Leaderboard
Popular Content
Showing content with the highest reputation on 09/28/2021 in all areas
-
Anatomically correct skeleton "display" for Halloween....or health class OR displaying your fallen enemies as your own personal trophies. The furniture that fits any occasion, but definitely keeps the October spooky vibes around. I'll probably submit a few more things before the due date, but I hope yall enjoy this! (I had to stop before I made a whole skeleton base sprite) Big Preview. With Base. Icon:5 points
-
3 points
-
This is 1 of of maybe 3 submissions that i'll be doing over the course of the contest, but in my head I went a little bit more eldritch than I should of in these pieces. 1: eldritch demon statue. I used a beholder as an idea, got rid of the eye and just made it a gaping maw of teeth! pretty cool decor for any halloween or demon enthusiast 2: wall summoning this is an example of how these 4 sprites should be used, it's pretty self explanatory- but basically instead of doing things that go around or close to the wall. why not make things that go in / on the wall! that's all I have so far, it's 5 hours into the competition and I have a few more ideas to get out. but yea!3 points
-
Then enemies will just bug the Jonin by making them walk behind a building.2 points
-
Calling on all pixel art enthusiasts! This Halloween, we’ll be running a special pixel art tournament - Halloween-themed but furniture version! How to Participate You will need to draw furniture that revolves around the concept of Halloween - feel free to get creative and imagine what your very own haunted house would be like… get your spookiest brain juices flowing! Artwork submissions period: Now until 8th October, 23:59 EST. Late submissions will not be accepted. Qualifying Criteria Download and follow the template & guide provided. All pixel art must be relevant to Halloween in some way. Furniture design has to be decorative, chairs are allowed. Cannot have functions like storage, training dummy etc. All pixel art must be of decent to high quality, matching Nin Online's pixel art style. Adaptations of existing furniture are accepted but must have their unique spin that contributes to the Halloween concept . Artwork must be something that you can foresee being used in-game! Art and pixel size should be similar to Nin Online's pixel art style. You may wish to elaborate/share more about your inspiration behind the artwork. Last but not least, follow our sponsor - JumpButton Studio on their Facebook, Twitter & Instagram and take a screenshot! Submission Submit your artwork via comments in this discussion thread. Please avoid non-relevant comments and save this place for our artists to share their artwork. Guidelines Furniture Items are meant to be used with the Housing system. To give you a sense of how it works, refer to the following illustration: Once in this interface, players can use their direction keys to change the direction of the furniture. Hence, graphics in 4 directions are required. While the example objects are 64x64, each frame can be of any size. Eg. 96x96 per frame. Download the guides provided here to get started! Furniture.zip Winning Criteria Our Nin Online Event Committee will pick/determine qualifying artworks based on suitability in quality and relevance to Halloween. Qualified artworks will then be put up for sale in the Nin Online Cash shop from 10th October to 30th October. 3 winners will be defined by the most popular item sold during this period! Prizes 1st Place receives a NINTENDO SWITCH HAC-001(-01) (Worth $299.00) 2nd Place receives a RAZER HUNTSMAN ELITE GAMING KEYBOARD (Worth $199.00) 3rd Place Receives a RAZER MAMBA ELITE (Worth $89.99) All qualified submissions, regardless of sales, will receive a consolation prize of $5 Nin Credits. Event Sponsor This contest is proudly sponsored by JumpButton Studio. JumpButton Studio is a great friend of Hitspark and may one day in the future be involved with developing Nin Online related media & games. Do remember to check out and follow their social media platforms here to hear first about our future collaborations: Instagram Twitter Facebook We look forward to seeing your fang-tastic artwork! Terms & Conditions: By participating in this contest, you are hereby giving exclusive rights to Hitspark (Nin Online Company) to use the submitted artworks. Top 3 winners of this contest must be living within North America. Players that are living outside North America may still be eligible to receive prizes but may be required to pay for their own shipping. In the situation where Amazon cannot ship the prizes to your location, we will contact you to discuss the prize. Furniture.zip1 point
-
This is the submission thread for Spooky Furniture Pixel as part of this year's Halloween event. If you've yet to find out more about this event, do visit the event announcement page here. How to Participate You will need to draw furniture that revolves around the concept of Halloween - feel free to get creative and imagine what your very own haunted house would be like… get your spookiest brain juices flowing! Artwork submissions period: Now until 8th October, 23:59 EST. Late submissions will not be accepted. Qualifying Criteria Download and follow the template & guide provided. All pixel art must be relevant to Halloween in some way. Furniture design has to be decorative, chairs are allowed. Cannot have functions like storage, training dummy etc. All pixel art must be of decent to high quality, matching Nin Online's pixel art style. Adaptations of existing furniture are accepted but must have their unique spin that contributes to the Halloween concept . Artwork must be something that you can foresee being used in-game! Art and pixel size should be similar to Nin Online's pixel art style. You may wish to elaborate/share more about your inspiration behind the artwork. Last but not least, follow our sponsor - JumpButton Studio on their Facebook, Twitter & Instagram and take a screenshot! Submission Submit your artwork via comments in this discussion thread. Please avoid non-relevant comments and save this place for our artists to share their artwork.1 point
