrite everything for Demo2 (well, some). I just want Demo 1 out ASAP.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #410 on: May 04, 2006, 09:18:58 am »
  • puck you
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Keyboard = Death

Ok, English exam is over, next up is Maths, I'm not going to even try for it, actually, because I suck...
As for the artwork, well... It's coming, I only managed to do 1 spell hehe...
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:D
My good sir, in the immortal words of the late Mr. Wrong: STFU.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #411 on: May 04, 2006, 09:33:45 pm »
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About as optimised as it gets. I will rewrite everything for Demo2 (well, some). I just want Demo 1 out ASAP.

How abstracted are the messages you send between the client and server? Are you doing something like every sync gettings the client to send the player position to the server, or are you sending messages to the server each time a key is pressed. Or are you going for the full abstraction where you send messages like "Set my speed to 10" "Move me up 5x"...etc?

Also are you using UDP, TCP or a hybrid?

Sorry just my obscure curiousity, and i want to know how heck safe your client is XD.
« Last Edit: May 04, 2006, 09:35:17 pm by Helios »
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #412 on: May 05, 2006, 03:23:06 am »
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About as optimised as it gets. I will rewrite everything for Demo2 (well, some). I just want Demo 1 out ASAP.

How abstracted are the messages you send between the client and server? Are you doing something like every sync gettings the client to send the player position to the server, or are you sending messages to the server each time a key is pressed. Or are you going for the full abstraction where you send messages like "Set my speed to 10" "Move me up 5x"...etc?

Also are you using UDP, TCP or a hybrid?

Sorry just my obscure curiousity, and i want to know how heck safe your client is XD.
i'm hoping for little to no security, i want to feel invincible :D

will i be able to PK and rob them?
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #413 on: May 05, 2006, 04:25:40 am »
  • puck you
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Oh, it'll be very secure.,

For Demo 1, I think there will be a PVP Arena - and you won't be able to heck in :)

You can PK them for sure, but robbing them isn't in our game.
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:D
My good sir, in the immortal words of the late Mr. Wrong: STFU.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #414 on: May 05, 2006, 07:13:48 am »
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TCP all the way, it will be a mix next demo.

Messages are encrypted into 5 characters, thanks to my smart algorythm. If a message doesnt match one of my pre-defined, is diconnects all plays and closes the server.

If anybody, and I mean anybody hacks, no more OoL. Ever. (Thats aimed at you, Helios >_>).

PVP is not enabled for Demo 1.

Alright, after talking to HoF on MSN, we've decided to release Demo 1 June 1st. Classes will have one spell each, (which is a pain in the ass :/) but dont worry. We will be releasing demos rapidly after it's release.

Once again, thanks for the support. Also remeber: any hackings will result in game cancellation.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #415 on: May 05, 2006, 02:15:54 pm »
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TCP all the way, it will be a mix next demo.

Messages are encrypted into 5 characters, thanks to my smart algorythm. If a message doesnt match one of my pre-defined, is diconnects all plays and closes the server.

If anybody, and I mean anybody hacks, no more OoL. Ever. (Thats aimed at you, Helios >_>).

PVP is not enabled for Demo 1.

Alright, after talking to HoF on MSN, we've decided to release Demo 1 June 1st. Classes will have one spell each, (which is a pain in the ass :/) but dont worry. We will be releasing demos rapidly after it's release.

Once again, thanks for the support. Also remeber: any hackings will result in game cancellation.

Relax i have no intention of hecking it, i was just curious how easy it would be.  Also why are you using TCP O_o, why not UDP, that would be a LOT faster if you have an mmorpg scale of players online.

Anyway just to ask again how abstracted are your messages? Because if your just ignoring message with an invalid id, then theres still a HUGE amount of loop holes, for instance you could quite easily modify a message saying something like "set speed 5" to "Set speed 1000", or when your in a completly different map from another player you could send "Trade item 1 between players 2 and 5". ...etc...etc
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #416 on: May 05, 2006, 02:21:22 pm »
  • Issac_Amisov
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Oh, it'll be very secure.,

For Demo 1, I think there will be a PVP Arena - and you won't be able to heck in :)

You can PK them for sure, but robbing them isn't in our game.
:o awesome! This makes it double the better than runescape. ;D

Could you add robbing them later on? Or taking the stuff from them after they are dead... It's like the most basic thing in a video game to do after you kill someone.
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #417 on: May 05, 2006, 07:30:25 pm »
  • Huzzowee!
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Nah... Not robbing. IMO, PvP ought to be a more casual, friendly thing. Robbing would probably create an atmosphere of people taking others down just to get their stuff. This isn't to say that they shouldn't get anything though... Maybe when they go into "PvP mode" or whatever, they could decide on a wager before-hand. That way it could be just for fun or they could gamble a bit. Or, we could go the way of Diablo II and have it so that when you kill someone you get their ear XD.
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"They say 'Don't sweat the little things!', but in the end, the little things are all that matter..."
--Alex2539

TKM

A 7-ton chicken that would eat Colonel Sanders
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #418 on: May 05, 2006, 07:51:50 pm »
  • Chippy is more of a gopher than you'll ever be.
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never know, kill link and his pointy ears could be a dangerous weapon XD
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What you should be doing is taking off your top and getting killed by Greg Kinear.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #419 on: May 05, 2006, 09:38:53 pm »
  • Issac_Amisov
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Lol, Diabolo II was clever with that.

xD

Why does the banner for the game have like this white-grey-blue background thing. thats why I took it out of my sig... ;S
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