Dragon Basher: Dragon Basher Demo now Online

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Posted: 04‑16‑2015 22:46


Joe


Fire Flipper
1437 posts
We now have a functioning 'map walker' of the new 'dragon' server online. It is very basic, there is not much to do other than walk around and see how the new scrolling will work. We've got to tweak the speed and there is some flicker ... but overall, it is milestones ahead of my original Fordana script. :)

This URL will allow you to create an account on the root 'demo' server ... there are no maps, NPCs, buildings, enemies ... nothing but random grass.

http://dragonbasher.com/cgi-bin/11-dragon/11-dragon.cgi?s=demo

We then created a 'queville' server and imported some maps, so you can walk around and see how the new map will work. There are naturally some seaming issues, as Queville technically has an extra row/column on every map. There are no items, so there are no movement restrictions.

http://dragonbasher.com/cgi-bin/11-dragon/11-dragon.cgi?s=queville

And here is a link to the 'sysop' script ... here, new servers can be installed. For example, I could with a few clicks create an 'anarchy' server and then they would have their own server and be able to create their own maps and what not (in the future that is, we haven't coded this yet).

http://dragonbasher.com/cgi-bin/11-dragon/11-sysop.cgi

And finally, as promised the actual source code. They are Unix files without line feeds so Windows users will need to use something other than Notepad for them. The install itself is pretty ugly, and I've decided to do a 'private release' here and once we've polished it up a bit we'll release it on dragonbasher.com itself.

http://dragonbasher.com/11-dragon-v1a.zip



We still have a lot of work ahead of us ... there will need to be a front-end that displays what servers are online and how many players are on them.

We need Sysop menu options to set-up the servers, and they'll need to be able to appoint mods and what not to edit maps and create games.

Message boards where players can cut-and-paste NPC code, and create new graphic tilesets - I myself want a 'space' tileset for my Solar Shadows game.

Overall, I think things are looking good. :)

-Joe

DevTeam Member

 


Posted: 04‑17‑2015 00:29


UsMarine


Fire Flipper
2306 posts
Things are looking great joe.


 


Posted: 04‑17‑2015 16:11


Doomknt


Ghost Grabber
597 posts
Looks very cool. I love the much bigger screen. The scrolling is very cool as well. I look forward to seeing this completely incorporated into Queville :D
Still only takes up 1/4 of my screen lol.

Doomknt
#6 Player
Creator of the Queville Guides

 


Posted: 04‑17‑2015 22:48


Joe


Fire Flipper
1437 posts
It is really cool. :)

I should mention that if you click your avatar, there will be a menu with a "Logout" option. :)

And if you want to see the "seams" I was talking about, the upper wall of the Castle is an interesting thing to view right now. :)

-Joe

DevTeam Member

 


Posted: 04‑22‑2015 22:50


damage


Troll Trasher
153 posts
Its interesting to see the combined maps, Like the double fence between the goblin forest and the smithing place, good work!

 


Posted: 05‑15‑2015 23:15


Joe


Fire Flipper
1437 posts
I have just installed 11-dragon-v1b.zip ... this update features much faster avatars, five tiles per tick to be exact.

This works slightly different than Queville in that the Queville server never cared what the player's z locations were - it only kept track of what map screen they were on and the client moved the player around.

The dragon server moves the player and will be able to change the speed you travel. For now, it is at full throttle ... still a few quirks, check it out:

http://dragonbasher.com/cgi-bin/11-dragon/11-dragon.cgi?s=queville



-Joe

DevTeam Member

 


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