-
1 point
-
1 point
-
I dont see any problem with using them, mostly tho the reports that get punished, are either in DMs, with screenshot of convo before not being in character at all, or in different language, which will mostly be punished because we cant get proper translations, however, harsher swearing like "go kill yourself you ....." for example or "Americans are huge ...." cant be taken as RP anymore. Im sure that if you keep the conversation in character properly, you wont get punished for saying anything like F*ck or bi*ch. Also if the person tells you they dont like it even if you RP, you should restrain of using the insults against them.1 point
-
Dear Ninja, The next update for Nin Online has been awhile coming now, and we're also not sure when we'll be able to get it ready to launch. We're working almost every day of the week to try to make sure the update is the best it can be. But in the end, it's only really going to disappoint a large number of people because just by launching it because it's not like straight out content updates, we've been working on underlying systems a lot to get the game fully modernized. We put time into the wrong things In hindsight, a lot of what we've been working on is less important than it seemed. Like we re-programmed the entire game's saving to be Object-Oriented, in a production-level cloud database, MongoDB Atlas, but in the end, it's still going to be entirely the same for the end user. So it's a shame, it's something I believed was going to be a seamless transition, but took weeks out of our time to resolve all the problems, and we might still be having some. And again, in hindsight, this should've taken a backseat to working on things people care about or would directly affected their gameplay. Cloud saving is nice to have, and it brings about opportunity for stuff like a Web frontend for Nin, like imagine being able to display your characters on the forum, or edit their name from the web, manage your items etc. We rewrote the login system to use oAuth, a clean login standard that means no more entering your password every time you want to login too. It also simplifies our server's job of checking MySQL tables to check if a player is banned because oAuth handles all that on the client and web side. Logins should also just be faster in general now, as we've rewrote a lot of the underlying login code as well. We updated the server to work with .NET 5 instead of .NET Framework. It's basically Microsoft's latest development framework. Which sounds like a small change, but .NET Framework is ancient technology at this point. .NET 5 allows us to modernize the server even further and export it as a containerized server for hosting services like Heroku. This also means that the server is now a console application, and cross-platform (we can host it on Linux servers which are cheaper because Linux is free and Windows Servers need licenses, Linux servers are also more easily available). Along with this, we also halved the server loading/launching time. So less down time between server restarts. Wolf rewrote the packet handler thread in this update, it should shave off about 20ms off larger packets. We updated our networking library to use it's latest version, this was an attempt to fix some low-level bugs with disconnection we were having. We replaced the compression library from Zlib to LZMA, which fixes a lot of compatibility issues players were having with the new client and potential crashes. We also managed to get map packets and map loading down a lot with better compression along with reducing the amount of packets needed to be sent on login by almost 10 fold. So faster logins, better map loading times. But in order to do this, it meant we had to deprecate the old client. It's a weird situation. In order to deprecate the old client we needed to make this change, but Zlib was also making it so some people couldn't move to the new client. We have the player housing update, furniture update and corps update in this too one patch too. We also used MongoDB to replace an entire component of our server architecture, our authentication. It's now an entirely passive web-based solution. Servers register to an online database instead of sending that data to the authentication server to do the central server selection stuff. As such, we also had to make it so the server does the saving directly to the cloud instead of the authentication server. So a lot of these things were interconnected, and had to be all done at once. This directly caused us to stack update after update into one patch, and it became harder and harder to push one patch without issues. With all the major architectural changes and low-level code rewrites, a lot of things broke. Because of the nature of the changes we were making, we also couldn't make them independently of each other, so it had to be one big update or nothing. There's also a hundred other things I've left out, including reworking movement on the client side to animate smoother. These things don't make the patch any more complicated, so it's not worth mentioning. Hectic month of testing with BR Server We started testing the latest patch around a month ago on the Brazil Server now. During that time, we've fixed issue after issue, and some of the "fixes" were also entire rewrites, which caused more issues. It's been stressful, we've had days spent just fixing login issues, and days spent just fixing saving. We've had data corruption issues, where players accounts and all their data become too messed up to fix, and we've had to do hacky fixes for them like restore partially their data from old backups. We've had a period where