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Author Topic:  Unity 2D client  (Read 5499 times)

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_people_

« Reply #45 on: 25, April 2020, 03:27:33 »
OK, so I have good news and bad news.

Good news: I have updated Gridarta to work with our high-res graphics. You can find it at: https://www.daimonin.org/downloads/sa/downfile/id/27/

Simply overwrite the old editor/DaimoninEditor.jar with this one.

Bad news: Gridarta is exhibiting the same alignment issues I'm seeing in the Unity client. I originally thought it would be a code bug but now I'm wondering if this is because of the dimensions of the new tiles. Old tiles were 48x23 while the new ones are 96x46.



Could it be that the height MUST be an odd number? I don't really know much about isometric projection. I'll do some experimenting tomorrow, but I'm afraid the solution may be to either add or remove 1px to/from the height of the tiles.
-- _people_ :)

smacky

« Reply #46 on: 25, April 2020, 11:14:55 »
I'm prob not the right guy to help with numbers. ;)

Is Ragnor still king of G? Maybe ask him (and get your changes as an official part of the project)?

smacky

« Reply #47 on: 07, May 2020, 14:24:00 »
sounds good, but...

part of the reason (i would think) for "LOAD" is we only fetch updated gfx when they're needed. in theory this means smaller downloads per client and fewer bw bottlenecks for the server.

Example: Joe updates all the raas, lom, vh, and skel dragon faces. Under current scheme these are fetched as needed as each playeer progresses through DT (yes, lots of "LOAD" which I agree is horrid). Under your scheme EVERY client fetches ALL new gfx at connection, eveb, eg, when the player is new and the gfx won't be relevant for many weeks.

Perhaps have a user option. Either (1) Download every new/updated face from server as and when 'seen' (ie, as now) or (2) \download only new faces in this way and updates set a flag. When the flag is set the client will remind the player that updates are available; player can do a one-off full update whenever he wants before login.

So (2) is the default (means no LOAD) but individuals can always go (1) if being bleeding edge is more important to them.

_people_

« Reply #48 on: 07, May 2020, 23:42:55 »
I think that's a good way of handling this. I think I'll leave it using the old method until I can get the client to a releasable state so I don't get sidetracked.
-- _people_ :)

smacky

« Reply #49 on: 18, October 2020, 22:25:47 »
how have u handled offsets for multis with diff size imgs? do u have 2 archdef.dats or calc the offsets at runtime?

_people_

« Reply #50 on: 18, October 2020, 22:47:50 »
Unfortunately that's something I've been putting off for quite some time. I've never been very familiar with multipart arches and without any special handling they look "good enough" that I haven't worked my way back to it.
-- _people_ :)

smacky

« Reply #51 on: 19, October 2020, 11:40:51 »
ok. tbh im <100% convinced the mpart_id/nr + archdef.dat stuff is implemented quite right, or even the way to [continue to] go at all. But the SDL client and (AFAict) gridarta use it. hm...

_people_

« Reply #52 on: 11, February 2022, 16:09:33 »
I've recently got back into working on this. I fixed the previously mentioned tile alignment issues. Most of what I've been working on more recently has been UI stuff like NPC talk interfaces, inventory, spell lists, etc.

I still haven't done anything about multipart objects, although from what I can tell they all display with proper offsets without any special handling. The issue I've seen with multiparts both in the SDL client and in the Unity client is layering - See https://www.daimonin.org/issues/sa/ticket/ticket/128/

(click to show/hide)

Above is the Unity client as of today. There are a few features that are implemented but not shown (e.g. NPC interface, skill list, stat list). But the big stuff is, for the most part, implemented. In some cases, it's implemented better - for example, the chat window supports links. This will eventually be useful for linking items in chat, as we can simply show the item name and an icon. When the player hovers over the icon, a tooltip will show the item's sprite and stats. Different chat channels are also sorted into different tabs.

I'll try to keep updating this thread as I make progress but it'll be slow as I'm juggling other projects (RDG, big server changes).
-- _people_ :)

_people_

« Reply #53 on: 15, February 2022, 22:20:29 »
@clobber can finally get off my back (once this project is finished). I spent the day porting the Unity client to Android.

(click to show/hide)

(screenshot taken from the phone as I don't have another camera with which to take a picture of the phone)

My first priority is getting this to run well with almost all current client features on Windows/Linux. Once that's done I'll work on optimizing this for other operating systems.
« Last Edit: 16, February 2022, 00:32:51 by _people_ »
-- _people_ :)

_people_

« Reply #54 on: 13, April 2022, 01:57:22 »
Lately I've taken some time away from the server and I've been working on the new client. I've mostly been focusing on supporting multiple resolutions, since the current client is mainly oriented toward 800x600 or 1024x768 monitors. These days most computer monitors are at least 1920x1080 so I'd like to better support modern computers, to include mobile devices.

I didn't feel like working on UI again today, so I spent a few minutes working on particle effects.

(click to show/hide)

Sorry for the GIF being so short - Gyazo only allows short-duration GIFs for free users.

The sparkly effect near my character at some point will be customizable for various "aura" spells/skills. This is only a few minutes worth of work, but I think I can come up with loads of cool effects using this feature.

I'm not sure if I've shown images of the Fog of War effects in this thread, but the blue tiles are effectively your "memory" - tiles which are outside your Line of Sight but you can remember what they look like (except NPC's/mobs - they might move around a bit so you can't be sure where they are).

The flashing "[Game]" above the chat menu is part of the chat tabs feature. Every chat channel has its own tab now, and chat channels (including /tell, /gsay, etc.) will notify you if there's a new message in them. [Game] is used for messages which in the old client came from the right-side message window. I think the flashing is a bit annoying so I might swap that with an icon or something.

The bottom of the inventory/equipment menu is the player's active container. There is a new command/macro - "/bag" - which allows players to select whether items picked up are placed in their inventory or their active container.

Obviously the UI overall is pretty ugly. This is by no means a finished product, but I think it's a nice demonstration of some of the features which exist thus far.
-- _people_ :)

myths

« Reply #55 on: 13, April 2022, 08:48:23 »
Looks great. 
Would love tp see continuing posts on this.
Daimonin has so much to offer this could be what breathes new life back into the game.
My retirement approaches...like the Grim Reaper

grommit

« Reply #56 on: 16, June 2022, 12:33:27 »
Where can I get a link to download the Unity client to look at/play with?

_people_

« Reply #57 on: 17, June 2022, 15:15:48 »
I'll try to get a build out today. The source is available on Sourceforge: https://sourceforge.net/p/daimonin/unity/ci/master/tree/

That's a Git repository, so you'll have to either install a Git client or download a ZIP using the "Download Snapshot" button on that page.
-- _people_ :)

_people_

« Reply #58 on: 18, June 2022, 02:47:13 »
https://www.daimonin.org/downloads/sa/view/down/25/

There are a few bugs which have come up since I left my editor set to the Android platform after testing Android support a few months back, but it's mostly functional anyway.
-- _people_ :)

grommit

« Reply #59 on: 18, June 2022, 10:40:27 »
Hi I tried this but couldn't use it.
1. Keypad didn't work - only way of moving the character was with cursor keys and then they went in the wrong direction.
2. Couldn't select the character I wanted from the character chooser after logging in.
3. Keyboard in general didn't work: shift, esc, s, t did nothing

I unpacked the folder containing the exe, dll etc.and its sub folders into a new folder, and double clicked the exe to start the client. I then logged into the Legacy server.
« Last Edit: 18, June 2022, 10:42:48 by grommit »

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