Mirage Source
New Source Release - Printable Version

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New Source Release - Robin - 13-05-2008

I'll be releasing Winds Whisper's source as an engine pretty soon, involving a new community filled with tutorials and the like.

Here's a quick look at it atm. I'll be adding a new GUI later and swapping out the graphics as well.

[Image: ww.png]


Re: New Source Release - Yoshiko - 13-05-2008

I guess the selling went too good =P

Will it be open source, pay for source, closed source, pay for closed source, free subscription? pay for subscription once? pay for subscription for a monthly fee? Etc etc.


Re: New Source Release - Robin - 13-05-2008

It'll be open source. Latest screenshot:

[Image: ww2-1.png]


Re: New Source Release - Coke - 13-05-2008

Your options picbox's offset is out by 1px x&y :twisted:


Re: New Source Release - Robin - 13-05-2008

Actually, it out by a lot. The lit up options button next to it is where it should go Tongue

I'm removing the WW GUI and replacing it later lol.


Re: New Source Release - Labmonkey - 13-05-2008

I WANT TO MAKE A GAME!!!!!

LOL! I am so going to make a game with this. YAY! Thanks Robin!


Re: New Source Release - Beres - 13-05-2008

Ok, this is awesome.. Big Grin Go ROBIN!


Re: New Source Release - Robin - 13-05-2008

Thanks :]

It'll take a few days to get it all sorted for release, then me and Mith will get it out to you all.


Re: New Source Release - Labmonkey - 13-05-2008

WOOT! Though, can we just have a few hints at what features are in it? There seems to be quite a few little things saying tiny features in it, but no real list. Unless I am incompetent and can't use the search button, can you please provide some insight as to what is in this probably amazing source of yours Big Grin.


Re: New Source Release - Beres - 13-05-2008

Robin Wrote:Thanks :]

It'll take a few days to get it all sorted for release, then me and Mith will get it out to you all.
Take your time =P btw, is this going to be released like an engine? Like will you continue updating, or its final version? Either way, this is cool. lol. I'll be able to learn more with this.


Re: New Source Release - Robin - 13-05-2008

It'll be a completely open-source engine.

I'll keep posting new releases, and tutorials on how to update any existing projects as well, and I'll also be helping people make games with it, by doing my best to fulfil tutorial requests.

Hopefully this'll make other people do the same and we'll get a nice community going :]

I'm working on the website at the moment, with ZoSo (Graphical genius


Re: New Source Release - Labmonkey - 13-05-2008



Features?


Re: New Source Release - Robin - 13-05-2008

Oops, missed that one xD

Here's a small text file I found... I rarely keep track of what I do.. xD

Quote:Advanced spell system with casting times, cool down times, casting animation, spell effects, spell icons. Special spell types, such as warping, self-target spells only and a fixed damage spell name.

Special item effects, attack times, enchantments and a box which shows all the item stats, name and description on hover

The entire database is in binary, and all client-side calculations have been moved server-side so it's near impossible to hack without direct access to the server machine
There's also time checks so people cannot speed hack.

I've re-programmed the entire graphical output system so it isn't re-rendered every loop, but just once instead.

I also re-did all the graphical loading, so instead of loading all graphics at once it only loads what is needed
Which means you load only a fraction of what you would if you used any other engine.

There are new map attributes:
Npc Spawn, skill blocks, doors (which you press enter to open, and are completely animationed), chests, switches, banks, trees, fishing spots, mines, smithing and shops.

Rather than just a list of spells, players can equip spellbooks instead.
Each spellbook can contain up to 9 different spells.

The entire AI system has been re-done to use Graph Theory. This means the NPC always finds the quickest path to find the player, rather than wasting cycles doing pointless checks like the default.

An auto-updater which can access a webserver, read an update document then download all the required files.

The entire Music system has been re-done to use DirectX.

Each sprite can either be a normal 1-2-3 step animation, which has been completely re-done to look more natural, or a constantly animated sprite which goes through the cycles constantly to simulate flying or floating.

The entire core server loop has been re-done to be more efficient and less buggy. All known bugs have been removed and an RTE bug reporter has been put in place to avoid any surprise crashes when being run.



Re: New Source Release - Labmonkey - 13-05-2008

nice! sounds really good. I talked to Roda, and I think we are going to use it for his game.


Re: New Source Release - Robin - 13-05-2008

Cool :]




Re: New Source Release - Labmonkey - 13-05-2008

Yea its amazing. I'm not bad myself, but he still won't let me map. Big Grin

EDIT: As long as we are off topic about mapping, I would like to point a few things out about your demo map. The snow can either have two looks. Trampled or clean. Clean does not work for online games, as you want atleast the illusion that things are going on not including yourself. You would want to put in lots of footprints, in order to make the map seem busier. So... FOOTPRINTS!!! lol I am really weird today.


Re: New Source Release - Robin - 13-05-2008

I'm a programmer. At one point I'll make a trail of footprints follow your character :]


Re: New Source Release - Labmonkey - 13-05-2008

lol...


Re: New Source Release - Ramsey - 13-05-2008

When can we expect for this to be released?


Re: New Source Release - GIAKEN - 14-05-2008

Wow this would be AMAZING.

And Robin...because of your post of trailing snow steps my brain is loading with thoughts about how to do this. I'm just going to post my thoughts here.

Make a new map attribute for "Snow"

Make a Snow.bmp that would have 4 32x32 rows for each direction and maybe 4 columns for when the snow fades away

Make a new surface to blt the snow that's hooked up with Snow.bmp

Make a timer in GameLoop that is activated when the CanMove function returns true or something and the blt then calls from the direction of the player and changes the fade away animation every second or something...

Sorry for the sudden burst of thoughts...I just had all this come into my head.


Re: New Source Release - Rodaroda - 14-05-2008

Labmonkey Wrote:but he still won't let me map. Big Grin

I'm very protective of my mapping position...




Anyway, i'm surprised you're releasing this for free Robin, looking forward to it ^.^


Re: New Source Release - Rory - 14-05-2008

=D Wow. Shocking. :lol:


Re: New Source Release - Robin - 14-05-2008

GIAKEN Wrote:Wow this would be AMAZING.

snip.

You'd also need corner steps as well. If/when I do this, it'd probably how I'd be doing it, except currently I have 50 different tilesets which are map specific, so I'd just check if a certain tileset is loaded, and rather than waste an attribute, I'd simply check if the tile was a certain NUMBER :]

Rodaroda Wrote:
Labmonkey Wrote:but he still won't let me map. Big Grin

I'm very protective of my mapping position...

Anyway, i'm surprised you're releasing this for free Robin, looking forward to it ^.^

I knew I was going to release it from the start. I love open-source projects. I would have released it earlier I was as confident of the source as I am now.

Magdreamer Wrote:=D Wow. Shocking. :lol:

Get back to making the GUI xD


Re: New Source Release - Labmonkey - 14-05-2008

Well now I will have a new place to post all of my tutorials.

Sorry mirage, but you just don't seem to appreciate my "/editmap" tutorial. :wink:


Re: New Source Release - Robin - 14-05-2008

lmao.