Stick Legends Online
#21
Posted 17 July 2012 - 03:04 AM
#22
Posted 17 July 2012 - 03:50 AM
#23
Posted 17 July 2012 - 02:20 PM
wow lmao, and your only post is what. chat in a mplay exapmle. hahaha, chat is far the easiest online function to add.One of the only promising games I see out here. Congratulations.
any way server's down. have you even played to game online yet?
Edited by shrooms, 17 July 2012 - 02:21 PM.
#24
Posted 17 July 2012 - 04:11 PM
sorry i've been away for a while but we are already working on the next update.thanks for the support
#25
Posted 17 July 2012 - 09:17 PM
No, he's saying this game in particular looks like Terraria.
Wth are you talking about? So you're saying all 2D platformers look like terraria?
I know. The only similarity with terraria is the fact that both are 2D platformers, so that's why I said that.
When I saw this image:

It just reminded me of the way Terraria's world looked like. The gameplay also looks similiar mind the leveling up.
Yes both of them being 2D platformers is one thing, but the fighting just reminds me of Terraria. (I forgot Terraria has building).
#26
Posted 19 July 2012 - 11:47 AM
#27
Posted 19 July 2012 - 02:05 PM
#28
Posted 21 July 2012 - 07:49 PM
#29
Posted 14 August 2012 - 11:14 PM
Anyways...
#30
Posted 15 August 2012 - 12:32 PM
#31
Posted 15 August 2012 - 08:15 PM
#32
Posted 17 August 2012 - 10:15 PM
Our previous host appears to be out of action indefinitely, so If anyone is available to host or knows of a company that does custom dedicated server solutions which would support Direct X, hit me up. I'd be happy to purchase a dedi for SLO if we can find a company or individual who will offer it in a Game Maker compatible state.
Someone had suggested Amazon EC2 to me already, and after checking them out, although they do have some form of a Graphics card (Telsa I think), it isn't Direct X compatible.
Edited by Orbitguy, 17 August 2012 - 10:19 PM.
#33
Posted 07 September 2012 - 10:40 PM
If anyone out there would be willing to host the SLO server, as of right now we don't have any other options for keeping the game up.
I joined the Game Dev club on campus this year, so I'll probably be using Unity a lot more than game maker since that's what they use. Still, I'd be happy to keep programming on this if we can get a host, I have all of the game files and code sitting on my laptop... just need a way to get it online...
Also if there's anyone else who's interested in joining the SLO dev team, just message me and I'll get you into our skype group so we can figure out what we want to do.
Edited by Orbitguy, 07 September 2012 - 10:42 PM.
#34
Posted 09 September 2012 - 10:28 AM
#35
Posted 09 September 2012 - 08:00 PM
Yeah it was inspired by Stick Online, but I've never played Stick Online(some of our team members have I think), so although some of the inspiration came from it, we have taken this in our own direction I feel like.
Edited by Orbitguy, 09 September 2012 - 08:04 PM.
#36
Posted 11 September 2012 - 04:55 AM
#37
Posted 19 September 2012 - 11:35 PM
I'm slightly anxious because Game Maker was a very fast tool to program with and if people were busy on our team one person could code and create an entire update by themselves in a day or two. From what I've heard it sounds like there is a much larger time commitment when using C++, and considering the most I've ever programmed in it was a calculator that could do some simple division, I'm more than a bit nervous about the transition.
Anyways, hope to have the game back online as soon as possible guys, don't know if it will be the full version or if I will have to start over and build everything up with the new server.
Edited by Orbitguy, 19 September 2012 - 11:37 PM.
#38
Posted 20 September 2012 - 12:37 AM
But if you can stick with it, the result is an incredibly powerful, fast, and flexible code base that can be run on a VPS or dedicated server with ease. My game has been online for over a year with minimal downtime now, having served millions and millions of packets
#39
Posted 23 September 2012 - 01:01 PM
#40
Posted 23 September 2012 - 02:36 PM
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