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Armour Slot Ratios: | |
Clothing | |
+/-0% Movement Speed | |
10 - 12 Torso +/-0% Movement Speed | |
9 - 11 Head +/-0% Movement Speed | |
8 - 10 Legs +/-0% Movement Speed | |
7 - 9 Hands +/-0% Movement Speed |
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#fog mask definition file | |
[header] | |
radius=12 | |
bits_per_tile=9 | |
color_dark=0,0,0 | |
color_fog=128,128,128 | |
tileset_dark=tilesetdefs/tileset_fow_dark.txt | |
tileset_fog=tilesetdefs/tileset_fow_fog.txt | |
[bits] |
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# Avatar Attributes Definitions | |
# Values should be integer | |
stat_points_per_level=1 | |
max_points_per_stat=100 | |
stat=hp,100 | |
stat_per_level=hp,0 | |
stat_per_primary=physical,hp,100 |
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https://github.com/flareteam/flare-engine/issues/1815#issuecomment-1144338454 | |
"@dorkster Can items retroactively gain more attributes / stats (random or fixed values +1 X or +1-3 X) with this system / idea? Or is a case where every stat generated is only at item generation / creation? | |
P.S. I realized that there might need to be an if check / gate to not have an items that are over stacked with added stats. Although I suppose if items (somehow) have a stat limit (or something like a stat limit) that could also potentially be a solution to having over stat stacked items. I wonder if an item had a status like, or maybe a check like for a base item. | |
Would this make any sense to have on items? | |
item_augmented=0 (or =1) | |
Then somehow if item_augmented=0 then stats can be added retroactively or item_augmented=1 then stats cannot be added retroactively? |
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Start Fresh For M.M.O.A.R.P.G. Godot 4.2.1.NET+ Seamless Chunk System | |
"I got to figure the data and the server communication with the chunks. It has to work on godot 4.2.1.NET+. (edited) | |
Ryan — Today at 18:21 | |
unless the issue is like really specific | |
@Ryan | |
eventually projects reach a threshold of size and complexity that people cant effectively help you with them, unless they have been working on it for a while with you. I think what we are trying to say is that a multiplayer chunk generation system borders on that threshold |
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Who Will Rise To Make ~'Grand RPGs' Forever Free? | |
Flare cannot do multiplayer this I feel has troubled many people including myself. | |
Godot has a big staff and is free and open source with a very friendly MIT license that is proven to work for commercial projects as well across nearly all platforms PC, Mobile and Consoles. | |
Godot 4+ has successfully implemented seriously impressive multiplayer functionality: https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html | |
I am also troubled by the Solaris Engine: https://www.solarus-games.org/features/ . It has a limited future yet has an incredible linage and a beautiful vision for the future. Yet it has very limited prospects going forward and is free and open source as well. Perhaps we can save them too for a Diablo / Zelda hybrid like a ~'Ziablo'? | |
I am troubled by the gaming industry it feels more and more that it is up to the community now to make high quality RPGs and 2D games are the foundations of most all majorly successful vi |
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"@"Bound2bCoding"#p133894 | |
"That said, if you are serious about a multi-player game via a web browser, you will need to get assistance from someone else." | |
Okay there is a working open source Godot 4.2.1.NET ARPG prototype that have solved web browser deployment but it has not solved seamless chunk system data and storage. https://github.com/jonathaneeckhout/jdungeon + https://jonathaneeckhout.itch.io/jdungeon (this had entities / mobs working but they are down for testing). | |
How is it possible to take the best of this example and also apply seamless chunk system data and storage management for multiplayer? The example of JDungeon as not built for seamless chunk system at the start they wanted portals but it does work online and cross platform. The various forums and threads I've asked about this question have said to do a fresh build with the multiplayer seamless chunk system. | |
"Database and service development which can scale to your requirements." What do you feel is a good set of recommendations to consid |
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#tool | |
extends VoxelGeneratorScript | |
const Structure = preload("./structure.gd") | |
const TreeGenerator = preload("./tree_generator.gd") | |
const HeightmapCurve = preload("./heightmap_curve.tres") | |
# TODO Don't hardcode, get by name from library somehow | |
const AIR = 0 | |
const DIRT = 1 |
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https://github.com/Zylann/godot_voxel/issues/98#issuecomment-1962233285 | |
Okay @AimiIsFat maybe I should go and post more on the voxel_game / blockygame repo if I was in the wrong space ask to questions, of which I am not for this is on topic as much as it gets. I literally made chest assets today to help further this specific topic of voxel metadata. I disagree with your statement and opinion because I am asking legitimate questions that are in the right places and they need space and I need help at times too. | |
Also just because its annoying you does not mean it is spamming for there's no malicious or excessive posting but rather the opposite in that I am genuinely trying to develop more on what is here. As in specifically a general case use examples of voxel_metadata for not just myself but the community to use to make more than just my game example but for everyone's game too. For there are a lack of working examples for storage and entities; this would greatly help not just myself but you and the author and |
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From Godor_Voxel Discord solution finding puzzle solving for adding a new block to blocky_game demo: | |
"Matthew — Yesterday at 11:39 | |
I was recommend to go here to ask questions here. I have the following questions: https://github.com/Zylann/voxelgame/issues/104 | |
What are the steps needed to add blocks to the Blocklygame demo? Is there a documented guide? Has anyone done this who has knowledge in how to do this? I am trying to add an item storage chest and block spawner for testing voxel_metadata so the community has working examples for storage and entities. This is from: https://github.com/Zylann/voxelgame/issues/103#issuecomment-1962210328 Here is a prototype art asset for the blockygame demo style chest mesh / art / textures: | |
!terrain(chest). Any feedback is welcome. | |
Zylann — Yesterday at 11:55 | |
Check the documentation https://voxel-tools.readthedocs.io/en/latest/blocky_terrain/ | |
Also since I remember you don't know, .tres files are resources you can open in the Godot Editor. You dont have to edit them by hand |