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Everything posted by Daywalkr
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Thanks for playing, Weylon! Hope Daniele gets her computer fixed soon lol, that really sucks. But I really appreciated having yall on! There's a couple bosses yet I haven't seen anyone kill, so there's still certainly some content to be found in the alpha.
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Download & More Here View the trailer! Welcome, traveler... ...to Asgodia. A place once filled to the brim with players and NPCs alike. After the player base of the original Middle Ages: Online died in the 90s, the NPCs of Asgodia were left with no one to help them out. With things out of their control, they were forced to live in a purgatory, until one day, a lone player showed up. At first, the lone player was a boon to the NPCs - a quiet-type, who kept to himself in this otherwise co-operative game. But as time went on, weird things started to happen to the land of Asgodia... Suddenly, in the 2020s, players started to arrive again. Perhaps you would like to join them? What's New? (Strange Places update - 12/21/23)... Middle Ages: Online's second major content expansion will release on December 21st, 2023! There's never been a better time to play. Come join our discord and the awesome game that is Middle Ages: Online! Changes: - Two big new areas: **Feysden**, the magical candy land inhabited by a race of tiny creature called the Bytes, and **Grieve Grove**, a haunted forest that houses the Renaissance Faire, an Asgodian carnival with minigames and more! - CR3 -> CR4 advancement, with new class storyline progression. - New main story progression, through the quest "Desperate Times"! - New crafts and an additional new tier of resource, "advanced tier" resources. - New guild halls for the **Mining**, **Fishing**, and **Lumberjack** guilds! Each with their own unique server-based progression systems - Two new tier 4 dungeons - A new champion-type in the flatlands - A level-cap boost from 35 -> 40 - New weapons & new enhancements with those weapons - A new **favorites** system for crafting that allows you to quickly reference crafts on the go! - A new **Enhancement Menu** that will show you every enhancement - as well as highlight the ones you have and show you how to get the ones you're missing. - New skills, and a new weapon level for each of the major weapon types to unlock, each with a new challenge - New **World Bosses** hidden throughout Asgodia! Mechanical Updates: - Enhancements are now performed using **Scraps**. Scraps can (almost) only be earned by deconstructing equipment, so get to accumulating! Additionally, the enhancement economy has been re-balanced, and enhancements have been slightly buffed to have less negatives associated with them to make them feel more rewarding - Various skills and equipment pieces have been tuned - Dungeons no longer require dungeon keys to run. This was just kind of annoying, and other systems exist to help with economical issues they were trying to fix. Classes! The Warrior The warrior's goal is to take one for the team. As the tankiest class, a warrior is capable of taking physical blows while keeping their friends safe and away from enemy harm. The primary subclasses for Warrior are Fighter, Paladin, or Barbarian. Warriors will spend much of their time learning different weapons, and may spend a lot of time in the mines or at the forge to expand their collection. Warriors train at the Warriors Refuge in Norsche Canyon. The Mage The mage's main concerns are ranged spell damage, crowd control, and party support. The primary subclasses for Mage are Elemental Mage, Holy Mage, or Spellsword. Mages will focus primarily on crafting and learning spell recipes, and less so on learning a wide array of weapons, though they still have some say in the matter. Mages hone their skills at the Wizards Tower in Westhelm. The Rogue The rogue's job is to deal high burst damage to their foes, either at range or in close combat. Their maneuverability can get them out of tight situations, and allows them to perform stealth attacks. The primary subclasses for rogue are Assassin, Archer, or Trickster. A rogue will likely prioritize hunting and tanning hide as well as woodcutting, especially so if they become archers. Rogues hone their skills at the Rogues Encampment in Vennerwood. Features! Complete crazy subquests! From helping out a lost alien, to walking an injured