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Best Games Forever

Member Since 06 Nov 2005
Offline Last Active Feb 17 2013 06:50 PM

Topics I've Started

[MMO] VERY Basic Pokeman Mystery Dungeon

27 April 2011 - 06:56 AM

Somewhere around three weeks ago I thought how lovely it would be if Pokeman Mystery Dungeon had an option to team up with real live players. Before I knew it I was working on this MMORPG thing.
I know its a short run but I decided it's probably best if I don't try to make games these big. My mind is sorta screwy and I find it hard to stick on one thing for a period of time.
So here is what I made during those two or so weeks. The engine is based off of my old game, Zelda Online. Zelda Online, in turn, was created using Blaxun's MMO engine. It is one of the older versions, so it doesn't contain a thing or two.

Points of Interest
  • Very efficient engine (or so I would like to thing). One object/room server and one room client with low instance count.
  • Rooms and movement handled with ds_grid functions.
  • Rooms can be dynamically created by server.
  • 2D based 3D graphics
  • mySQL support

This engine is meant to be used by more experienced players. It shoots for efficiency rather than being easy to understand. Therefore, for newcomers to the MMO creation world, I would suggest Blaxun's engine, or something similar.


Screenshot - Download

Things to Note
  • Rooms are handled in ds_grid's. Passable ground is a 0, walls are a 1, and water is a 2. Rooms therefore, are not changed by changing a room, but changing the grid. Visuals are handled by a different object (especially obj_dungeon, which reads the grid and creates a visual from it).
  • Dungeons are meant to be entered as a party. Currently, the system creates a new dungeon for every person that enters a room. While the dungeons are considered seperate, and each has their own layout setup, the engine currently has no support for players being in different dungeons. This means that additional checks would need to be made to tell if players' dungeon id's differ when checking rooms, along with floor numbers. It may be as simple an edit as that, I do not know.
  • The server, like Zelda Online, was originally programmed to function with a mySQL database. Due to this being an open source release now, I have commentated out the SQL function of the server and instead added .ini saving, much like Blaxun's original example.
  • pkm_id can be changed to either 4 (salamander) or 7 (turtle). The turtle can walk in water (although I'm not sure why a salamander couldn't...). Be sure to change this id in both the case_msg_login event on the server and the Create event of obj_self on the client for it to work properly.

Credit
  • I ask you give me credit if your own open source of this project. Else, it is entirely up to you.
  • Blaxun created the example I indirectly used to create this.
  • The project uses 39DLL, Ultimate 3D, and GMSQL

I hope this can be of help to someone... maybe? I will try to help with questions wherever possible, but I make no promises.

Replaces A String With Another String Regardless..

08 March 2008 - 03:49 AM

This should be useful for a word filter.

scriptname(string,substring,newstring)
The first argument is the string to search. It can have mixed cases.
The second string is the string to look for. It can have mixed cases.
The third is what to replace is with. It must be what ou want.

This script returns string with substring replaced with newstring.

Here is the script.
var str,wrd,rep,lwr,wrdpos,lng,n;
str=argument0
wrd=string_lower(argument1)
rep=argument2
lwr=string_lower(str)

for(n=string_count(wrd,lwr);n>0;n-=1){
 wrdpos=string_pos(wrd,lwr)
 lng=string_length(wrd)
 str=string_delete(str,wrdpos,lng)
 str=string_insert(rep,str,wrdpos)
 lwr=string_lower(str)
}

return str

It's actually pretty simple. Credit would be nice. It is going to be used in the upcoming MMO "Holidays Online".

Questions About Protecting Against Hacks

09 January 2008 - 04:47 AM

I'm making an Online game, and I was thinking about hack protection without using dll's.

So these are pretty much questions for hackers:

What do you have control over? (I mean what can you change when you hack a GM made game)

If I make it so the only thing the client has control of is input (I mean it sends if keys are pressed, spots are clicked, etc), what can you all do?

Do dll's like Gameshield/Hackshield/Others protect alot?

I was thinking if my original plan worked, I could go without any protection, save space, and let hackers still keep their programs...

*fingers crossed*

Gm6 Maze Engine

23 December 2007 - 05:27 AM

Title: Maze Example
Description: A simple but *almost* perfect maze example using GML.
Type: .gm6
Game Maker version: GM 6, Only springs require registered.
Link: Link
Filesize: 48KB
Credit Required

What this Includes:
-Smooth Movement
-Four different keys
-Key blocks (for keys)
-Ice (you slide across it)
-X-blocks (death blocks)
-Moving X-Blocks
-Four Checkpoints
-Moving Floor
-Fake Walls
-Not-Fake Walls
-Springs (Registered)

Problems and Solutions:
-Problem:
If you slide on ice, into a wall, you get stuck.

-Solution:
Surround ice areas by death blocks, and take out a piece of ice where you want them to rest/stop.


-Problem:
Pushable block don't work.

-Solution:
None that I know of.

DEBUG:
-N to move to next level.
-P to move to previous level.

I'm currently working on this, so ideas/suggestions would be great!

Games In Depth - Http://www.gid.uni.cc

08 December 2007 - 12:30 AM

Games in Depth is a community built around games. We allow members to submit their own games for everyone to view.

I'm not gonna take the time to explain, so I'll just show:

http://www.gid.uni.cc/

We proudly have 15 members... which i guess is ok for starting out.

BTW, you have to register to submit a game, because, well, you need to register to send a PM.