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Showing results for tags 'mmo'.
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(MMO)RPG Maker MV Summary This is a project I started in 2016 and on which I worked for only few weeks. In 2019 I stumbled upon an old version of the code which I have tested & refactored (a little bit). I also decided to restart working on it on my free time - which I almost have not - and open source it with the hopes that some other cool people upgrade it! History I have used RPG Maker since its 2000 version. Discovered it when I was a kid and used it to make many (very bad) games. It clearly impacted a lot on my creativity and my development desires. Later on, as a French-speaking person, I discovered a (now dead) project named FROG Creator which was a dedicated at creating MMORPG in a RPG Maker-like environment. With the release of RPG MAKER MV which allows usage of JavaScript and its HTML5 export, I decided to give it a try and discovered quickly that yes, RPG Maker MV could easily be used to create an MMORPG creator interface. How to use ? Video : Plugins requirement Disclaimer : All the files are already contained in the project. Orange Custom Events : http://download.hudell.com/OrangeCustomEvents.js Orange Custom Event Creator : http://download.hudell.com/OrangeCustomEventCreator.js Launch steps git clone the repo Install NodeJS and npm i in the server folder Install RethinkDB and rethinkdb in the server folder node mmo.js in the server folder Start the RPG Maker MV project. Congratulations! Your game is now an MMORPG. Current functionalities Synchronized player movements Synchronized skins Persistence of position & skin Persistence of stats Persistence of inventory & equipment Persistence of local switches Persistence of global switches Global and local map system In-game chat Improvements to do : Improve in-game chat UX with keybindings and so on Add RESTFUL API for outside game interactions Create inter-players interactivity (trades, pvp, ...) (Continuous) Refactor entire code base (MUCH LATER) Server-side anti-cheat Join Discord (real time updates etc...) : https://discord.gg/GVqyAwp Download : https://github.com/samuelcardillo/MMORPGMaker-MV
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- multiplayer
- mmorpg
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So Im trying to do something really simple, however I have no scripting ability whatsoever. I simply need a script that copies the variables of an actor and saves them to a file. Then I need a script that then refers to that file and copies the variables to the currently played actor. The reason I need this is to make it to where a player who was offline can log in to a server that has different variables and switches saved for the actor they are taking over. An event would then reset all of the actors progress reducing level and stats to beginning status, then once the player has logged in the script call would then copy the variables from the file to the character thus bringing offline progress in to the online server. This is the last hurdle I have to jump before the framework for my game is complete and I can just make quests. Any help would be greatly appreciated and credited.
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Online Database System by efeberk Version : 1.0.5 Introduction It will enable player interacts with your MYSQL database. So players can have accounts or you can create some ranking tables or you can make a mailing system that players can send message to another player etc... I can give many samples. And I prepared a useful demo that introduce you how does ODS work exactly. Actually It is not like MMO script, doesn't require any machine that must be open 24h. I made a photo about procedure with my newbie design I used php + mysql but I don't say that you must use them. You can use asp.net + access database of course because this script just requesting(GET) to the webpages. I said GET because I didn't make a script for posting. But php has a parameter like $_GET so it works like posting datas Also I recorded a video that how to install this system to your hosting + your game. You need to have a hosting (free or paid) to store database and php files. I don't support free webhostings because they putting their ads on your php files. So it will cause of some errors on game. Let's see in the video: Video has been blocked for a while. Also I made many systems these you know on some MMORPG games. They are: Login / Register Ranking Table - Players racing Guild System - Players cooperating Couple System - Players flirting Rental Shops - Players gaining Bazaar System - Players trading I also added a location API that finds your real country when you talk with a guy ;p Try it on demo. You don't need to use custom scripts on your games. I just prepared them to show you what can you do with this system. Core scripts work on all RGSS version but custom scripts are only work on RGSS3. There is a guide about SQL injection in scripts. Look this in the demo. Core + Custom scripts won't effect your base scripts. I mean if you are using Tanketai SBS or Gubid's TBS(actually I didn't try), it won't be problem I think. But I don't say with %100. So any problems/errors/bugs can be posted on this thread. Core Script ( I prefer play demo to understand something) Screenshots(12) Known bugs Download Demo(Opened) : https://www.mediafire.com/?t8x0y9bfu6icba3 Download Demo(Compiled) : Not available
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So, forjerum is online support for rpg maker vx ace. I can't really understand how to use it. I have some knowledge on scripting but I really don't know what to do with it as the instructions are very vague. Has anyone used this? Could you tell me what to do? https://www.rpgmakercentral.com/topic/39466-forjerum-create-your-mmo-with-rpg-maker-vx-ace/
