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Beast Boyz

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Everything posted by Beast Boyz

  1. This moment when you want to slap yourself and congratulate at the same time for having a good idea after doing a lot of work and having to redo a hella lot of things.

  2. Close to perfect ! Just the order : Defense, Magic Resist and Speed. Otherwise it's ok ! Show us something !
  3. Okay, What is that ?
  4. I agree with beefy, Thinking Natural, there is few probability that a tree is "alone" in a field. It should me more like, patch of natural things trying to extend themself. Also, depending is there is human/animal activity in the zone there may be road or other things, if not, why the island is not full of tree and bush to a certain extend? What kind of animals live here and could shape the land ? Etc...
  5. The series continue, here the 4th animal ! :
  6. There : https://docs.freemmorpgmaker.com/en-US/developer/ Good luck, you will need it ^^
  7. Not sure about this, but if you need for someone to have a gift or an access but here 2 easy way : - give him a consumable item that will make a variable "Username" on. Then, make this var as a conditionnal. - Make an npc in a no player place, teleport him to this npc and make the npc activate the variable "Username" and use it as condition. If you want the player to be able to access to the npc without seeing him in game : - Make an npc with a password that activate the "Username" variable and use it as condition. remove it after the player got it activated. There may be also other way.
  8. You guys should only able to decount 1 by post, that would be a more fair battle
  9. I think i will have to do with restricting some area with level for now. Fortunately i've planned xp and the whole scaling to level 100 so i won't be a problem until i got a better solution. Thanks anyway !
  10. I see your point, in the engine it's similar to the sharedXpRange ? The number is range in terms of tiles yeah ? But there's several way to bodyguard low level player, even in modern mmo. So i'm not sure the game balance has to do with it ^^ I remember of ragnarok online having spots for power leveling and people stacking themself in safe spot. Also it's very hard to make a full non safe spot map, can be stressful for players too.
  11. Before starting a github topic i wanted to know what are you using to adress the problem of player capable of power leveling in party with the xp Share issue or if there are things built in the engine that adress it and i did not see. I will list the problems/Solutions i have with this, feel free to add your own problems of offer solutions. Problem Stating : - I want player to be free to party with their friend without having to be bothered by levels restricted access and have fun with them no matter their level. For that, my scaling (Level 1 to 100) is made so the players feel useful even when they are low levels. However, as monster give more xp when they are higher level and as i have a 15% XP increase per level, A high level player can PL a low level way too rapidly. Solution: - Make a restriction so a player cannot get more than 1% Xp needed for his level for one "normal" monster (Configurable with a "Label" Type Monster, ex Normal = 1%, Elite = 3%, Boss 10%, World boss =25%, etc...) Exemple : A level 19 player need 5000Xp for his next level and he's in a party with a player level 78. They fight level 78 monster wich give 16000Xp. In the actual engine the level 19 player would gain 16000/2= 8000Xp from the monster, way more than a complete level. With this solution As the 8000xp exceed the threshold of 5000*0.01 (1%), the level 19 player would get 50Xp (Still way better than a level 19 monster who give 25xp). ____________________________ So what solutions do you use or plan to use to adress the power leveling ? Are you interested in the solution i've explained ?
  12. Ok so nobody found so far ! It was a premapping design ! Each square represent a map. DarkGray/Light gray are Available map, Red/DarkRed are Non-Available map (Think Dense forest, lake, mountain, etc...) White(Yellow in the orinal image) represent "Quest Hub or Begin Hub" Green are "Fast Traveling" Square unlocked when you finish a quest zone. Here's the "Updated Premapping" : White Square (Old Yellow) Yellow Dots are Quest Zones Red line is the Player "Planned" traveling Blue Line is an exemple of quest traveling Since no one has found it, it's up to the first next poster to upload a new image!
  13. ░░░░░░███████▄▄▄▄▄▄▃
    ▂▄▅█████████▅▄▃▂
    I███████████████████].
    ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤...

  14. Did you even try ? x) Here's : Use the search button next time before asking
  15. Nice try, but you are very far from truth haha ^^ Here's an hint : It's used neither as graphics or entites nor animation.
  16. Okay a little game about game dev ! Someone show a piece or a cut of his work (Can be anything but must be from Game designing, etc..) with as little info as possible. The others try to guess what is it or what it is used for. After one day the closest the answers is gived. Αnd the closest Player (Chosen by the questionner) must post a new work. So here's the first. ___________________________________________ What is that ?!
  17. Never, cause cookie monster already ate all the cookie, so no need for a box. What is love ?
  18. If you are worrying about people not seeing themself while changing, just put more than one npc who initiate the changing system.
  19. Not perfect, but here's a timed solution: Set a global variable "Server Time" set on Sytem Time and a "Lock" Variable When the player enter the room, set "lock Variable On" and nobody can enter while it's on. Then the player have (As an exemple) 10 mn to do whatever he have to do in this room. Set a second Global variable "Lock Timer" wich use the "Server Time" as base and add 600.000Ms to this variable (For 10 mn). When the "Server Timer" Var is superior or equal to the "Lock Timer" var, set the "Lock" var to off. The room will be unlocked. If the player need more time you can make a checkbox(When it's approaching the end) for player inside to add time, you can also add monster to kill inside (or lever, or switch, or whatever) to add time to the timer. More explications in this topic too :
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