VGOEmu Progress
Moderator: Community Managers
Re: VGOEmu Progress
Omg.
I can't wait to see what the next two years bring us!!!!! Our dev team is amazing.
I can't wait to see what the next two years bring us!!!!! Our dev team is amazing.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: VGOEmu Progress
Looks like the real game for me, for sure
[attachment=0]ScreenShot_00003.JPG[/attachment]
Re: VGOEmu Progress
Oh nice
Death! mayhem ! Destruction!!!
ok ok
maybe not that much craziness but still super excited
Death! mayhem ! Destruction!!!
ok ok
maybe not that much craziness but still super excited
Re: VGOEmu Progress
lern 2 play noob!
Re: VGOEmu Progress
Now there's a familiar screen...
Re: VGOEmu Progress
Sorry it's been awhile since I have given a update but i think you will like this one.
-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.
-Added attribute per level increase values
-Added support for short term buffs to the attribute code.
-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.
-Initial implementation of encounter windows.
-Added allocation point handling (both adv and craft).
-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.
-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]
-Implemented basic Randomization of NPCs
Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared.
So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress).
https://youtu.be/0Xjx9AY55QM
Enjoy
-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.
-Added attribute per level increase values
-Added support for short term buffs to the attribute code.
-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.
-Initial implementation of encounter windows.
-Added allocation point handling (both adv and craft).
-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.
-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]
-Implemented basic Randomization of NPCs
Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared.
So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress).
https://youtu.be/0Xjx9AY55QM
Enjoy
Re: VGOEmu Progress
Sweet! Lookin' good.
Re: VGOEmu Progress
AWESOME!
Re: VGOEmu Progress
Thanks for your hard work guys, cannot wait
Re: VGOEmu Progress
That is Fricken Awesome!!!!!