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MMO Engine - iOnline Engine v3.1


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#21 iPodClassic

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Posted 31 January 2011 - 06:36 AM



Firstly, 'Good Work'. This engine is both organized and simple. Even though I probably won't be using it(I've never really done much with online games in game maker), I can understand why lots of people would want to.

I did find one error, though. If I start a server, then login with 'Me'. Then I leave the game. Then I try to login again with 'Me', it says i've already been logged in.

A few suggestions for additions(based on the assumption this will be added to):

  • Give the user the ability to select an IP to connect to on the title screen. Of course the default should be their own, so that people who just want to play locally can do so without worrying about details. Perhaps present a list of commonly used IP's [computer specific of course]
  • Don't worry to much about character sprites, just make some simple ones. This is after all an example, not a full out game. Work on mechanics, rather than more appeal [As it is, everything still looks wonderful. Even with characters represented by boxes]
  • This isn't a major thing, but perhaps add tabbing textbox support. Normally when you are on a webpage or running a program, tab selects the next object. Because of this, people often want to be able to press tab to move from the user name to password field(or at least from my experience). Without it the 'flow' of entering a user name and password kindof breaks (again, just from my experience)
  • Chat! Most online games nowadays provide mic support, allowing conversation. As far as I'm aware mic support would be incredibly difficult. However something that should be manageable is text chat. In my opinion, this is something every online game needs.
  • This has potential to be an excellent 'MMO' engine. However what I do not see is the RPG part. Perhaps you should add some NPCs, stores, inventory, and other methods of player interaction. If you decide to incorporate an inventory system, then trade should be available between both NPCs and other players.
  • Trade is a must with MMORPGs, but so is competition. What good is that awesome armour you just got without people being able to notice it? Obviously, all of the things I've mentioned wouldn't be implemented right away, or maybe not at all. However you should include some method of finding more information(stats, equipment, whatever else) about another player you see.

Oh wow, that's alot. Well those are just some of the things I could think of, but I don't want to bombard you with to any more ideas. Well comments are always nice, it helps you now that people are interested in what your doing. Again good job, keep up the good work!

Wow thats was long, but detailed, thanks very much ^^ As for the RPG elements, i am afraid that i do not have the time to upgrade to such big stage. If you didn't know, i am currently working on my mmorpg project Lost of Spirit, so, any other ideas you suggested besides the RPG elements, have already been done in Lost of Spirit, and i eventually will add them into this engine.

-iPod

Can't wait haven't seen a open source mmorpg.

I think you misunderstood, no Lost of Spirit is not an open source MMORPG.
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#22 Shazzy Zang

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Posted 31 January 2011 - 03:03 PM

I had read an earlier post you made about 'Lost of Spirit', so I did know it was currently being worked on. However I just didn't know how much time you were spending on each of the two projects(the two projects being this and your other game). Don't feel rushed to work on this though, this is already an excellent example.
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#23 Deltar

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Posted 31 January 2011 - 09:09 PM

You should tottaly :

* Chat! Most online games nowadays provide mic support, allowing conversation. As far as I'm aware mic support would be incredibly difficult. However something that should be manageable is text chat. In my opinion, this is something every online game needs.
* This has potential to be an excellent 'MMO' engine. However what I do not see is the RPG part. Perhaps you should add some NPCs, stores, inventory, and other methods of player interaction. If you decide to incorporate an inventory system, then trade should be available between both NPCs and other players.
* Trade is a must with MMORPGs, but so is competition. What good is that awesome armour you just got without people being able to notice it? Obviously, all of the things I've mentioned wouldn't be implemented right away, or maybe not at all. However you should include some method of finding more information(stats, equipment, whatever else) about another player you see.
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#24 iPodClassic

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Posted 31 January 2011 - 10:00 PM

I had read an earlier post you made about 'Lost of Spirit', so I did know it was currently being worked on. However I just didn't know how much time you were spending on each of the two projects(the two projects being this and your other game). Don't feel rushed to work on this though, this is already an excellent example.

Thanks for that. Um currently i spend most of my time working on Lost of Spirit, so there will be updates about this engine as soon as i get to a certain stage of the progress in Lost of Spirit.

You should tottaly :

* Chat! Most online games nowadays provide mic support, allowing conversation. As far as I'm aware mic support would be incredibly difficult. However something that should be manageable is text chat. In my opinion, this is something every online game needs.
* This has potential to be an excellent 'MMO' engine. However what I do not see is the RPG part. Perhaps you should add some NPCs, stores, inventory, and other methods of player interaction. If you decide to incorporate an inventory system, then trade should be available between both NPCs and other players.
* Trade is a must with MMORPGs, but so is competition. What good is that awesome armour you just got without people being able to notice it? Obviously, all of the things I've mentioned wouldn't be implemented right away, or maybe not at all. However you should include some method of finding more information(stats, equipment, whatever else) about another player you see.

As i said, i am spending most of my tinme working on Lost of Spirit. Things like chat is a must, and it was actually implemented in my previous online engine, i just don't know why i took it out, or i forgot to add it back in. as for the RPG element, if i have time to write an RPG engine, i would first to do it on Lost of Spirit instead of this engine. However if the RPG engines turns out great, i will implement it into this engine.

