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    dpastorini

    Damian Pastorini

    @dpastorini

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    Website www.reldens.com/ Location Spain Age 38

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    Posts made by dpastorini

    RE: Reldens - MMORPG Platform

    Hello everyone!

    Long time without posting any updates here, I'm still alive!

    We are on Beta.24 already and you can find the full post about it here:

    https://www.reldens.com/news/beta-24

    As always feel free to reach me! I would love to get any feedback.

    Hope you like it!


    Change log: Releases · damian-pastorini/reldens · GitHub

    Demo: https://demo.reldens.com

    Admin Panel: Reldens - Administration Panel (login with any registered email and password in the game)

    posted in Showcase •
    RE: Multiplayer without seeing and interact with other ones (Solved)

    hi @Rangerz132 , by doing that you will actually have 1 client per room, so you won't see other clients neither on the server side if at any point you need to know the general picture, also it will create an entire room instance, that could mean depending your game-logic an overload of recurring data, maybe you can use a filter?
    https://docs.colyseus.io/colyseus/state/schema/#filtering-data-per-client

    posted in Questions & Help •
    RE: Basic bot template? (solved)

    The problem with bots is those are too game logic specific, so anyone will hardly make a bot that will be easy to move from one game into another.
    The only way I can think of it, is by creating a "base schema" for the bot movement state (I mean using specific properties calle "x", "y", "z"), and then run a small method that will make changes on those properties (this will be move the bot).
    For example, using intervals you can increase/decrese the x, y, z values for some specific time, then do a random to pick another property and do it again.
    Now: my point is, that will get totally invalid if you have a physics engine implemented where you need to change the bot speed, or deal with gravity, friction, etc.
    The easy part will be you can treat bots as any other players, so you shouldn't need to change anything on the client to make these work, just add the entities on the server and make them move randomly.

    Hope this helps!

    posted in Questions & Help •
    RE: Create New Room according to specified condition(solved)

    hi @zack1991 , my recommendation: since you can have the same players connected in more than one room at the time, then you can make 2 rooms:
    1 - for the two players that will handle the entire game-play
    2 - for everyone (spectators and players), then you can make your players broadcast to the second room their "movements" and all the information you want to make "public", that way you can have all spectators getting those updates.

    Does this make sense for your flow?
    Unfortunatelly I don't have any code examples for that specific case, though I have examples of users connected to more than one room, but that shouldn't be the issue for you.
    Also you can check the colyseus showcase and look into other projects, or in the colyseus examples.

    Best,
    Damian

    posted in Questions & Help •
    RE: Reldens - MMORPG Platform

    New Beta released! Follow up! https://www.reldens.com/news/beta-19-released

    Change log: https://github.com/damian-pastorini/reldens/releases

    Demo: https://demo.reldens.com

    Admin Panel: https://demo.reldens.com/reldens-admin (login with any registered email and password in the game)

    posted in Showcase •
    RE: Reldens - MMORPG Platform

    Stay tuned! Admin Panel is coming!

    0_1630947638027_c1669718-d593-41fe-9b82-ce32b68c4861-image.png

    posted in Showcase •
    Reldens - MMORPG Platform

    Re: Reldens - MMORPG Platform

    New beta.18.1 was released!
    Between the new features we have:

    • Sounds system: now you can create different sound categories to group different sounds or music (for example environment sounds, scene music, etc.), assign sounds to any game event or any animations (in the demo you will find the scene music for the town and the footsteps as animation related sound), turn on/off general sound categories or per-player config.
    • Mini-Map: small mini-map of the current scene, configurable in size and shape.
    • Aggressive enemies: when reach the an enemy area it will hunt you!
    • Initial scene/world selection: available by configuration when you create a new player or even after every login, this will set the base for a server selection feature and improve scalation (you will be able to easily split the game in multiple servers for different rooms).
    • Other improvements in the events manager, in the life-bar configuration and some bugs fixed.

    Web and docs: https://www.reldens.com/documentation/installation
    Open Source Project in GitHub: https://github.com/damian-pastorini/reldens
    Skeleton App for starters: https://github.com/damian-pastorini/reldens-skeleton
    Demo: https://dev.reldens.com/

    0_1628954261333_669fc212-07db-4cc7-a81b-36caf3fa1b3b-image.png

    0_1628954432211_758a1ae0-89fa-4459-8225-9c27a6ef3165-image.png

    posted in Showcase •
    RE: Integrating Database (sovled)

    I would recommend:
    https://github.com/mikro-orm/mikro-orm
    Or:
    https://github.com/Vincit/objection.js

    But none of these are Colyseus related, these will help you to access the data.

    In terms of the integration you will have to do your own implementation, no matter what you choose.

    posted in Questions & Help •
    RE: Reldens - MMORPG Platform

    Thanks! :)

    posted in Showcase •
    RE: Reldens - MMORPG Platform

    Hello everyone! Just to bring some updates here!

    A lot happened since beta.15, we are in beta.17 now and a lot new features had been included:

    • Multiple players per user is now available (it can be enable/disable in the database).
    • New contents can be dynamically created on the database:
      Class paths (5 included in the demo)
      Levels based on experience system (10 levels for each class were generated for the demo)
      Skills (by levels), with different types (attacks, effects, physical attacks, physical effects)
      Player stats (the basic were included in the demo as example, like HP, MP, ATK, DEF, etc)
    • Included W-A-S-D controllers.
    • Improved initial screen, logos and background as part of the sample theme.
    • Improved death event and game restart automatically with a timer configurable in the database.
    • New optional features:
      Display enemies life-bar
      Display other players life-bar
      Damage configurable to be displayed on the sprites that were hit
      Players names configurable to be visible on every player
    • Included instructions UI (button and boxed modal with inside-scroll).
    • Included new animations for: directional skills, skills cast, skills hit, physical Skills moving object, deaths and level up.
    • Optional set player in direction to the target when casting a skill.
    • Optional enable/disable TAB target.
    • Implement class selector on registration.
    • Implemented events using remove and master keys to handle events easily per user, object or room.
    • New chat balloon alert and new example notifications.

    And at the same time a lot of fixes were applied, you can always find the details on the releases page: https://github.com/damian-pastorini/reldens/releases

    DEMO:

    https://demo.reldens.com/

    alt text

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    posted in Showcase •