The Mana World Original Server

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 Post subject: August 2014
PostPosted: 01 Aug 2014 00:33 
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There's still an opportunity to work on the player-set, and any other big change while there is no one online to notice it.

The kids liked S.o.M. It had some nice graphics. TMW should follow the examples set back then, and then it will be original, interesting, and captivating.
That can be done if this is a community where people don't fight for bureaucratic privilages.

If a team of 4 people each put in 2 hours a day, it might be possible to achieve 248 hours this month.
A tileset by 1 person during available time is about 2 years of work, then is thanked by not being used because no one cares?

August is a chance. A small chance, but still a chance to get from A to B.

*
A link in the wiki "Return to website" points to dot org.
Not clever to send readers to some porn host.
It could be changed by Nard or Platyna, not my account.

*
K4 is some 30 effort hours from looking less awful. It was too ambitious even for a tiny island.

  • Edit 2014-08-06: Although morale is low, grid K,4 is making good progress.
    Earlier, Nard had shown interest in the larger islands of Ancea. It was not a promise, and he might be too busy. I don't know.
  • The Backstory is the basis of developing what players might enjoy besides grand boss monsters.

Speaking of which...
  • Earlier, Platyna had posted some drawings of Amoeba-proteus and an arachnid thing. If these pictures are not already in the wiki under the Creature Proposal section I would like them put there before they get lost in the forums...

Long live the original server.


Last edited by bcs86 on 06 Aug 2014 10:13, edited 1 time in total.

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 Post subject: Re: August 2014
PostPosted: 02 Aug 2014 02:25 
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Peon
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IS there still anyone playing this server? I thought it was down...


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 Post subject: Re: August 2014
PostPosted: 02 Aug 2014 04:17 
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mas886,
It is not enjoyable to play. Logging in works, but there's a problem with the map server.
They load slow. Monsters are reported at wrong coordinates, and there's nothing here that the impeacher's fork doesn't already have.

It might have already been suggested to use an athena from before the Python kiddies, namely o11c, messed with the code.
The one I use locally is a much older and stable version for testing.
I guess done through branching and reverting.

No online players is a good opportunity to make major changes that might break compatabilities.


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 Post subject: Re: August 2014
PostPosted: 02 Aug 2014 17:51 
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bcs86 wrote:
mas886,
It is not enjoyable to play. Logging in works, but there's a problem with the map server.
They load slow. Monsters are reported at wrong coordinates, and there's nothing here that the impeacher's fork doesn't already have.

It might have already been suggested to use an athena from before the Python kiddies, namely o11c, messed with the code.
The one I use locally is a much older and stable version for testing.
I guess done through branching and reverting.

No online players is a good opportunity to make major changes that might break compatabilities.



Yeah but I think that since the server is called "The Mana World Original Server" no one will come here not because they are against you, it's because if they want to play the mana world they have the .org server, I think that changing the name and improve a COMPLETLY NEW (using current tiles) map would be the key to people come here.


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 Post subject: Re: August 2014
PostPosted: 03 Aug 2014 03:33 
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Quote:
Yeah but I think that since the server is called "The Mana World Original Server" no one will come here [...], it's because if they want to play the mana world they [already] have the .org server[.] I think that changing the name and improve a COMPLETLY NEW (using current tiles) map would be the key to people come here.


Pardon the editing of the quote line.

Agreed, except I'm bored of the old tiles. Especially the desert and ye olde saturated woodland.
Personally I call this "T28R" which is like the T, 28 characters, including spaces, of the full name, and then the ending R.

Each division wants to be the boss. Mana split off because "programming is the boss", pixel artists leave because "everyone here is a programmer", the boss leaves because "everyone wants to be the boss", and "the original server" is due to the fact that now the host is the boss and that is final, until it is shelled in a Polish civil war.

K4 is the boss!


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 Post subject: Re: August 2014
PostPosted: 03 Aug 2014 09:42 
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Well so you know, the goal would be to create a "new" server, with new maps and things, the problem is that there isn't much people here to help, and I don't know how to program, script or to do pixel art. T.T

And creating completly new tiles would take ALOT of work and alot of time, even with some active developers only focused on the pixel art, and this server don't have it right now.


