coolhogs wrote:
bobbybee wrote:
When to start work on MMO stuff? Btw, if you want I can talk with Magnie about this.
You can start work on it now. Yes, you can talk to him/her about this.
It's a him. And I can't really start until I have something to work with. (so basically, make a first draft in single-player, then I can do the online stuff.) Also, it's not mesh that we're using. FireMMO isn't mesh. They're more like distant cousins.
In case it matters, my MMO that I'm writing will probably support most everything in here. Due to this convenience, I can reuse most of the code, which should dramatically speed up development time.
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Itsmomito, you are in charge of scrolling. For the pirate ship, can you make it a velocity scroller.
I'll be in charge of the map and the inventory.
Bobbybee is in charge of Fire MMO. (Take out the scrolling if you don't think it will fit...)
Itsmomito will also be in charge of the map and the inventory since it's his/her idea.
Last edited by coolhogs (2012-03-25 14:14:55)
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bobbybee wrote:
Here's a brief description on what I think about using multiplayer:
It's possible. Not probable. Even when Magnie and me put our heads together, we still have troubles with multiplayer. The biggest concern I have is speed. The MMO I'm designing that would showcase FireMMO has a terrible speed problem. Although I believe we'll be able to figure out some optimizations as time goes on.
The next problem I see is file size. Since there is no cloning in Scratch, you have to resort to other methods. This involves duplicating many sprites and scripts, and results in the file ize multiplying greatly. There are some patches for this, but none of them seem to work exactly as they should. (or rather, they don't achieve the file sizes you'd expect from them)
The final problem is content. Magnie and I are working on MMO's, and we're pros. We still haven't achieved much in our virtual worlds then some basic commands, like movement and chat. I've been a part of so many MMO's, and each and every one has failed. (besides Magnie and I's) But more specifically, those failing MMO's had very, very high expectations. And this one is expecting so much, too.
Just my thoughts. (though they're all correct) Feel free to ask questions, however.
-bobbybee (FireMMO Owner, FireMMO Founder, and FireMMO Lead Programmer)
Hey bobby, I read all the other mmo collabs and i see what happens. I know an mmo is an extremely difficult goal. But as you say, it's possible but highly improbable. Im determined on this one, because i've been trying to make an mmog since a year back. i wont back out of this collab even if im the only one left. Im just starting to learn networking and c++, python and those subjects. So im not so qualified for programming the mmo part of it. but i think we can come up with workarounds to our problems. For cloning, I saw and heard mathwiz found a way to do it in the online flashplayer. So if we used his method, we could reduce the number of sprites and size. We could have one npc ship that is duplicated and set to a random location in the entire map. Ive done it in panther before with a local network game, and it worked pretty well. The ships would move near their assigned location and once hit by a player, they would engage in combat using a ai script. would this take too much space? Thanks for your help bobby, i appreciate it.
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ImagineIt wrote:
What about me?
Why don't you take charge of the inventory and items? I can take charge of things related to scrolling. I would suggest first coming up with the items and their uses for the player. We will also need the combat systems for the npcs and players later on. But we probably can't program that until we have everything else. What else do you think you could do?
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itsmomito wrote:
bobbybee wrote:
Here's a brief description on what I think about using multiplayer:
It's possible. Not probable. Even when Magnie and me put our heads together, we still have troubles with multiplayer. The biggest concern I have is speed. The MMO I'm designing that would showcase FireMMO has a terrible speed problem. Although I believe we'll be able to figure out some optimizations as time goes on.
The next problem I see is file size. Since there is no cloning in Scratch, you have to resort to other methods. This involves duplicating many sprites and scripts, and results in the file ize multiplying greatly. There are some patches for this, but none of them seem to work exactly as they should. (or rather, they don't achieve the file sizes you'd expect from them)
The final problem is content. Magnie and I are working on MMO's, and we're pros. We still haven't achieved much in our virtual worlds then some basic commands, like movement and chat. I've been a part of so many MMO's, and each and every one has failed. (besides Magnie and I's) But more specifically, those failing MMO's had very, very high expectations. And this one is expecting so much, too.
Just my thoughts. (though they're all correct) Feel free to ask questions, however.
