Retro MMORPG in QB64
#1
Hello community!! I'm still in the development of this indie project, an online multiplayer retro rpg,
for several years I have been programming it completely in QB64. I ever posted the source code and made the resources available on the old Galleon forum.
Who wants to take a look, the server is online, download the client and immerse yourself in the fantastic lands of Aetricia!!! the server is online at AETRICIA.DDNS.NET
or at FB:
https://www.facebook.com/profile.php?id=100066811774643

Any suggestion or criticism will be welcome!!! Greetings!


[Image: AETR.jpg]
[/url][Image: 359827596-608455141391540-7266519483777058984-n.jpg]

[Image: 359841923-608455131391541-2138507054735401268-n.jpg]

[Image: arania.jpg]

[Image: nieve1.png]

[url=https://ibb.co/fnSQVTZ][Image: sshot1.png]


[Image: Coarsecove.png]
Reply
#2
Welcome to the forums!

This looks like an ambitious project. Are you working on this by yourself? Because getting a multi-player online game right is hard.

If you are using the $UNSTABLE:HTTP functionality, keep in mind that the code could change before it goes out of "unstable" status.
Reply
#3
(08-04-2023, 10:17 PM)commandvom Wrote: Hello community!! I'm still in the development of this indie project, an online multiplayer retro rpg,
for several years I have been programming it completely in QB64.

Any suggestion or criticism will be welcome!!! Greetings!
Hey!

I'm trying to connect and play, but some of the character creation is in Spanish even though I chose English from the top.

Anyway, I created an account, it said it was created, then tried to "Play" after logging in and it said something about Entities and sat there forever.

Is there somewhere I am supposed to put in the server info?

I see a lot of sfml and sdl stuff in the project - QB64 can use SFML and SDL? I know SDL it used to be able to,. until a rewrite or something... But SFML? I'm really curious and interested how you might have used SFML in your QB64 project.

Regards, looks good so far, just am unable to play at this moment it seems?
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
Reply
#4
Hello! I am using an old version of QB64 to compile the project, precisely version 0.954 !!!
I use that one because I have the whole project in that version and at the moment I don't have time to migrate to a newer version. I use the commands for TCP connections from that old version. 

The server is running on a VPS, the code contains the server and the client, since they share routines. With some parameter modifications it can be put on a lan.  At some point I will publish all the code and the resources used.
[Image: qb64.jpg]


The client uses a mini translator into English but it is not complete... I'm from Argentina that's why it's in Spanish
Surely when logging in an error occurred, that's why you couldn't log in, try again and take a look!!! 
If you have any doubt, I am here!
Reply
#5
Wow! Sometimes it's enough what Galleon coded (with some help) way back before QB64 switched from SDL to OpenGL and more.
Reply
#6
Yeah! In the early days of openGL you could already see the power of the new era, but I stayed with SDL since it had many project mechanics that did not need openGL. In the near future, I will analyze the option of migrating to openGL.
Reply
#7
I am impressed by the trees in screen shots. Are they from file images or are they drawn on the fly with some random variables to make a background image?
b = b + ...
Reply
#8

[Image: map-1.png]


[Image: 0152-arbolpino1.png]


[Image: 0353-resurr-copia.png]

are 8 bit images png format over a terrain grid of 1000x1000 each map (the map is an uncompressed 8bit bmp, for easy editing), objects are a color id from 0 to 255


Reply
#9
(08-05-2023, 11:08 PM)commandvom Wrote: Yeah! In the early days of openGL you could already see the power of the new era, but I stayed with SDL since it had many project mechanics that did not need openGL. In the near future, I will analyze the option of migrating to openGL.

You said you don't have time to migrate to a later version of QB64, because switching to OpenGL is part of that. But that's better for compatibility with Linux. The SDL v1 has been obsoleted for a while, which is what the old QB64 had. Programs which still support that library are expected to be 32-bit. However there are new coding hurdles it seems with SDL v2. This was demonstrated best by the author of SDLBASIC. The port to 64-bit SDL v2 has been stalled for at least a decade. Sad

It doesn't get any easier with OpenGL with a new learning curve you might not like. But the benefits are good. Such as hardware rendering.

https://qb64phoenix.com/qb64wiki/index.p...are_images

https://staging.qb64phoenix.com/showthread.php?tid=1399
Reply
#10
@commandvom

I tried again and was able to connect. wow, this is an ambitious and really neat project.

I was able to find the Alchemist, but could not find the Scythe for his quest.

I walked all around the map, and into the boundary where it says "TEST TEST TEST" Smile

I found a Resumr crystal.

I figured out how fight and block and chat, but no one was there.

I don't know where the monsters are Smile

Really nice music and sound effects. Impressive work.
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
Reply




Users browsing this thread: 8 Guest(s)