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Wind's Nocturne

I really like the look of this game. Even though the Hud is feature-filled it's done in an aestheticly pleasing way and isn't an eyesore, which is what most mmo's end up being.
 
Sorry about the lack of updates. Real life is hectic, and I'm still the only one working on this still, until I get the engine to the point where I can share the development workload. In the meantime, you can look at my cheap 5 minute DX8 conversion. Just rendering a layer of 32x32 grass tiles, a weird screen shadow and the logo. All alpha blended of course. :P

dx8wn.png
 
Wow, nearly a month since I posted.

Ignore the post at the start of this topic for now, it's horribly outdated as our graphical style has changed completely.

Well, life is hectic as always, but I've finished the new DX8 class we'll be using, which has z-buffering, autopurging textures, non-standard texture loading capabilities... the stuff you'd expect by now.

All the rendering routines have been ported over completely. The only real problem I've faced is the autotiles which FSM created for their RMVX compatible tileset. I've got around it by creating a set of actions in Photoshop which can convert a 64x96 autotile block into a format readable by my engine.

Here's a couple of screenshots. I haven't got around to creating a new GUI yet, and the FPS is terrible due to horrible clipping code on my part. xD

wndx8.png


dfsafk.png
 
Necropost,i know, but I am excited for this, and I hate MMOs....
I love your HUD, the texture really looks appealing. Great job!
 
Wow, it's been nearly 9 months since I last posted here.

I recently started working on this project again. As always, life is annoyingly busy to the point where I barely get any time to work on anything. I continued work on the project until late May early this year, and got it to a very solid version. Here's a small previous of what it looked like about 2 days ago when I picked up the source code again.

chate.png


As you can see, I fixed up the spell system, added NPC conversations (Created through an editor, allowing for branched chat and unique events to be triggered through the system) and changed graphical style... again.

Since then, I started talking to an old friend of mine who I'd given an early copy of my old d3d8 class to. Seems he spent a few months reading through the documentation and improving it beyond words, even fixing the old texture problem which always haunted me when I decided to screw around in dx8.

Thanks to that fix, I was motivated to do one of my fastest conversions yet. I ported over the new graphics engine and added a few neat features ready for a good few days of getting it into a usable state where I can begin working on the actual gameplay aspects again.

Although I should really be concentrating on finishing the porting of the remaining rendering routines from the old dd7 system, I couldn't help showing off with some text (with a subtle yet pleasing shadow) and dynamic shadows on the resources and players.

Here's what I have so far.

shadowsk.png


I'm pleased to say that this is the happiest I've ever been with my source code. There are some small underlying problems with the core systems, but nothing a pot of coffee and a weekend of destroying my brain with re-programming and debugging can't fix.
 
i see you have changed from VX to XP graphics. One thing though: is it legal to use these graphics outside the original program (being rmxp/rmvx)?
 
As long as your project is free to play, there's no problem (well, Enterbrain doesn't really care as long as you don't sell it). Anyway, it looks fantastic, especially the interfaces.
 
I'm under the impression that bumping with new content is accepted. If not, please let me know.

Still working on this. I've been putting off writing in a fully working text system for far too long, so I'll be devoting tomorrow to writing up a working chatbox and multiple font support.

Also got my good friend Rory to start developing the latest GUI. He's been constantly re-defining the graphical feel of my work for over 3 years now, and he's yet to disappoint!

Of course, I can't develop much without a GUI, so I've been making my own terrible attempt at an acceptable interface. Please look past that. This is mainly showing off the progression of the engine itself rather than the graphical work.

readablefont.png
 
Looks fantastic! It's clean and excellently colored. Mapping, though probably quickly thrown together for the screenie, may need some work.
 
Thanks. I can't actually do much mapping at the moment due to the complete lack of any tiles loaded into the engine. I need to format all the RTP to be readable by the engine. I've also got a few more changes to the map struct before it's finalised, meaning there's very little use making any maps as they'll all need to be destroyed in the near future.

As soon as I actually have the tileset engine working and the map struct finalised, I'll try and make some nice maps to better compliment the programming & UI design.

Spent an hour or so programming in the new GUI. Try and ignore the minor font corruption. It's a problem I'm aware of and I'll be fixing when I re-program the chat box procedures.

guinew.png
 

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