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 Post subject: Re: August 2014
PostPosted: 04 Aug 2014 02:55 
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Greetings once again, mas886.

mas886 wrote:
Well so you know, the goal would be to create a "new" server, with new maps and things, the problem is that there isn't much people here to help, and I don't know how to program, script or to do pixel art. T.T

  • [ ] My boy, I would never ask you to take up the sword of a fallen project. Help out your mother and siblings instead.
  • [ ] You might be interested in this tutorial especially towards Chapter 5.
  • [ ] I was working alone on a new RPG with 24x24 tiles and a comic, but it has been lonely. Besides, no one would host it. So why not keep trying here, so I figured.
  • [] You're just with those ".org" people who want everything deleted!
  • [X] Whew, I'm so glad that you're not a yuppie programmer, nor a bit-flipping scripter, and not a stingy pixel artist either.

(...I jest)

mas886 wrote:
And creating completly new tiles would take ALOT of work and alot of time, even with some active developers only focused on the pixel art, and this server don't have it right now.


This August: One sound effect to replace "fist-swish.ogg", 1 fix to an easy tile-set, such as arena.png, 1 she-bang script that describes a single-binary server that could either interface with SQLite or use an individual file for each user and "grep" them instead of "taking dumps everywhere" as the current server does.

The willingness to continue goes through boom and bust periods.
So there's no one here. then just call me Quixotic.


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 Post subject: Re: August 2014
PostPosted: 04 Aug 2014 23:46 
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I'll take a look to that guide, it looks pretty interesting, I'll be following the work of this server, but in the way you're speaking about I don't know if this is going to a "better future".


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 Post subject: Re: August 2014
PostPosted: 05 Aug 2014 02:15 
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A while back, when Manasource developers were active here, we went along with the plan of using "Manaserv", originally called "TMWserv". We set out to make high-quality graphics to persuade others that it was correct.
Soon into that, the difficulties of working with the design decisions became apparent. Rotonen pointed that out.
One such design feature that was troubling to work with had been visual equipment.
When we equip armor, it is on a "torso" layer. When we equip pants, it is on a "legs" layer.
It was a rather avant-garde design decision, but consequently there was no coherent response to how, for example, a sword would move across a layer, or maybe a tae-kwan-do kick.
Each new animation sequence requires editing all of that equipment.
Around that time, 2010-ish, Len developed a working example of a "class" method: in this method, the equipment is "abstract", while the graphical representation of the character stays mostly the same.

Splitting the software from the actual game was not good for us.
The client developed into general-purpose bloatware.
There had already been examples of general-purpose RPG engines.
The holy trinity of graphics, sound, and scripting became lumped under the profane term "content".
With the use of that term set upon the project the people who share the narrow-minded views of what developing for an actual game is, and why we might do it.

Into its 1.0 phase, The Mana Client (from which Mana+ is derived) had implemented some new movement code for use with Manaserv.
The beneficial aspect was that a character would move somewhere between 15% and 33% slower vertically.
A not-so-beneficial addition was "pixel-oriented movement" as opposed to tAthena's tile-oriented world.

The pixel-oriented movement was an exciting prospect: Instead of warping characters around when they are hit by a "knock-back N tiles" it would be possible to traverse all N tiles, collide with others, and accompany that motion with a set of sprites and particle-effects.

The drawback of pixel-oriented movement was that "tall grass" would require some sort of snap-to-grid code, otherwise the overworld needed to be flat.

The Manasource developers wondered about the bridge to the north of Tulimshar.
It is slightly elevated, the graphic either needs to be re-done, or the client-side code would slightly lift the character or monster's sprite.
Otherwise, climbing up to a degree of elevation, while facing East or West requires the player to simply ignore how odd it looks for now.


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 Post subject: Re: August 2014
PostPosted: 06 Aug 2014 17:58 
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Following this thread is interresting, historical and technical bakground ...

2 hours a day is not out of my reach, what seems to be is the quality of the
final work.
On the other hand, a collective effort needs direction and coordination.
Editing tilesets, creating new ones, the "new" unused player set, ... ....

What ? that's the question.


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