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Uridium Wars:TRI Project (devnote)
Discussion on Uridium Wars:TRI Project (devnote) within the DarkOrbit forum part of the Browsergames category.
05/18/2014, 11:21
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#16
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 CCP Team, EvE online (that game contains x1000 Dark Orbits FULL content) was maded by ~120 ppl dev team (include sys-admins, service engineers, caused by 600 servers hosts it for ~55k online in one world + Dust)
Little moar: it's really hard project, but we sucessfully do it. Anything is custom, from UI & sprites to server & client code.
Just for example, our space ship sprite (BigBoy):
*imho - some old sprites looks really better than new ones! (not all but few rly awesome!)
As i am sayd, i will notify yours about progress here, (until finish this to beta-ver.) as i am got a free time. Well, need back to work
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05/19/2014, 16:24
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#17
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Great job fenri!
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05/19/2014, 17:21
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#18
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Join Date: May 2014
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Quote:
Originally Posted by Davidide12
original darkorbit make over 10k people or more
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Quote:
Originally Posted by Davidide12
Man you dumb i am talking about the devs/idea forum givers and etc not how much people is making darkorbit
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I don't think he is the dumb guy here. Seems like you were talking about the amount of people that made DO... which is way below 10.000.
PS: The dev's are a part of the people that made DO.
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05/20/2014, 05:43
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#19
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Join Date: Mar 2011
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Very bice,
I'm also creating my html5 multiplayer game
My clone web game  30% Complete
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05/20/2014, 11:57
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#20
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Quote:
Originally Posted by neor1326
Very bice,
I'm also creating my html5 multiplayer game
My clone web game  30% Complete

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GameMaker detected. Also, that is a good engine, but not for HTML5, GM export is very poor. Here alot of issues with that engine. GM - simple in "programming" but hard for maintance. And their code output - fully brainfuck. I dont recommend your using this, for avoidance problems in future.
My imho:
1)Three.JS or Pixi.JS clean - better than GM graphics. (they uses same, but do it wrong, caused by automatically code generation).
2)Code obfuscation - not possible, caused by brainfuck js code output on GM. Also, you cant use solution php + html5 (all of that needed for security reasons) + you cant use Coffe scripts 
3)Non-flexible. Yep you cant add a good libraries to you project. I mean - KendoUI for example. Kendo - over9000 times better GM UI capabilities. How about effects? You cant make a good ones (i mean, using for example Three.JS API), caused by useless work with project outside GM IDE.
4)Web security reasons & protocol perfomance. As fact - you cant add RSA + XTea keys encryption for you protocol, for protect your game from bots & reverse engineering (bots, explore potential bugs and etc). You got a problems with server-client networking when your online reach 300ppl. Caused by non-native GM support WebSockets technology (yoyo games lier about normally support WebSockets, if your reverse engine a bit, work with that a bit, you may see - that is a plugin! not a native realization. + Auto-code generation (for port application to html5) doing wrong alot of things)
Finally - GameMaker are good platform for newcomers and indie developers, who try to create a singleplayer casual game. Sad but true - impossible to create a high quality online game (i mean a coding standarts). GameMaker is exist a whole years (from 1999 year, first semi-usefull ver. dated 2005 year, as i remember), and please, show me any serious mmorpg/mmo created on it?
Little tip for you, as for newcomer gamedeveloper: Try to learn C# or Java, and dont use a ready "pre-defined, pre-coded" game engine solution. GameMaker and engines same as it - fine for hot-start, if you dont know anything, but wanna make your own game. But if you want a progress as Game Developer - you need to learn, and make you own engine-frameworks and solutions, where you know, how you code works.
Your idea - is good! But please, dont put them to GM coffin
Kind Regards, Fenrisus aka HappyDay(R@gezone) IAT Group Founder.
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05/20/2014, 15:28
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#21
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Join Date: Aug 2012
Posts: 194
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its nice but make nice grapics of the full game than make it for beta/online
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05/20/2014, 17:06
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#22
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elite*gold: 0
Join Date: Sep 2011
Posts: 183
Received Thanks: 52
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Full game will take much time , we can play BETA early but it will be full of bugs maybe and step-by-step uridium wars will be released in full + facebook i think, my dream !
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05/21/2014, 06:17
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#23
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elite*gold: 0
Join Date: Mar 2011
Posts: 25
Received Thanks: 8
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you offend me with the game maker T_T.
I never will use gamemaker, I use html5 (phaser.js engine) and node.js server (maple.js and more tools), but for security reasons I'll change the server. NET
Quote:
Originally Posted by Fenrisus
GameMaker detected. Also, that is a good engine, but not for HTML5, GM export is very poor. Here alot of issues with that engine. GM - simple in "programming" but hard for maintance. And their code output - fully brainfuck. I dont recommend your using this, for avoidance problems in future.