-iPod
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#25 iPodClassic

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Posted 04 February 2011 - 11:23 AM

v3.1 has been released, please see the first post for changes log.
Due to limited time i have, i decided to turn it into a MMO engine instead of a MMORPG engine.
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#26 claudiu0112

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Posted 07 February 2011 - 12:55 PM

*snip*
nvm... :D

Edited by claudiu0112, 25 May 2011 - 09:04 PM.

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#27 kammel

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Posted 14 February 2011 - 07:42 PM

3.1 version download link not working, any chance of reuploading it? thanks =)
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#28 iPodClassic

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Posted 16 February 2011 - 05:55 AM

Link reuploaded.
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#29 kammel

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Posted 16 February 2011 - 11:02 AM

Link reuploaded.


thank you, you've done a great job, can't wait to see the next version!!
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#30 Doogeh

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Posted 02 March 2011 - 03:21 AM

Hey ipod, this engine is great, i feel i sorta understand dll's for once. Also its very smooth, and i freaking love your login system. Just two simple questions...
The first thing is, i can almost guarantee that ive figured how to load my "lv and xp" but im having troubles saving it. It apears that when i save my lv and xp values into [Account] it just writes down the same value as my y coordinate. <That was a question O_o>
Secondly... when should we expect v3.2, can't wait to see it :medieval:
Keep up the good work, ill be looking forward to Lost Of Spirit also!
:rolleyes:
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#31 netlork

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Posted 04 March 2011 - 10:21 PM

Hi iPodClassic, this engine is cool :D i downloaded it and learn how to make and use it as base for my game :D
I see some "unknown action) in draw event, is this caused by some dll or extension needed in GM? is sure to delete this from proyect?


Thanks and great job :D
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#32 DioFlare

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Posted 05 March 2011 - 03:40 AM

Hey ipod, this engine is great, i feel i sorta understand dll's for once. Also its very smooth, and i freaking love your login system. Just two simple questions...
The first thing is, i can almost guarantee that ive figured how to load my "lv and xp" but im having troubles saving it. It apears that when i save my lv and xp values into [Account] it just writes down the same value as my y coordinate. <That was a question O_o>
Secondly... when should we expect v3.2, can't wait to see it :medieval:
Keep up the good work, ill be looking forward to Lost Of Spirit also!
:rolleyes:


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#33 Candlejack

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Posted 07 March 2011 - 08:26 PM

Great engine, I've heavily modified it and I'm currently adding a server lobby but I have a question about the client.

What's with "obj_online_controller"?

What is requesting the IP for the server? There's no creation code inside the room or instance of the object that I can see for this object, but there's something special about this instance that's causing a pop up requesting the IP of the server you want to connect to...

Can you explain where this get_string is at so I can change it up?

Thanks!!

Edit: Also what's with all the "Unknown Actions"?

Edited by Candlejack, 07 March 2011 - 08:57 PM.

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#34 grygrflzr

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Posted 23 April 2011 - 12:09 PM

BUG!
Every time I try to run exe version of client (in the dll folder) I get this:
ERROR in
action number 1
of Create Event
for object obj_menu_controller:

Error defining an external function.
Tried taking out parts of your code but has same bug...

EDIT:
Server has different error:
ERROR in
action number 1
of Create Event
for object obj_server_controller:

Error defining an external function.

Edited by grygrflzr, 23 April 2011 - 12:11 PM.

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#35 Fireball16

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Posted 23 April 2011 - 01:13 PM

Did you unzip the downloaded folder?
Does the unzipped folder contain the 39Dll?

If it's the first thing then your probaly not ready to make a mmorpg. You have to be advanced at GML and 39Dll coding for you to be able to make a half decent one.

Hope that helps.
-Fireball16
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#36 grygrflzr

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Posted 25 April 2011 - 11:44 AM

Did you unzip the downloaded folder?
Does the unzipped folder contain the 39Dll?

If it's the first thing then your probaly not ready to make a mmorpg. You have to be advanced at GML and 39Dll coding for you to be able to make a half decent one.

Hope that helps.
-Fireball16

Excuse me, I'm not that much of a newbie. The exe is with dll files, not zip! (they were in the same folder)
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#37 Fireball16

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Posted 25 April 2011 - 05:51 PM

Umm... Maybe it's a corrupt Dll or I can upload my copy of this file that I know works if you want?
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#38 TA-GAMES

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Posted 09 May 2011 - 03:58 PM

I love this example. I'm trying to make it have 2 or more rooms and have the server save which room(map) player is in the ini.. It's going alright except something messed up with server file, oh well not a problem. But my friend cant seem to join, although I tried it lastnight.. it wouldnt connect from his IP even with some port forwarding.. hmm x[

sweetstuff btw.

I'm gonnna keep working on this, try to finish the multi-map, then work on some inventory and eventually player sprite
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#39 TA-GAMES

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Posted 11 May 2011 - 01:00 AM

I'm still trying on making different rooms and such. At first I made it so it also saves the last room in the ini now the problem is since it only transfers the x,y it shows the other player in the same room and moving the same way as he is in the other map.. but that's kinda.. fixed. still a huge problem, I'd love some help with it. What I tried doing was it checks from server basically if global.lroom!=room {instance_destroy();} I put that in the step of obj_dummy. as I said, I'd love some help
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#40 TA-GAMES

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Posted 28 May 2011 - 05:23 AM

so is this a dead topic ? cause I really wanted to work with this.. but I need to know what libraries you used, cause for me it says Unknown Actions =\
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