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Everything posted by Seth
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@Rory said you could become a Kage for certain events. I suspect that the robe you get will be of the current Kage, so we could have where Kages are randomly made each time an event is over with some basic generated story, then have different robes that they can wear, or maybe we will have where you get a random robe from the current region you are/able to choose.
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It's encrypted for login and such.
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No, you can't. The only type of hacks that can be done is packet flooding which is the case of any MMO and movement exploitation such as speed hacking although it is harder than most games. We use a different type of client timer than normal games, which makes Cheat Engine incompatible. We plan to make movement completely server-sided for Open Alpha 3 with client prediction and possibly a new server. We will have both or none, I am not sure how much time we will get to recode our entire server, but it needs to be done.
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We'll regain people once the game is out. There's marketing planned and everything for the game. Don't worry.
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Yes. You will be able to customize your character's progression and path both story wise and strength/weakness wise.
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People with Early Access below their group icon. This group can only be earned by select members who are Gold Ninja or Silver Ninja.
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I've already applied to be a merchant, but the hard part is implementing a transaction system. We will eventually add it regardless of the poll, but I just wanted to see how important it is for us to acquire.
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I couldn't do it. I was in college and had a hard time focusing on so many jobs by myself.
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Dear Ninja, We're working hard to bring you the best quality alpha we can deliver. There's only a few more weeks until we begin our Early Access test then we will transition into Open Alpha 3 soon after. I cannot give a time for the Open Alpha 3, but it will be here very soon. As many of you have become aware, I will be leading the team to recover what should have been delivered many months ago. We're devoted to keeping our word and actually delivering it, but ontop of what we promised, we're going to add more ontop of it to make up for our mistake. Early Access We're going to do an Early Access test in 2-3 weeks from the time of this post for our veterans to help ensure that the game will work well when we open it up to everyone. Everyone A few weeks after the Early Access test, we will begin Open Alpha 3. The game will remain open for 2-3 months during the Open Alpha 3 test phase. This release will behave like as if the game was actually released. We will add new content and systems. The more people continue to play the better! Beta After the Open Alpha 3 test period ends, we will close down and prepare for beta. We have no information as to when beta will begin. Thanks, Seth
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I've had a few people request this system, but PaySafeCard requires us to be approved as a merchant. We will only do this payment method if enough people want it plus we need to create the transaction system for it. We will likely not get time to add it until beta, but I will see if I can talk to @XerShade.
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Dear Ninja, This is a small update from the new artist on our team, @ and our beloved team member, @Fernando. I did not participate in completing this update except adding them in game, but I will be presenting it for them since they are both inexperienced at writing these, and we need more updates to show obviously. The Companions will not be in this alpha. They are just an early concept we are planning for beta. But if we get time, we may push them in an Open Alpha 3 update since it will last for several months. Hokage Outfit Now, we already got a Hokage Outfit, so why might we need another one? Well, we're going to bring forth the 4th! Since, the 3rd has kind of already been made... Companions We're going to have Summoned Companions which can be created using elemental Jutsus such as an Earth Golem, or by using a Puppet Companion while specialized as a Puppet Master. You also essentially will be able to pick the path your character will go in the game during the beta phase not during the alpha phase. You will be able to control these units, think of it like a RTS (real-time strategy game). You essentially can send it to attack units and use its abilities via a Companion Hotbar (multiple units will be shifted through using a shortcut key and this will change the available Jutsus in the Hotbar). These companions will have actual Jutsus that are very important to use at the right time! Now just imagine, if you had 10 or more of these puppets to control - now that will take a lot to master! Conclusion We will probably not get time to add in Companions by Open Alpha 3. The Hokage Outfit will likely only be used for a NPC and probably not be made available for players. If we do decide to make it available, it will most likely be a Cash Shop item. This outfit is essentially just to be a fan service to the community and possibly used for an important NPC in the game. The Hokage outfit was done by @ and the other art pieces were done by master, @Fernando. I will be posting my Development Log next, stay tuned!
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No, I want to work on it. It's really not that much work to finish the game. @Rory will be back soon. We can attract more developers once we get past the alpha stage. This is the hardest stage to bypass, once we are past it, it will be much easier on the entire team. The first step is easy, as you can tell, @Whack and everyone had a boost of motivation. Then we lost focus. We came back trying to finish the next alpha and fell short. Now, we're back again to finish it.
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We are, it is just one step at a time.
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This game is centered around kids, teenagers, and young adults. That's what we're focusing on. These people typically are impatient and want to get in game as quickly as possible. That's why we have decided this approach on the login system.
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This was very important. People couldn't login cause they made accounts using social media. I didn't want to redirect them to resetting their passwords so that they could login. It may not seem important to you, but I want people to be able to login - it is the most important part of the game is the accessibility of it. If people can't play or got to do more work to play, it can completely ruin the experience no matter how good the game is.