-bobbybee (FireMMO Owner, FireMMO Founder, and FireMMO Lead Programmer)Hey bobby, I read all the other mmo collabs and i see what happens. I know an mmo is an extremely difficult goal. But as you say, it's possible but highly improbable. Im determined on this one, because i've been trying to make an mmog since a year back. i wont back out of this collab even if im the only one left. Im just starting to learn networking and c++, python and those subjects. So im not so qualified for programming the mmo part of it. but i think we can come up with workarounds to our problems. For cloning, I saw and heard mathwiz found a way to do it in the online flashplayer. So if we used his method, we could reduce the number of sprites and size. We could have one npc ship that is duplicated and set to a random location in the entire map. Ive done it in panther before with a local network game, and it worked pretty well. The ships would move near their assigned location and once hit by a player, they would engage in combat using a ai script. would this take too much space? Thanks for your help bobby, i appreciate it.
Remote sensor connections don't work online.
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coolhogs wrote:
Itsmomito, you are in charge of scrolling. For the pirate ship, can you make it a velocity scroller.
I'll be in charge of the map and the inventory.
Bobbybee is in charge of Fire MMO. (Take out the scrolling if you don't think it will fit...)
Itsmomito will also be in charge of the map and the inventory since it's his/her idea.
Okay sounds good. For the map, do you mean the little display in the corner that indicates the player location? Or do you mean the islands and creation of the player world? I can also do the islands. Since they will be involved in scrolling.
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itsmomito wrote:
bobbybee wrote:
Here's a brief description on what I think about using multiplayer:
It's possible. Not probable. Even when Magnie and me put our heads together, we still have troubles with multiplayer. The biggest concern I have is speed. The MMO I'm designing that would showcase FireMMO has a terrible speed problem. Although I believe we'll be able to figure out some optimizations as time goes on.
The next problem I see is file size. Since there is no cloning in Scratch, you have to resort to other methods. This involves duplicating many sprites and scripts, and results in the file ize multiplying greatly. There are some patches for this, but none of them seem to work exactly as they should. (or rather, they don't achieve the file sizes you'd expect from them)
The final problem is content. Magnie and I are working on MMO's, and we're pros. We still haven't achieved much in our virtual worlds then some basic commands, like movement and chat. I've been a part of so many MMO's, and each and every one has failed. (besides Magnie and I's) But more specifically, those failing MMO's had very, very high expectations. And this one is expecting so much, too.
Just my thoughts. (though they're all correct) Feel free to ask questions, however.
-bobbybee (FireMMO Owner, FireMMO Founder, and FireMMO Lead Programmer)Hey bobby, I read all the other mmo collabs and i see what happens. I know an mmo is an extremely difficult goal. But as you say, it's possible but highly improbable. Im determined on this one, because i've been trying to make an mmog since a year back. i wont back out of this collab even if im the only one left. Im just starting to learn networking and c++, python and those subjects. So im not so qualified for programming the mmo part of it. but i think we can come up with workarounds to our problems. For cloning, I saw and heard mathwiz found a way to do it in the online flashplayer. So if we used his method, we could reduce the number of sprites and size. We could have one npc ship that is duplicated and set to a random location in the entire map. Ive done it in panther before with a local network game, and it worked pretty well. The ships would move near their assigned location and once hit by a player, they would engage in combat using a ai script. would this take too much space? Thanks for your help bobby, i appreciate it.
I won't back out of this collab too. Yes we can come up with workarounds. Yes, i heard Mathwiz has found a way to do cloning in flash player. Hmm, I didn't think about the combat battles. Good Idea! I don't think it would take too much space.
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itsmomito wrote:
ImagineIt wrote:
What about me?
Why don't you take charge of the inventory and items? I can take charge of things related to scrolling. I would suggest first coming up with the items and their uses for the player. We will also need the combat systems for the npcs and players later on. But we probably can't program that until we have everything else. What else do you think you could do?
Yes you can take charge of the inventory and items. We really need artists too. Art comes before programming.
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coolhogs wrote:
itsmomito wrote:
ImagineIt wrote:
What about me?
Why don't you take charge of the inventory and items? I can take charge of things related to scrolling. I would suggest first coming up with the items and their uses for the player. We will also need the combat systems for the npcs and players later on. But we probably can't program that until we have everything else. What else do you think you could do?
Yes you can take charge of the inventory and items. We really need artists too. Art comes before programming.
![]()
Yeah Definitely! Where are we going to get some? None volunteered here.
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I have some ideas:
Sword: One of the weapons that your character may use.
Gun: A long ranged weapon that needs ammo and time to reload.
Cannonballs: You must store these in your canon to use it.
Bullets: Ammunition for guns.
Loot: Just money.
Herbs: Help heal sick crew members.
Flint and Steel: Can start fires.
Bucket: You carry water from place to place with this.
Wood: What else can you set on fire?
