Stick Legends Online
#41
Posted 26 October 2012 - 02:21 PM
#42
Posted 20 November 2012 - 09:11 PM
I haven't had time to code on any game since mid-July.
I may just do some private work on this and then wait and see if there is a point when it can be hosted.
Edited by Orbitguy, 21 November 2012 - 03:41 AM.
#43
Posted 08 January 2013 - 03:29 AM
Note I have not updated the sandbox link yet... although you can probably still log in with that client haha. The critical error that we fixed so far was in the server.
Help us find bugs and level up your new character!
Edited by Orbitguy, 08 January 2013 - 04:02 AM.
#44
Posted 08 January 2013 - 04:15 AM
So that was fun
Also, find a better download host!
#45
Posted 08 January 2013 - 05:08 AM
The one labeled local, was for the server host, and I didn't have a chance to remove it. When I get on my old laptop in the mornin' I'll repackage it with just the one that should be there. Also, the exe for the MDU is the updater, not the client itself. The updater will run when you run the client, but that exe just has to be in the same folder.
Which download host would you recommend? I don't think mediafire is better....
Edited by Orbitguy, 08 January 2013 - 05:09 AM.
#46
Posted 03 February 2013 - 08:02 PM
The one to run would be the SLO 1.3
The one labeled local, was for the server host, and I didn't have a chance to remove it. When I get on my old laptop in the mornin' I'll repackage it with just the one that should be there. Also, the exe for the MDU is the updater, not the client itself. The updater will run when you run the client, but that exe just has to be in the same folder.
Which download host would you recommend? I don't think mediafire is better....
Personally, I prefer direct download links which can be achieved by uploading your .zip to a web hosting company (can be free in some cases) and retrieving your file via the URL to that file. This would provide the end user with no waiting time and maybe even a little message like, "We hope to see you online soon".
I hope this helps.
-Blox
#48
Posted 21 February 2013 - 05:59 AM

It's the first weapon in Stick Legends Online with an animated standing and walking stance.
For the moment I'm continuing with the old engine, because #1 it works, and #2 it has a lot of content and I can add more easily.
I started working on a PvP system tonight, I have about half the code for the rough draft in. So I'm looking for people who would want to test this when PvP is ready. More screenshots and weapons coming guys.
The weapon you see above will either be a quest related reward, or a PvP shop reward, I'm not sure yet.
Edit: I was messing with some of the existing weapons, and came up with an upgrade to the steel braces, the Golden Gloves:
Edited by Orbitguy, 21 February 2013 - 06:22 AM.
#49
Posted 21 February 2013 - 08:16 AM
Are you using 39dll or faucet?
#50
Posted 21 February 2013 - 01:59 PM
I've tried logging in 6-7 times throughout the day, and I'm still unable to connect. Is the server up?
I was wondering, does the game have team based missions, for example dungeons or group quests that are impossible to complete alone? The reason why I ask, is because cooperation is the thing that makes online games most compelling to me, and I'm sure I'm not alone in that.
I'll comment on the gameplay once I'm able to log in
Best of luck, and I hope to see this completed!
#51
Posted 21 February 2013 - 03:01 PM
Random question:
Are you using 39dll or faucet?
We are using 39dll, however I'm not saying it's better than faucet, it's just what we have always used on this project.
@TopsyTurnip:
The game doesn't really have a lot of team based content yet, but there will probably be a quest or two that would require some help from other players. Another option would be a party system with shared XP and loot, let me know if you have any ideas in particular that would make the game appealing.
Found one of Neno's old animations and got a laugh out of this.
Unleash the minions!

Okay this one is just a joke, but the animation did work in the game which was sweet.
Edited by Orbitguy, 21 February 2013 - 05:29 PM.
#52
Posted 22 February 2013 - 06:14 AM
Well, one thing that I thought would be fairly easy to implement and add alot of play value would be to maybe have three enemy categories: normal, rare and elite. Make a random rare monster spawn in random locations from a pool of potential rares . These monsters would hold better than average loot and xp. they would be hard to kill alone, but doable. The same would go for the Elite monsters, though these would only be viewable/generated if you are in a group. These won't be soloable at all, and you would HAVE to be in a 2-3 man group to down it. So the xp,gold, loot you get would be slightly better for each monster tier, which will make people want to collaborate and go hunting for Elite monsters. Realistically though, this wouldn't be possible at all times, as the game doesn't have hundreds of players connected at the same time. This is why there should be a middle rare tier, so the implementation can be enjoyed by a single player or smaller group, without having to stand around spamming the chat for an hour or two before being able to have fun.
Think about WoW, they made sure players had a reason to band together right from the start, to avoid creating a pure competition culture within the game.It's interesting how the first players of an mmorpg can shape the future players(or the lack of them), through the in-game culture, and I think this is something that is important to keep in mind when designing.
Great work from what I've seen so far! Just one question, when will the server be back up? I really want to play!
#53
Posted 22 February 2013 - 03:35 PM
#54
Posted 24 February 2013 - 10:07 PM
Client Download: http://www.fileswap.com/dl/oJADGwARmH/
Note, we have found some bugs, but I'm putting this out there anyway because we may as well get all the feedback that we can.
Edited by Orbitguy, 25 February 2013 - 04:54 AM.
#55
Posted 26 February 2013 - 02:23 PM
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