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Messages - Prometheus2012

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1
Developer Introductions / Re: Hero Alive?
« on: May 19, 18, 06:37:58 PM »
Awesome and thanks for the responses! I stepped away from 3d development for a bit and looking to get back in. I immediately wanted to see what was up here. I was working with some of the repop guys back in the TMMOKIT days and have always been impressed with what they did on Hero.

 Quick question as it has been a long time for me and I know things have changed. Can I immediately have 2-3 people test my creation or do I have to follow some guidelines before I can have non hero Engine owners test?

If you have the seats available, you can make as many accounts and give access to as many people as you want from day 1 to test out your stuff.

2
Developer Introductions / Re: Hero Alive?
« on: May 19, 18, 03:19:57 PM »
We are still around. Hero engine purchased repop and are working on that. Exile online is in closed alpha. A few other projects have launched and/or are coming along nicely.

Many developers are too shy or scared to post on forums incase someone steals their ideas.

As sarrene says...we mostly chat via skype or discord. But if you post a question on here you can be sure to get an answer.

3
Scripting & Programming / Re: {rsolved} Online DB only?
« on: Oct 16, 17, 02:30:55 PM »
Yah this worked nicely. Great Find Thaz!

4
General Discussion / Re: Your Game and Public Alpha Testing
« on: Oct 11, 17, 08:59:50 AM »
Yah i should make clear again that although you can get your players into your game from day 1, there will not be anything for them to interact with, other the base stuff that comes with HE.

Depending on your team makeup, you will need several months of work before feeling comfortable enough to start letting people in to try out your game.

This is still a very short turnaround time for a closed alpha for an MMO. Where most projects will need years of development before any player steps foot into their game.

Add to this the simple solution of giving your players the client files that are automatically generated for your game. There is no need for build and client distribution setup.

Keep in mind this is for limited numbers of players. After your vertical slice is ready and you are good to progress to the next step of your alpha, the HE team will work closely with you on setting up your live test servers and help you along every step of the way.

5
General Discussion / Your Game and Public Alpha Testing
« on: Oct 06, 17, 07:25:38 AM »
Recently, with the help and encouragement of the HE team, we opened up our game Exile Online to the public in a limited manner.

Our game is now in a pre-alpha phase. We have members of the public playing and testing the game. Basically what we did is to open up our empty developer seats and create accounts for a select few individuals. This number will vary depending on your subscription and how many seats you have. But it could be up to 99.

This will from day 1, allow you to get your players into the game. You just throw them the installer and the player client files for your world and let them install.

The one point i would stress though is that you really should make sure you have something to show off first. At the minimum i would recommend a vertical slice of your game. This being essentially a demo of art and foundation game systems with some limited playable content. Otherwise your players will be running around the empty starting areas after they create a character using the base Hero Engine characters.

https://en.wikipedia.org/wiki/Vertical_slice
http://www.kinematicsoup.com/news/2016/10/26/game-development-workflow

I think this is one of the best features that Hero Engine has to offer. The ability to let at least some of your playerbase into your game as soon as you set up. You will be instantly ahead of 99.99% of other MMO projects on other engines. They have to build their game world up, build servers and get multiplayer capability into their game which can take months and potentially many thousands in development costs.

We now have a solid testing base of able players that eagerly await each new change and addition that we make to the game.

The Hero Engine team will work to accommodate your pre-alpha testing and their support has been instrumental in allowing our game to progress as far as it has.

6
General Discussion / Re: client for other folks
« on: Oct 06, 17, 07:18:51 AM »
You could use our example as a basic of what is possible.

Our game is still in pre-alpha. We now have members of the public playing and testing the game. Basically what we did is to open up our empty developer seats and create accounts for a select few individuals. This number will vary depending on your subscription and how many seats you have. But it could be up to 99.

This will from day 1, allow you to get your players into the game. You just throw them the installer and the player client files for your world and let them install. Just make sure you have something to show off first :)

I think this is one of the best features that Hero Engine has to offer. The ability to let at least some of your playerbase into your game as soon as you set up. You will be instantly ahead of 99.99% of other MMO projects on other engines. They have to build their game world up, build servers and get multiplayer capability into their game which can take months and months.

7
General Discussion / Re: Login error
« on: Oct 06, 17, 06:28:28 AM »
All sorted now. The subscription had run out and we did not realise.

All fixed now. Thanks for looking into it for us :)

8
Developer Hero Projects / Re: The Repopulation Update 2017/09/24
« on: Sep 29, 17, 03:01:21 PM »
Ashame you cant let the more acidic members of the repop community know about the sheer volume of stuff you have had to go through to actually get the game ready to actually have some work done to it. Keep up the great work.

9
Art & Art Pipeline / Re: Area before Character Select?
« on: Sep 14, 17, 08:10:34 AM »
I haven't looked recently, but I thought it was hard-coded in the engine to always start at the character select.

Regardless, there is no reason you can't have the character select area start out with that "splash area" menu and proceed from there.

Yah that is what i had figured it being hard coded to be the default area.

10
Show us pics and vids darn it :)

11
Design & World Building / Re: [Area Design] Best practise
« on: Sep 08, 17, 09:04:33 AM »
Nice design ideas here.

Dwight you still around? You should join the HE skype group.

12
Art & Art Pipeline / Area before Character Select?
« on: Sep 08, 17, 09:01:42 AM »
Is it possible to make an area that exists before the character selection screen.

So process would be

1 - World selection - Enter World
2 - Splash area as shown in the attached image - Press Play or Login
3 - Proceed to character selection area


13
We got the CHARACTER CREATION area changed in appearance. But was not able to effect how the CHARACTER SELECTION area looked. I cant even move around or place objects in there, even though the camera is unlocked. Will look into this at a later date.

14
Developer Job Board / Re: [FOR HIRE] Eduardo López | Composer
« on: Sep 08, 17, 08:51:31 AM »
Some good tunes there. Im sure someone around here could make use of your talents.

15
Developer Introductions / Re: HReyes
« on: Sep 08, 17, 08:51:00 AM »
Thread necro haha

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