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Messages - RacerX

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Design & World Building / Re: Dynamic Lighting and Skyboxes
« on: Mar 20, 12, 07:53:50 AM »
Very good news!

Project Name : Untitled Science Fiction/Fantasy MMOG
Website URL : http://force-strike.com

Company/Publisher Name : Force-Strike Games LLC
Company/Publisher Website : http://force-strike.com
Youtube Channel : http://www.youtube.com/user/forcestrikegames?feature=mhee

Story: When we arrived to planet earth, what was left of humanity was nothing more then ashes. it was my job to find any piece or part of this race we could salvage. after a long search in the poles of this planet we found one human, frozen for thousands of years in the ice.

The body was preserved perfectly in a human made chamber that preserved specimens for a future that was uncertain. little did they know this would be the last human. along with this human we found ancient storage disk that contained a wealth of information of the former animal species and the flora and fona of earth.

Before I set forth to rebuild this human,I deciphered the text of the disk. oddly enough it contained detailed information and images of the previous species or so I thought. the book was called "legends of the mist" a dungeon masters guild to the world of aearth.

At the time it didn't matter to me that the book was actually an imaginary work for a primitive human game. it's only after I re-created the species from samples obtained on my masters journey's through the universe that I realized I re-created abominations.

I was unwilling to inform my masters of this grand mistake. and all reports of the human I had found,were erased. we knew little of human beings.

From the human we had found we re-made mankind and various other races and set them forth is this world once only known in the imagination of some extinct human. it's my goal to hide that from the new races and to hide my mistakes.

The human we found frozen will remain hidden from the races.

I will be adding more information as I get my design documents in order. Much is planned and screenshots are incoming for the planets I'm almost done creating.

I will keep this thread updated when I get some down time.

Developer Created Tutorials / Re: Simple mana system
« on: Jan 24, 12, 02:29:12 PM »
The error means to don't have an 'AdjustMana' method. If you happened to overlook it's creation, it's in step 6. If you are sure you created it, check for any spelling mistakes in it's name :)

thanks very much. Awesome script works great!

Developer Created Tutorials / Re: Simple mana system
« on: Jan 24, 12, 12:30:18 PM »
I thank you for this script. I did have one compile error which has had me looking like mad for a solution. this method "AdjustMana" throws a compile error.

method 'AdjustMana' not found.

on this code

shared function ApplyEffects( owner as NodeRef of Class E_CommonCharacter, target as NodeRef, ability as NodeRef of Class E_Ability )
cost as Integer = GetManaCost()
  if (owner.E_manaPoints >= cost)
    abEffects:ApplyDirectDamage( owner, target, ability, GetMinDamage(), GetMaxDamage() )
    owner.AdjustMana(-cost, ability)

Any help to solve this problem would be great and thanks for this.

Art & Art Pipeline / Re: [Solved] Adding rocks to the game?
« on: Jan 18, 12, 01:21:32 PM »
Here's one I use

Sorry if you already have the answer you need, but the link above helped me.

I have enjoyed both. technically they both are relevant in both game genres. they all pose different barriers to content. You have to ask yourself..why do i need levels? why does my MMO even need skills or a skill based class system?

These are indie MMOs we are making there are no rules to reinventing the wheel. you simply never stray to far from the standard old systems if you want to create a game that's pretty much every other game. that being said I have been pondering a new way instead of levels and classes. this new way i can't really go in to detail about at this time since it's stuff in a design document that has never been tried as of yet to the degree I will attempt it.

I think we have an opportunity here. we are not large funded developers and we have an engine where all the internal systems can be re-done to make something none of the big developers would dare do. and that would be to innovate this genre.

We are living in exciting times with Hero Engine open to us now.

We don't have rules we have goals and if we can meet them? we are in beta before we know it.
I fully believe even if i don't make it off my Dev server with a good beta many of you will. this is a chance to use a world class middle-ware to show the big boys we may not have your budget but we can make something that is very much needed..and thats innovation to a genre thats dying of total stagnation.

I'm very excited to see what many of you create regardless of the mechanics you will adopt.

Scripting & Programming / Re: Looking for some help
« on: Jan 04, 12, 08:32:50 PM »
It takes time. I have been reading through the various wiki pages and have learned allot so far. HSL is pretty amazing but very alien looking at first. it all funcions as intended. but you have to do what I did and start small. My current goal for HSL is to simply add ambience music and a loading screen to each of my new zones.

But while I learn how that functions,I have crafted a large zone connected it with seamless 2.0, created and learned to add all my static content. and I have learned how the GUI functions and can replace and add all new ones.

It's all baby steps. trust me in a few months or more you will be able to come here and help new developers and answer intermediate to advanced HSL questions if you do what i'm doing and start school and hit the books like it's the end of the world.

I would also suggest to log in to HJ reference and start going through the various zones and have a look at the scripts. almost a complete MMO is there if you know what you want from it. but always make sure you learn HSL instead first instead of copy/paste or you can get lost when a bug comes up.

Good Luck

Developer Introductions / Re: Force Strike Gaming
« on: Dec 25, 11, 12:01:13 PM »
Lofty goals and actual design goals are very simple right now. in the long run I hope to have something similar in mechanics and systems of Starwars galaxies. In fact Pre-Combat Upgrade is still something me and my fellow gamers hold very fond, and we swore if the tech would someday allow for even several of those systems to exist in our game,we would make it.


So I played SWG when it first came out and not since then.  If you don't mind, what is this system that you refer to?

I'm referring to certain features like 3d inventory and the crafting system. which i thought was amazing even though it was pretty much required so when you drop a inventory object in a player house,and for crafting seeing a finsihed product or part in the crating process.

Also the profession system was amazing. it had allot of "overkill" but was effective pre-cu. I also liked how you had a chance to unlock a Alpha class like Jedi. my alpha class is still pretty much just a list of concepts, but being very different for my game if i even add it.

So many thing's i could list that could be designed from that game, and improved upon as well. I prefer a completely player crafted economy for one. drops are mainly materials. everything is crafted or nearly crafted.

Right now though,reducing the learning curve with the engine is my main priority. it's seems fairly straight forward with a few hitches here and there. but so far,so good.

Developer Introductions / Force Strike Gaming
« on: Dec 23, 11, 02:51:17 PM »
Happy Holidays to all!

Just wanted to stop in and introduce myself my name is john and me and my two man team (growing hopefully) wanted to explain our MMOG Force Strike.

First though..I have been a half-life HL2 Modder and mapper as well as educating myself over the years learning the various scripting languages. I have tried many engines in the pursuit of making simple games and even a few that claimed you could make massive virtual worlds.

I must admit I was saving the initial $5000 to purchase the cloud and develop with it. becoming free was something that just left me awestruck and elated.

My primary goal for Force Strike MMOG is is to start simple as the learning curve gives way to productive pursuits with HSL I hope to share those scripts to this community as I progress.

Lofty goals and actual design goals are very simple right now. in the long run I hope to have something similar in mechanics and systems of Starwars galaxies. In fact Pre-Combat Upgrade is still something me and my fellow gamers hold very fond, and we swore if the tech would someday allow for even several of those systems to exist in our game,we would make it.

Minus the massive lawsuits trying to make a so called SWG2 (long standing joke) I have opted to create this MMOG with my own original story and original content. for the sake of creating something me and others who join me, could also say.. "yes we made this" and we hope to just make something fun and give players the options many MMOs lack these days.

Well long rant off, I wont post much here. I tend to search every thread before i need to.and I hope to be here posting relevant questions and answers once i become more learned with HE.

Have a great Holidays everyone and a safe new years.

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