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Playerworlds.NET
#1
Hello, some of you might remember my old project Aphelia. Well I dropped it to work on PW.NET at OGC. I revised the code from Aphelia and used most of it in Playerworlds.NET (PW.NET is actually more optimized then Aphelia.), but I ditched the MySQL and went with binary files for the database.. So far I haven't added NPCs into the picture yet but that will be sometime after the public beta test.

Please visit http://www.onlinegamecore.com if you wish for more information and wish to stay up to date with future development.

Some screenshots of past updates.

[Image: 69097443.png]

[Image: 54589238.png]

[Image: 47017737.png]
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#2
This looks pretty wicked, is there no picture of the map editor? This seems to be going well, good luck!
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#3
No I just do all the mapping by hand =P

Jk. Here are some screenshots of the newest edition of the Playerworlds MapEditor (v1.0.4.0 unreleased so far, but v1.0.3.6 is available to the public.)

[Image: 83209773.png]

[Image: 29740318.png]

[Image: 59855091.png]

This is something new to the whole 'Mirage' world. Tile speed. Currently speed movement is calculated by 1 + (Agility / 255) + CurrentTileSpeed.
So by looking at that screenshot you can see if you walk or run on the footprints or on the bridge you move faster then walking in the snow or on the snowy grass, xD.
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#4
Now you just need is make your chat window into DirectX verison. So the only thing on the main form is the game view.
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#5
Yes, a whole DirectX UI would be quite handy but that is not on the list of priorities at the moment.
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#6
Neat.

I'll be on (assuming I get off work early enough)
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#7
Public Beta is currently alive! Client download is available right now! Server will be up at 11:30 AM PST.
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