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 Aw.. shit. 
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Post Re: Aw.. shit.
YomToxic wrote:
Write that down. Side projects are good research venues to further beef up your skills.


Side project 1 (easiest): bend the backgrounds from SK around 3D models and fill in holes, make the camera move at head level as the character because it's First person in original SK and we never see the guy, program the texts as pictures to be summoned based on button clicks, make a text box to pop-up with the texts. Wrap the pictures of the other characters around form-fitting 3D models, give them basic animations and place them to interact with the player (SMcS, will block your path until you talk to her). add original SK music, program health, program items, profit?

Side project 2: in PM to yomu. (requires more work, probably wont be done until late 2016 unless I find time and feel frisky.)

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Thu Nov 06, 2014 2:32 pm
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Post Re: Aw.. shit.
Hey josh, how much technical level is needed to make an ASCII MMO?

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Thu Nov 06, 2014 7:18 pm
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Post Re: Aw.. shit.
YomToxic wrote:
Hey josh, how much technical level is needed to make an ASCII MMO?


it depends on several things;
if the ASCII text is predefined ( questions followed by multiple choice answers) like "that old adventure game" then you're looking at very little technical work for it.

if you want player define text that can be a bitch.

thirdly the server will be easy if players merely pass all messages to everyone and the client reacts to what it can. If you want both "world speak" and "team speak" and "private messages" that is also a bitch.

it can be done, but it's bitchly hard.

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Fri Nov 07, 2014 6:06 am
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Post Re: Aw.. shit.
I'd focus on world speak and private message only. Your thoughts?

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Fri Nov 07, 2014 9:11 am
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Post Re: Aw.. shit.
Sounds crazy enough. I say go for it.

:chocoban :chocoban

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Fri Nov 07, 2014 11:25 am
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Post Re: Aw.. shit.
YomToxic wrote:
I'd focus on world speak and private message only. Your thoughts?


ok, so you will have player defined text, that means you'll need a text box the responds to keyboard key presses, it is hard to do ( I still have to fix the backspace, and have not included the ability to select text or place the cursor between text characters, and there is no copypasta ability as of yet.) each of those aspects will require a bit of coding but can be done.

world speak will require an IP record keeping system and a relay of actions, private messages will require a sub statement to world speak that calls the IP associated with the person you are sending it to and relays the message.

There is no easy way to describe the server code but I'll try;
1: define the server's IP address
2: use a "try:" command with the player IP address set to a defined term "PlayerIP"
3: set the server to listen for messages on some sort of port number like 3000 or 10000
4: make a name for the data received from the client "Data = recievefrom(port)
5: define PlayerIP as part of the contents of a message that the client will send to log-in, for example the client might send to the serverIP [AccountName, Password, own IP Address] as one list message (which you need to define for it to send on the client side), to get the IP address from the message merely use the name you defined as the data received from the port followed by (2) EX: Data(2) where Data(0) is AccountName and Data(1) is Password.

you'll need to auto-output this information to a document on the server, such as a spreadsheet document (Excel). or structure your own method of making a cross-checkable document using lists (could be easier) the reason for this is games don't store information unless told to so you need to manually tell the server how and where to store it. then give the server a method to read from this list document, I suggest leaving a note in the game of which line each AccountName is on, in blender this is done with a GlobalDictonary GameLogic.GlobalDict.save() then in the logic bricks you need to tell it to save the global dict as well, then each time you need to use it you need to call the load Globaldict in the logic bricks. it's complicated, I would like to write out some dummy code below but it's tough to think around how to associate "AccountName" with a specific line number. That's one thing my server still needs done.

anyways once you've got all that then you can include text routing statements into the Data and server code as Data(4), then call for Data(4) and sendto(Player) where player should be defined as Data(3) so a message might look like:
[AccountName, (blank because password is only used during login), Player to send to, "Text goes here, anything typed must be in quotations"]

keep in mind you will want a defined place in the Data for game interactions like button presses and player responses to multiple choice questions. so a full client to server message might look more like:
[AccountName, login password else blank , button presses else blank, clicked on-screen buttons else blank, current task, Player to send message to else world chat, "Message" else blank, other information1, other information2]
EX of a full message:
[CaptainShitPants, 12345678, B, selection1, Task14, CaptainPenisJiz, "LUL, thats so like her", healthpotionitem, draggedtoslot2]

then it's just a matter of telling the server what to do with this information.