the same player couldn't login for a span of days, and we realized the server wasn't disconnecting players properly. Stressful stuff. We've had issues where resetting characters wasn't working and worst yet, it created a duping exploit. We've had more of these issues in a span of a month, than we've had over the last 3 years of development. We pushed two new major features, one is currently being used actively, and that also came with it's own issues, but was a lot easier to fix than the issues that came from major architectural changes. Though some have been incidental to them. We've had issues where players were logging in as other players when they tried to login at the same time. We've had players spamming us telling us we're idiots and we should just put back the old client, we've had players spamming us telling us to revert to the old server, to stop using them as a test server, all while our full-time job had become fixing issues for a month. It's been stressful, for both me and Wolf. Side note: Whenever Brazil players complain about the issues happening, we sympathize with them, but we also think about how up until now, they've only been getting updates that have been screened and tested by the NA/Global server (you guys) and so they're fortunate to not have been the guinea pigs up until now haha Irreversible Update The worst part in all this was the difficulty in which the reversal of this update would've been. In order to update Brazil server, we needed to move all of the existing data into the cloud into a slightly different format. Which meant if we want to reverse the update, we would need to build a software to convert the data back into our old format as local JSON files or rolling back players a month. So it's been a go hard or go home month. There were times where I'm so tired I wanted to reverse the entire update and call it quits (this also happened just yesterday) but I had to force myself to look through code and fix it instead, despite being so sick of it. This is going to be even more so irreversible for the main server, because in order to update the next patch, we have to update the forum software, and that's one-way. So we're going to have to be even more careful with this server, which is why we're taking our time and making sure everything is good to go. The worst part I'm also stressing out about how this update won't bring enough content to make players happy, or bring gameplay value to people. It's very painful, knowing this, because we've been working so hard on this, but I know in the end, this is more for the sake of the game in the long term, and also some of it is just wasted effort. Most people won't care that the game server runs slightly smoother and that login is faster, more convenient etc. Nobody is going to care that player data is now stored in a cloud database. This update has been months of work now, but I'm just waiting for the criticism on how it's a shit update etc. It's going to happen, and I'll understand why, but it'll still be hurtful. This update when it takes into account how much work has gone into it by two of us, thousands of hours of work, which means tens of thousands of dollars worth of work. It's not funny for me, it's very painful. And I agree with players, is it really necessary? We could've done without. I could've just not have a full-time programmer, and I could've just focused my time on working on stuff people care about like adding more Jutsu. This has been the hardest months of development since maybe 2017 when the server was unstable, crashing every 1-4 hours, and it's self inflicted. The bright side The bright side is that things are looking much better, there seems to be some rare bugs that happen, but it's stable for the most part now. One guy claims he managed to login multiple times in a row without it saving his progress, which we're looking into. And there's some others who seem to not be able to login sometimes. We're looking into that too. The reception of the update has been a lot better, after holding a tournament yesterday, Kenock (Brazil server admin) remarked that the server felt smoother than ever with a large number of people on the map, and it was a high activity period of Brazil server as well, so there were lots of players online in general. Brazil server host is also notoriously bad (despite being super expensive), so if it runs on Brazil's server well, it's going to run even better on NA's. We don't know when we'll be confident to launch this update on the main server yet. Because if anything messes up, we'll be running heroics, fixing corrupted data, or salvaging the situation, pushing updates on two servers instead of one. This is another reason why we regret so much making this update so major (on an architectural level). We did also have to do a lot of this in order to deprecate the old client. We did spend some time making sure the new client is ready to completely replace the old client, and that anyone will be able to use it. So we haven't had anyone on Brazil server that can't use the new client completely anymore... Lastly, I'd just like to apologize in advance if what we've worked on doesn't please you. I know, it's not what anyone wanted. But we've been doing what we thought was important. We've re-evaluated what's more important going forward and will focus on bringing content updates here on out. It's both easier for us, and more fun for you. Regards, Ueda EDIT: Just thought of something funny. Maybe the reason we worked on Cloud saving is because everyone kept asking "Cloud when?" and we interpreted it wrongly EDIT2: Some of the low-level changes we made include rewriting the game's method of calculating time, and the spell buffer. This could've been causing issues with sometimes your jutsu not casting when you press it, and small things like that - that maybe some players will notice.1 point
This leaderboard is set to Toronto/GMT-05:00