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Re: VGOEmu Progress

Posted: Fri Jul 10, 2015 1:38 pm
by Taryth
Omg.
I can't wait to see what the next two years bring us!!!!! Our dev team is amazing.

Re: VGOEmu Progress

Posted: Sat Jul 18, 2015 11:18 am
by John Adams
Looks like the real game for me, for sure

[attachment=0]ScreenShot_00003.JPG[/attachment]

Re: VGOEmu Progress

Posted: Sat Jul 18, 2015 6:49 pm
by elquar
Oh nice

Death! mayhem ! Destruction!!!

ok ok

maybe not that much craziness but still super excited

Re: VGOEmu Progress

Posted: Sat Jul 18, 2015 6:55 pm
by Jakkal
lern 2 play noob!

Re: VGOEmu Progress

Posted: Sun Jul 19, 2015 6:22 pm
by VincentG
Now there's a familiar screen...

Re: VGOEmu Progress

Posted: Sun Aug 30, 2015 11:30 am
by Xinux
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

Re: VGOEmu Progress

Posted: Sun Aug 30, 2015 6:47 pm
by shargash
Sweet! Lookin' good.

Re: VGOEmu Progress

Posted: Sun Aug 30, 2015 10:12 pm
by Zewtastic
AWESOME!

Re: VGOEmu Progress

Posted: Sun Aug 30, 2015 10:46 pm
by topsoil
Thanks for your hard work guys, cannot wait

Re: VGOEmu Progress

Posted: Sun Aug 30, 2015 10:53 pm
by elquar
That is Fricken Awesome!!!!!