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This development log is the first of many. I will be doing mine next. We've just been at bay lately and will soon return at full force.
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The game went through a period of rest. This happens on volunteer projects all the time. It's hard on the people who work to keep going for such a long of period of time. It has a lot of stress involved such as deadlines and expectations that must be met. The game will open when it is ready. That's our new motto, anyway it will undergo another Early Access test before going into Open Alpha.
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The quest editor is the same one Nin Online uses, Brandon the programmer of it transferred the system over, but Nin Online's is a little more advanced, but we will be transferring these changes back to Eclipse Worlds soon.
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Yes, I plan on adding an update soon that allows events to follow you like Pokemon, and later in version 1.3.0, I will try to add in pets. All these features will be brought to Nin Online, that's where a lot of the code came from in the first place. I joined Nin Online after this engine was made.
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You just replace the files like you would with anything. You open the Eclipse Worlds folder, if you used the installer you right click the shortcut and click Open File Location. Next, you open the data files folder. Within this folder, there are many different folders, and each one is for a different editor/asset type - just look through them and figure it out. Visual Basic 6.
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You need to create a new account. Go to register and enter the details then it will use the name of your account as the name. To make it online, just give people your IP and make sure the port is open, and make sure to give them the client with the updated config.ini with your IP - do not save your password in the config.ini or they will be able to log-in with your account. The port can be found by viewing the titlebar of the server. You must refresh the admin panel to see new people that are logged in, and it will only display people that are logged in. The functionality of editing people offline is only available in the character editor.
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1.2.3 is now live to download! Added where mouse movement input disabled while not in game. Removed minimap code. Added where check input keys work while event window is focused. Added where check attack and movement doesn't work while main window is not focused. Fixed the bug with random box being too small in NPC editor. Possible bug fix for sounds being stopped when they didn't exist, likely caused glitches when stopping sounds. Added where map transfers do not work if same map. Improved the client-side logic for checking whether to request a new map. Upgraded DirectX8 Core to include timers and such. All textures are no longer loaded, it will only load the ones it needs at the time and important ones/much faster loading of client. Added a Load Textures button in the Admin Panel for reloading textures and command /loadtextures. The engine is now under the license GPL (all previous versions were Public Domain). Updated Credits text file. Improved stop music functionality to not stop until map editor is completely closed/bug fixes. Unload form bug fixes with map properties. Bug fixes with character editor and will delete charlist.txt names that are invalid. Bug fix with logout alert message to not clear client correctly such as closing editors. Bug fix with not unloading character editor upon logout. Fixed Legends of Arteix displaying in some instances of message boxes rather than Eclipse Worlds. Misc. changes. 1.2.4 is now live. This should be the first time the engine is somewhat stable. The only thing really left to do is fix quests and NPC spells/maybe a few other things I missed. Removed load UI from appearing after game has loaded. Fixed overflow issue with x/y offset for long debugging in source. Fixed map transfer bug. Added where map editor closes/etc. when you transfer map. Disabled the bank auto update items for now. Equip is no longer stackable. Drop amount if greater than you have will just drop your max amount. Bug fixes with logout. Bank is properly cleared on logout. Fixed update player items/rewrote a lot of it. Fixed several item spawner errors. Bug fixes with music playing and stopping for menu. Fixed stackable items for item spawner. Fixed several errors with server. Fixed bugs with spawning items in stacks and improved give item to support stacks. Removed error label on admin panel. Removed status in admin panel. Fixed bug with not clearing client details for sure this time upon logout... Using items now takes the inv slot you click rather than a random one. Bug fix with take item to not take all items from inventory when used (consumable items do not take entire stack when used if stackable). Error fix with send data. Client can now use consumable items if stacked is checked. Cleanup of redundant code and bug fixes with audio engine errors (ActiveX mismatch). Music bug fixes. Optimized the saving of accounts such as no longer saving each time bank is modified. Fixed bank rendered text for stacked items to be shown correctly. Updated logo icon for installer and added a new dependency installer with Eclipse Worlds branding. Updated the installer registering. Maybe fixed issue with some people getting errors when opening up source... Misc. changes.
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New License The engine is now under GPL license. This means you cannot change the license, but you may make any game you wish with it as long as you do not redistribute the engine elsewhere such as a forum or community not to people who work on your game obviously. The engine is the form of the uncompiled form, if you compile the engine you may redistribute it to your players anywhere you wish. Credits I've updated the credits also with all the contributors of the engine going back 4 years. This engine has been worked on/off for around the time of Robin's Amazing Package (another engine). I just picked it back up and finished it about a year ago. Although, a work is never truly finished, but when the time where the work put in no longer has considerable results, then you of course just stop working on it. Other News IndieDB page launched! New update coming soon, check the changelog for the complete plans of it...