When I type something like fadfdsfsafas<FDSFADSF
The text after the “<” is removed after pressing enter.
What’s the general consensus on player speed? Too fast or should I keep it as is.
I know that [USER=“5712”]Dylan[/USER] thinks it’s too fast but I’d like to get everyone else’s input.
[USER=“10627”]2ndwolf[/USER] that’s the problem with preventing html output. It’s either that or ugly html entities (ex: < ).
There’s probably a better way to output everything as plain text, but nothing I’ve found so far does anything better so I’ll leave it at that
since it’s not a terribly important issue.
However, arrow movement during typing should be prevented so I’ll add that to the list, thanks.
I’m glad that the only bugs so far are due to the chat and nothing else. Next couple updates (that hopefully include canvas or svg) should be fun… look out for actual issues then.
As I said, nice work mate 
Also, the HTML injection reminds me of that ol’ body on load and then loop alerts in graal XD that was so evil.
[QUOTE=Rammy;n186068]that’s the problem with preventing html output. [/QUOTE]
The problem was already there when I connected in the morning. There must be a way to prevent the chatbox from parsing.
edit:
Oh, and also, when you disconnected yesterday, your character stayed but with no name under it. It was sitting, so maybe that’s why.
There’s also some moment when my character would keep going up regardless of input but I don’t know how to replicate that.
edit edit:
I found the character speed to be pretty spot on but I believe I can’t really tell until its put in “real” situations like battling monsters.
[QUOTE=2ndwolf;n186070]
I found the character speed to be pretty spot on but I believe I can’t really tell until its put in “real” situations like battling monsters.
[/QUOTE]
Yeah [USER=“470”]Chicken[/USER] and I were discussing it yesterday and decided that it would probably be best to keep it as is until I
expand the map and have something to compare to.
Noted, I’ll look into the disconnecting issue.
Something I was messing around with. Still just a WIP, but yeh. Effectively just used my one from messing, but changed the palette, shading etc and animated it.
![]()
Swords underway!
For some reason the screen capturing tool I use to make the preview videos won’t render the sword movement,
but I’m about halfway done implementing them (should be available for you guys to try out in the next demo).
Here’s the sprite:

Also, I’ve fixed most of the issues from the first demo.
You should give liceCap a try and then upload to Giphy. It’s good for short screen caps.
[QUOTE=Chicken;n186075]You should give liceCap a try and then upload to Giphy. It’s good for short screen caps.[/QUOTE]
I got the chrome extension and it says “No live stream” when I try to record. I think it’s meant for twitch only.
I just use the stand alone program myself and not an extension XD another good one for actual videos is Open Broadcast Streamer.
Pretty cool but I noticed when my window was smaller than the total size of the level, the camera(assuming you have one…) did not pan to follow to the player.
[QUOTE=tricxta;n186079]Pretty cool but I noticed when my window was smaller than the total size of the level, the camera(assuming you have one…) did not pan to follow to the player. [/QUOTE]
There is no camera yet, but it’s definitely a priority on my list of things to complete (and should be available, along with a few other things, in the next demo).
Messed around a smidge more, but with your base sword this time.

![]()
Some bottles. Still a bit of a WIP, but could be used for liquor XD
[QUOTE=Chicken;n186081]
Messed around a smidge more, but with your base sword this time.

![]()
Some bottles. Still a bit of a WIP, but could be used for liquor XD
[/QUOTE]
Looks awesome! If you can make the full sprite I’ll add it to the game as the default sword.
Bottles look great too, nice work.
Main camera…done.
[video=youtube;ROXFUPDOqBA]https://www.youtube.com/watch?v=ROXFUPDOqBA[/video]
Edit: I apologize for the frame skips in the video, it works without a problem in game.
Also, just letting people know that I’ve created a Brainstorming section on our forums. This is an opportunity for people
with or without programming or graphic design experience to contribute to the game by sharing ideas and things that they might
like to see implemented in the future.
Currently, I have a very vague idea of what I’d eventually like to turn this game into. For one, I hope to base it around the
concept of mining (primarily as a source of making money in the game, but also what would occupy most of the player’s time).
I get that this may sound kind of odd, but there are a lot of things that can be done in that regard. The game itself will be free roam
with no general story line or plot. The current underlying goal of the game will be to level up and collect ores which you may then
sell or turn into armor or weapons. There will also be “factions” or “guilds” that people may join where each member gets a small
bonus percent on ores that other members in the guild collect. Also, players may find rare items while mining (gems and etc.) that
they may sell for a profit. Guilds that grow and reach a certain number of active users may request to “go public”.
With that, average players (that aren’t in the guild), may bet on guilds they think will generate the most income and gain
profit in that aspect as well (kind of like a virtual stock market centered around the growth and maintenance of guilds
and their members). I believe this will work because it will generally be very difficult for a leader to maintain an active
set of people that are constantly outperforming past profit margins and thus, most guilds that go public will generally end up
disbanding. So, it will take a certain amount of skill and networking for someone to know
when a guild is outperforming or on the verge of crumbling.
I can’t really think of an equivalent, but this is really why I’m calling for your help. If you can think of ideas within the general constraints
of what I’ve described above, then we should be on to something worthwhile. The game will most likely change
by the time I’m done implementing basic mechanics, but I think it’ll be interesting to see what everyone can come up with while we’re still in the early stages.
I really hate the idea of mining or any other grind to make moneys. But it aint my game so whatever.
[QUOTE=hosler;n186085]I really hate the idea of mining or any other grind to make moneys. But it aint my game so whatever.[/QUOTE]
I’d definitely like to have multiple ways to make money in game, but in general, everything will be centered around mining
unless you decide not to mine at all and “play the market” by betting on guilds and etc. which is definitely a viable option and I would assume
that those who join the game from the start will have quite a bit of an advantage since they can witness the growth and
progression of guilds from the time they were first created.
Make up a new economy that doesnt revolve around money
Instead of focusing on in game mechanics, I’d just like to see you focus on engine mechanics and develop tools for this community to help contribute in the way of content hosted on your server. Being blunt, at this point, no one wants to invest in the grind(i.e. mining) to earn some currency for a pointless hat or whatever. Maybe a good starting point is being able to parse javascript scripts inside whatever data structure you’re using to store levels which in turn would enable some more of this community to contribute content that might entice people into wanting to play your game not for curiosity, but for fun. Additionally, it would help those contributing tell you what is missing in the way of functionality.