EDIT:

LOL Yom you wiseguy :errg , you got me to actually open up the server again and start working on it.

also Hi reina, indeed lets do this shit, someone rip me all the art from original SK and teh music then I'll present something of a ghost town version of teh game in a few weeks!

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Fri Nov 07, 2014 4:13 pm
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Post Re: Aw.. shit.
Please hold. I'll send the data you need via Fork Courier.

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Fri Nov 07, 2014 11:18 pm
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Post Re: Aw.. shit.
YomToxic wrote:
Please hold. I'll send the data you need via Fork Courier.


awesome, I eagerly await it!

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Sun Nov 09, 2014 9:33 am
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Post Re: Aw.. shit.
Graphics/BG rip: OK
Character rip: OK
Music rip: OK

Will there be anything else?

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Sun Nov 09, 2014 10:00 am
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Post Re: Aw.. shit.
YomToxic wrote:
Graphics/BG rip: OK
Character rip: OK
Music rip: OK

Will there be anything else?


I think that should do it for now!, anything else needed I can always ask for it as necessary.

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Sun Nov 09, 2014 10:43 am
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Post Re: Aw.. shit.
Okay, uploading now.

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Sun Nov 09, 2014 10:47 am
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Post Re: Aw.. shit.
YomToxic wrote:
Okay, uploading now.


I suppose once I get the backgrounds adapted to 3D environments we should discuss the where-froms. For example the first room is obviously a hotel room or some shit, the next scene overlooks part of a city, the next is a frame out of the old war of the worlds movie, and obviously there's a bar and the club.

the where-froms are the places in-between:
should we just omit them? (EX: you leave the room and are outside the hotel overlooking the city)

or should we make something to fill the gaps? (EX: hallways and elevators)

Next, should we add extras (more rewards, mini-games)?

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Sun Nov 09, 2014 7:32 pm
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Post Re: Aw.. shit.
well amongst 3 projects (a pic for AFH, SKremewed, and this one) you're probably wondering what progress I made on them. I will post them in their corresponding threads as I have info.

This game;

I wrote out a player recognition system (very important as without it the game might send the wrong info to the wrong player) by player recognition I just mean it assigns you a player number and port upon log-in. each player has one port thus no conflicts.

There is one problem with it that I will fix during my lunch break; right now the port number is set to increase by 1 each time a new login happens, which means the server will crash after some odd 10,000's of logins due to a port being specified that doesn't exist or players wont be able to login till the server is closed and restarted., yeah that's a problem.

SO, I will need to have the game out-put a list of player numbers and ports that have been 'logged off' and the login script will have to check there first before making a new number. Thus it can cycle.

the last part will be hard because I'll have to keep each number in it's own txt file and establish some way of identifying the lowest number in this folder, I will also have to have a way for the most recent login if logged off to set the 'most recent player number'.txt file and 'most recent port'.txt to a number different than itself that is the next number lower in the list.

while writing this I figured out a method;

record all player numbers and ports to their own files in corresponding folders.
if log-off = true; set said file to Logged_Off#####.txt where the number is 1 greater than the previous(if there is a previous) and if it wont overwrite another file, I will check this with sys.exists(), set the number allocator to look for Logged_Off00001.txt exists()? +1, exists()? +1 ETC.

then merely have the login script check there first looking for Logged_Off00001.txt, getting the player number and port from the document and renaming it to 'player number'.txt, writing the player number and port back into the file.

I will also have to place a Try: command in all communications, so that if a player tries to communicate with an offline player it wont crash the server and will return a message that the player has logged out.

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Tue Dec 16, 2014 7:34 am
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Post Re: Aw.. shit.
what happens if var sex=true

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Tue Dec 16, 2014 5:53 pm
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Post Re: Aw.. shit.
Hentai everywhere. :D

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Tue Dec 16, 2014 9:42 pm
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