villagers dog, the quests in Middle Ages: Online will keep you guessing and hungry for more, unlocking all sorts of horizontal progression options and giving monstrous EXP drops! Combo System! Chain enemy kills together (PvP or PvE) to rack up a monster combo - higher combos will yield bonus experience! These combos are even shared with your party members. You can rack up insane combos and experience if you co-ordinate well! Finding and equipping prayers will allow you to cast powerful instant-cast spells while your combos increase. Collect all the prayers in the game to come up with creative aids to your favorite builds! Player vs Player combat in the region known as the Flatlands - be careful should you need to wander through here! There's no rule in the flat lands, it's up to whoever is the strongest. Guild Vs. Guild, a player-versus-player minigame that runs every day from 6-8PM EST, allows guilds to fight for control over a Guild Hall! Taking over a guild hall secures it to your guild members for a day, allowing you to use its crafting services and Guild Bank! Fluid and satisfying tile-based combat! Combat mode allows you to strafe and maintain a strong position over your opponent Enjoy an original soundscape: featuring dozens of original songs and hundreds of original sound effects and voices! Original art and animations! Gain experience while crafting and gathering by using Inspiration, a time-based passive effect earned by resource harvesting! Finding and equipping different weapons will allow you to progress weapon tracks Weapon tracks are separate level-up tracks that allow you to learn new skills and other abilities! Unlock new crafting recipes by completing recipe challenges! Complete recipe challenges to unlock new alchemy, spellcrafting, ritual summoning, smelting, blacksmithing, fletching, tanning, cooking, mage crafting, and leatherworking recipes! Enhance your weapons using the Enhancement Station! Weapons can be enhanced to include new buffs that power up your equipment in unique and interesting ways! Deconstruct your equipment to learn new enhancements! Videos! Screenshots! Music! The Public Alpha will start Monday, October 11th, at 6:30PM EST. You can download the game for free at https://www.middleages.online. Join the discord! That way any bugs, exploits, typos, or other oddities can be easily accumulated and sent to me so I can improve the game! I look forward to seein you there
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context.ChangeTracker.DetectChanges(); I've been playing without my warp changes for a bit now, and did eventually have the issue again. Something you and Kas mentioned in the Discord, however, that is now gaining suspicion is that almost always, I am logged into the editor and the client with the same account. When I am making new content, I normally just pull open the editor and client, and just test changes live in the client. Normally, after any particularly involved sessions, I will log in, say, the next day (fresh server start as well), and find that this bug has occured. That seems to potentially lead credence to your theory of the DB potentially getting confused, as I'm logged in as the same player in two places. Just for anyone that hasn't seen the discord stuffs - basically Ches suggested to just... not do that anymore, and see if the problems continue to arise. As I said in the OP, I've seen a very similar problem with items disappearing happen in my other server - but not without me potentially having screwed with the game database during that session. SO, I'm just gonna use my coming playtests as a time to just see if this happens when I'm not constantly messing with databases through the editor. I'll keep this topic updated if I notice it continue to happen even then.
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I have had it happen again. This time was after some heavy editing on my localhost. I had 6000 gold coins in my inventory - throughout the editing process, I ended with around 6800. Logged out closed the server. Opened it back up and I was standing in an older spawn than I left off at, without the coins but with the player variables flipped. I really think I need to know WHERE the iteration through player tables happens, because it very clearly seems to be a problem where only SOME tables are updated, but not all. I would very much prefer if ANY table fails an update, we don't update any... but I can't think of any way you could design around that.