My imho:
1)Three.JS or Pixi.JS clean - better than GM graphics. (they uses same, but do it wrong, caused by automatically code generation).
2)Code obfuscation - not possible, caused by brainfuck js code output on GM. Also, you cant use solution php + html5 (all of that needed for security reasons) + you cant use Coffe scripts 
3)Non-flexible. Yep you cant add a good libraries to you project. I mean - KendoUI for example. Kendo - over9000 times better GM UI capabilities. How about effects? You cant make a good ones (i mean, using for example Three.JS API), caused by useless work with project outside GM IDE.
4)Web security reasons & protocol perfomance. As fact - you cant add RSA + XTea keys encryption for you protocol, for protect your game from bots & reverse engineering (bots, explore potential bugs and etc). You got a problems with server-client networking when your online reach 300ppl. Caused by non-native GM support WebSockets technology (yoyo games lier about normally support WebSockets, if your reverse engine a bit, work with that a bit, you may see - that is a plugin! not a native realization. + Auto-code generation (for port application to html5) doing wrong alot of things)
Finally - GameMaker are good platform for newcomers and indie developers, who try to create a singleplayer casual game. Sad but true - impossible to create a high quality online game (i mean a coding standarts). GameMaker is exist a whole years (from 1999 year, first semi-usefull ver. dated 2005 year, as i remember), and please, show me any serious mmorpg/mmo created on it?
Little tip for you, as for newcomer gamedeveloper: Try to learn C# or Java, and dont use a ready "pre-defined, pre-coded" game engine solution. GameMaker and engines same as it - fine for hot-start, if you dont know anything, but wanna make your own game. But if you want a progress as Game Developer - you need to learn, and make you own engine-frameworks and solutions, where you know, how you code works.
Your idea - is good! But please, dont put them to GM coffin
Kind Regards, Fenrisus aka HappyDay(R@gezone) IAT Group Founder.
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05/22/2014, 21:50
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#24
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Join Date: Jan 2013
Posts: 86
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Ahh that is phaser.js... looks like GM output -_-''
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05/23/2014, 14:16
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#25
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elite*gold: 16
Join Date: May 2014
Posts: 35
Received Thanks: 9
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Quote:
Originally Posted by Fenrisus
Ahh that is phaser.js... looks like GM output -_-''
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How's goin' with the work fenri?
What's the situations.
My friend, i will play uridium wars 'till i die no lie.
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05/25/2014, 11:09
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#26
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Join Date: Jan 2013
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Quote:
Originally Posted by franhoffer
How's goin' with the work fenri?
What's the situations.
My friend, i will play uridium wars 'till i die no lie.
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Update: we are working hard
Here the fully complete space scene as in DO\UW with lights, lensflares, nebulaes and etc.
Note: the client version a lower than server right now, caused by - alot of work should be done with GFX.
Laterzz i will explain yours more about our progress! Right now, need gotta go work.
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05/25/2014, 14:09
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#27
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elite*gold: 16
Join Date: May 2014
Posts: 35
Received Thanks: 9
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Quote:
Originally Posted by Fenrisus
Update: we are working hard
Here the fully complete space scene as in DO\UW with lights, lensflares, nebulaes and etc.
Note: the client version a lower than server right now, caused by - alot of work should be done with GFX.
Laterzz i will explain yours more about our progress! Right now, need gotta go work.
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Goodjob, that's great , when it releases it will be better than this i guarantee, but yeah my friend you know who i am ;'], if you want some ideas from me i can tell to you, they maybe remind. And get the hard work and try not to sleep in-work have a nice day and i want this to test with you.
This video reminds me of warp fire
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05/25/2014, 23:33
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#28
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Join Date: Nov 2013
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explain to me what is really uridium wars?, already heard there is a unique darkorbit server, but that's to evolve faster, and is more cool.
sorry for my english
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05/27/2014, 10:30
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#29
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Join Date: Jan 2013
Posts: 86
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Quote:
Originally Posted by abbadie
explain to me what is really uridium wars?, already heard there is a unique darkorbit server, but that's to evolve faster, and is more cool.
sorry for my english
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Yeah, it will be balanced in Uridium Wars style, and alot of features will be improved (ideas from EvE online, Jumpgate, Air Rivals, WarpFire, BattleStar Galactica Online, Black Prophecy and StarTrek Online)
And "daily" screenshot:
KendoUI at work (thanks you, Mg_AVSH!)
(as you understands, that is Dev. version, and some UI and etc - not a finally ver.)
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05/27/2014, 23:24
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#30
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Join Date: Jan 2011
Posts: 2
Received Thanks: 1
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