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We're just putting the finishing touches on the latest version of Ferion and are looking for a graphics artist to assist with the design of the page elements. The right person for the job would of course be rewarded, most likely with shares (the game already makes a small amount of money every month and with the new graphics updates we plan to take this to mobile). We'd love to hear from you, any questions? Thanks in advance, UltimateNewbie
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concept Mana Wars Online (crazy concept open for debate)
Fhizban posted a topic in Theory and Development
<concept> Mana Wars Online - The first true MMO built using RPGMaker VX ACE! (Okay guys before you call me a total idiot, completely insane or outright megalomaniac - please give this thread a chance. I'm writing this because I already tested the waters ok? And yes, I know I should instead be working on my main project...) So, I am experimenting with Efeberk's Online Database Script (here). But as the online functionality is too slow to create a real MMO, I had the idea to create some kind of asynchronous, turn-based game with reduced functionality and a lightweight game system. After adding Galv's Group Manager script (here) as well as YANFLY's Event Shop (here) and Doppelganger script (here) and a few others, this concept arose: 1. No story, No Maps, No custom artwork, music or sounds. The whole game actually takes place inside the menu's and the combat scene. So there is no walking around - nothing, get that type of game out of your head for now. 2. You start by creating an account, but no character. Each player begins the game with 1000 gold pieces. You can then access only one shop through the menu, where you can "buy" (hire) characters to add to your party. Your party can be quite big, up to 20 people. But you can only add up to 6 characters to your fighting group, the rest stays in your "homebase". You wont be able to buy many guys at the beginning. 3. Once you have your party, other menu options appear: Item shops, skill shops and stuff like that. The whole game is built around a big menu scene with lots of shops. There is also a mailbox system and a clan system etc. just like the ones you find in Efeberks online script. 4. Besides gold there is also "mana", several types of it (green, blue, black etc.i woudl say maybe 5 up to a maximum of 8). The better weapons, more powerful skills and spells as well as the more advanced classes cost "mana" instead of gold. For example: If you want to add some new "water" spells to your "water mage" you need quite a lot of "blue mana". these advanced items would be crafted by using mana, some shops could sell them as well - for enormous amounts of gold. basically gold is for shoping while mana is for crafting. 5. All characters not in your fighting group can be assigned to do other things like healing, crafting or gathering. Gathering is very important, as it will grant you mana depending on the class and level of the character you assign to gather. the game would request a timestamp from the server and mana is gathered only every few hours. 6. the characters assigned to your fighting group can be sent on a "raid". this is the most important but also most complicated part of the game. Basically, your heroes attack the heroes of a random opponent that is roughly within your level range. you can only attack his fighting group, not his gatherers. the process is like this: 6.1 choose enemy within level and show you a quick summary, then decide if you want to attack or skip. 6.2 if you skip you lose some money but can switch to the next available enemy. 6.3 if you fight a battle starts. in that battle you control your own characters, but the opponents characters are controlled by the built-in maker AI. 6.4 Beforehand, your opponents game client has sent all his character data to the server (this functionality is almost completely available in Efeberks script already). 6.5 when you begin the battle, your game client pulls the data and uses that data to fill clone actors with it (there is a script for this but i have tested my own version and it actually works). 6.6 now YANFLY's doppelganger script creates a enemy group out of the cloned actor data that has the same class, level, skills and equipment as your opponents original characters. this is also technically doable, please note that monsters do not carry equipment - it just modifies their attribute ratings. 6.7 now you fight a regular combat against these "clone actors", where the clone actors are controlled by AI. 6.8 each of your chars has a extra command that can "steal" mana of different colors from your opponent. 6.9 if you win the game you get a bit of prize money in addition to the stolen mana. 6.10 when your opponent lost, his chars are not dead, instead they suffer a bit of HP loss (maybe 10%). this is sent back to the server. 7. You can only "raid" once per turn. Your other actions are limited by your mana and money. After using some healing and potions you wont be able to do anything else. While you stay online, your chars do not auto heal or gather. 8. Now there is a "end turn" button, your data gets saved and you can end the game now. 9. while you are gone, there is the chance that you can be attacked by your opponents as well. while "offline" your chars heal themselves and gather mana. 9. After X hours its "your turn again" and you are allowed to raid again. you can "log in" again and do another raid, buy stuff and spend mana. Thats it basically. Add a mailbox, clan functionality, a highscore list, tons and tons and tons of items, skills, spells and classes (the heart of the game - all aligned to elements), as well as some little extras (like crafting) and there you go! Thanks for reading this wall of text, Im now going to look after my brain! cheers -Malagar