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Hello. I was ready to release to alpha in the next few days, but a really game-breaking bug has made its way into my intersect stack. I really wish I knew how to cause it - it seems to happen completely at random. I will provide a diffy at the end of this post, and even would happily supply my server, client, and editor to anyone who would like to help me out. I'm at my wits end here. I noticed a while ago that my intersect server was NOT saving correctly. I'd log in and be in a completely different place, with completely different items, than I had when I last logged out. BUT, it wasn't even as if I was simply set back to a previous save, because importantly, SOME properties would save (player variables and quest statuses most of the time). As you can imagine, this destroys the game completely that, at this point, I've spent 5 months or so on? Specifically, the following things tend to not save correctly, that I've noticed: - Inventory - Map position - Quest Status - Player Variables - Level & Exp But not always the same stuff. Some examples: - Consider some quest where I'm given a key to unlock some door. After giving the key, a player variable is set to true so the key won't be given again. If the bug occurs after doing the bit where I unlock some door (reliant on some player var), I could be in a state where I've USED my key, but the player variables have reset - the door is locked, but my quest status updated such that the quest giver won't give me a key anymore. Because not every bit of player data was saved. - Another example, that seems even stranger, is the one that made me post here. I was testing my game on my prod host, as I was going to release alpha tomorrow. I logged in to discover, to my horror, that the bug was affecting my prod server as well - I noticed because all of the copper in my inventory was gone - but a stackable item I was accumulating while mining the copper was still there! Here's a diffy of my source changes since I first noticed the bug. I've made a few, but nothing too heavy. I realize this is a lot to look at, but I figure I may as well include it in case anyone takes special interest: https://diffy.org /diff/e15db23591a7 The most suspicious bit of code I've introduced would be here: https://github.com/AscensionGameDev/Intersect-Engine/pull/811/files Otherwise, the biggest thing I'm asking for is does anyone have any suggestions as to how I can start debugging this? As mentioned previously, I have spent months on this project. I think I did a good job. I want to share it with people. But it can NOT be played in this state, and that really sucks. I suspect a good place to debug would be wherever the code lies that is updating the playerDB - but I'm having trouble finding where that is and, if it's where I think it is (Server -> PlayerData -> User), then I'm having a really hard time figuring out what it's doing, and would love help. I have seen this bug occur both in a SQLite PlayerDB and a MySql DB I also have never seen any suspicious logging in my server.
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Good for you guys! The project looks cool, and I'm excited to give it a go.
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Rad @Cheshire! Thanks
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Any chance of an update on this guy? Would be useful; patch seems to fail on latest prerelease these days.
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Hello! I am working on a game called Middle Ages: Online. The title is intentionally cheesy, don't worry. The core premise of the game is that the game "used to" be a niche, but relatively popular MMO back in the late 90's, with players running rampant on the gear treadmill and what not. While on that grind, however, the players started sucking the world of its resources. When the game eventually died, it was left a husk, with the NPC's left to fend for themselves and pick up the scraps. Well, twenty years have passed, and the NPC's have found their footing again, and, though without the muscle that a playerbase would provide, have gotten themselves back to a reasonable standing. However, suddenly, new players are showing up again. The NPC's are quite nervous about this and very slow to trust these players - but ultimately it is up to the players whether or not to help the NPC's, or to help themselves. Core mechanics include: - NPC guilds (Warrior, Rogue, Mage) that provide randomized daily jobs for the players - performing these jobs earns the player "Favor" at the guilds, which is how players can increase their ranking (allowing them to equip better gear), and purchase their class skills - Standard loop of Questing, Gathering, Looting, in an effort to earn both coin and commendations from NPC's, that can be used to further progress either with your class or with your ability to harvest resources - PvP, with a GvG system wherein every day from 6-8 players have the opportunity to take over guild halls from one another - holding a guild hall means you get to use your guild bank for the day. The vibe: - 8-bit art style. I try to exclusively use the "NES (NTSC) color palette in Aseprite for my work, and would encourage you to do the same. - Scanlines. I'll probably make these an option down-the-line, but for the moment I think they help selling the style. - Retro music & sounds. Distorted, bitcrushed sounds and rough voice acting. Heavily reverbed music, with a wow filter, and using the retro Roland soundfont from yore. The Work: - Essentially, I have a big trello board full of art that I don't feel comfortable doing - You will pull work from this board whenever you feel up to it - This board is shared amongst my pixel-art friends, who work at a very slow pace (hence why I'm here and offering money, lol) - This is my first project where I'm also doing art, and I'm really terrible at animating at the moment - In addition, there is just so much work to be done, lol - Primarily, I would need you to create entities (new enemies and NPC's) and animations (spell effects, projectiles) to help make the game feel more unique and polished! - We will primarily communicate thru Discord Will the game actually ever have any players? I sure hope so. BUT, know that I am very close to the first closed beta, to get some feedback. Art is the biggest bottleneck I face right now - the other content is nearly ready. Screenshots/Videos
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This is perfect, man! Great job.