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ImagineIt wrote:
I have some ideas:
Sword: One of the weapons that your character may use.
Gun: A long ranged weapon that needs ammo and time to reload.
Cannonballs: You must store these in your canon to use it.
Bullets: Ammunition for guns.
Loot: Just money.
Herbs: Help heal sick crew members.
Flint and Steel: Can start fires.
Bucket: You carry water from place to place with this.
Wood: What else can you set on fire?
Cool!
I have some ideas:
Water: You need it to survive.
Fish: Fresh from the sea.
Last edited by coolhogs (2012-03-25 15:20:04)
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coolhogs wrote:
ImagineIt wrote:
I have some ideas:
Sword: One of the weapons that your character may use.
Gun: A long ranged weapon that needs ammo and time to reload.
Cannonballs: You must store these in your canon to use it.
Bullets: Ammunition for guns.
Loot: Just money.
Herbs: Help heal sick crew members.
Flint and Steel: Can start fires.
Bucket: You carry water from place to place with this.
Wood: What else can you set on fire?Cool!
I have some ideas:
Water: You need it to survive.
Fish: Fresh from the sea.
Pork: Nothing better than deserted island pigs.
Candy: Yum!(How about we add "Candy island")
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ImagineIt wrote:
coolhogs wrote:
ImagineIt wrote:
I have some ideas:
Sword: One of the weapons that your character may use.
Gun: A long ranged weapon that needs ammo and time to reload.
Cannonballs: You must store these in your canon to use it.
Bullets: Ammunition for guns.
Loot: Just money.
Herbs: Help heal sick crew members.
Flint and Steel: Can start fires.
Bucket: You carry water from place to place with this.
Wood: What else can you set on fire?Cool!
I have some ideas:
Water: You need it to survive.
Fish: Fresh from the sea.Pork: Nothing better than deserted island pigs.
Candy: Yum!(How about we add "Candy island")
Wire: A shockful delight
Lava: Hot, very hot
Yes, i think we should add candy island. This island should have a lot of candy.
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I don't think you all read my post. (ya know, the long one) It is an essential read.
itsmomito, the scrolling should be done on the server. It will speed up the game. Also, FireMMO uses C (a variant of C++), so you should be able to help out occasionally.
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bobbybee wrote:
I don't think you all read my post. (ya know, the long one) It is an essential read.
itsmomito, the scrolling should be done on the server. It will speed up the game. Also, FireMMO uses C (a variant of C++), so you should be able to help out occasionally.
I read it.
What do you mean by "help out occasionally"
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coolhogs wrote:
bobbybee wrote:
I don't think you all read my post. (ya know, the long one) It is an essential read.
itsmomito, the scrolling should be done on the server. It will speed up the game. Also, FireMMO uses C (a variant of C++), so you should be able to help out occasionally.I read it.
What do you mean by "help out occasionally"
itsmomito mentioned s/he was learning C++.
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bobbybee wrote:
coolhogs wrote:
bobbybee wrote:
I don't think you all read my post. (ya know, the long one) It is an essential read.
itsmomito, the scrolling should be done on the server. It will speed up the game. Also, FireMMO uses C (a variant of C++), so you should be able to help out occasionally.I read it.
What do you mean by "help out occasionally"itsmomito mentioned s/he was learning C++.
Oh, right...
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coolhogs wrote:
ImagineIt wrote:
coolhogs wrote:
Cool!
I have some ideas:
Water: You need it to survive.
Fish: Fresh from the sea.Pork: Nothing better than deserted island pigs.
Candy: Yum!(How about we add "Candy island")Wire: A shockful delight
Lava: Hot, very hot
Yes, i think we should add candy island. This island should have a lot of candy.![]()
Cannons: Attach these to your ships
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coolhogs wrote:
coolhogs wrote:
ImagineIt wrote:
Pork: Nothing better than deserted island pigs.
Candy: Yum!(How about we add "Candy island")Wire: A shockful delight
Lava: Hot, very hot
Yes, i think we should add candy island. This island should have a lot of candy.![]()
Cannons: Attach these to your ships
I think we have enough inventory items to continue.
Let's make the inventory now.
Last edited by coolhogs (2012-03-25 16:08:50)
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See, this is what I mean. You're going on about inventory items, and aren't paying ANY attention to the scripts required.
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coolhogs wrote:
bobbybee wrote:
See, this is what I mean. You're going on about inventory items, and aren't paying ANY attention to the scripts required.
Sorry...
![]()
It's not a sorry thing, it's just the attitude.
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