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How could I increase the font size, without destroying the UI?
Daywalkr replied to Daywalkr's question in Questions & Answers
Oh? Does that auto-resize the GUI? -
How could I increase the font size, without destroying the UI?
Daywalkr posted a question in Questions & Answers
I find some of the base fonts to be waaay too small for my impaired self. I'd like to increase them, so I came across this: I gave that a go, and sure enough I could replace the fonts. But the UI exploded, which is understandable. Three questions: 1) I understand I can modify the scale of UI elements, and I've even found a GUI editor on this site made by a user. But, before I commit a bunch of time to that - is that the solution? Just replace the fonts with sizes/styles I prefer, then modify the UI until they fit in all menus? 2) I know there is the Client config file for editing fonts - but I only see one of the options dictate a font size alongside it. Can all of the options support a font size, or just the UIFont option? 3) What's the difference between UIFont and GameFont? Thanks in advance -
Is there documentation re: the config files anywhere?
Daywalkr replied to Daywalkr's question in Questions & Answers
Wow - I didn't realize the documentation was so up to date these days. There must be a dead link somewherer - cause last time I checked about a week ago, most of the pages were stubs, haha. Thanks for pointing that out! EDIT: Disregard that - I'm just blind and didn't see that there are clearly some docs here that tell you what's what in the configs. Just wondering - is there procedure for updating the docs as a user? Are they in the source code? -
Is there documentation re: the config files anywhere?
Daywalkr posted a question in Questions & Answers
Love that there's so much available in the config files for the server/client - but is there anywhere that documents what everything does in there? Some of it is self explanatory, but some of it (boolean GameBorderStyle??) not so much. And I'm really curious about some of it (a lot of the loot stuff - itemDropChance, IndividualizedLootAutoIncludePartyMembers) -
How safe is changing tile size in 2021?
Daywalkr replied to Daywalkr's question in Questions & Answers
Awesome, thanks -
Hey all! I've seen a lot of answers from 2016-17 around the dangers of changing map sizes and such. I don't want to change the map sizes - however, I find the base tile size of 32x32 to make the game look waaaay too small on 1080p displays - especially as I'm going for an 8-bit art style. Is it reasonably safe now-a-days to bump the tile size to 64x64? So far so good for me, but of course I'm playing my game alone on localhost lol. Additionally - is there anyway to zoom out the map editor? That's been my biggest grievance with changing the tile size so far. I'm on 0.7.0.120
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Sorry if this isn't the place to gush, but I just discovered this engine and it's everything I wanted out of Eclipse 10 years ago and so much more. Really, really fun to work with. Amazing work and I can't wait to watch the continued updates
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Dungeon instances could go a long way toward making pretty cool boss encounters and stuff. Was wondering if something like that was in the engine already/possible? Obviously, it's no easy programming feat, at least to my knowledge, so if the feature is not already in then that's fine - was wondering if there's a sort of hacky solution? Maybe if you could somehow check to see if a player is in a party, and if they are, teleport only the members of a party to a certain location that they couldn't get to otherwise? Wouldn't quite work, but it might be decent for a tiny MMO with a small player base anyway (which is what I'd expect)? But I couldn't find anyway to check a player's party status, at least with the default events. EDIT: For anyone reading this in the FUUUTURE, we have implemented instancing in the current prerelease branch (as of 4/17/22). It's missing instance variables, but I intend to port those as well at some point.
