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File: 1438293759165-0.png (76.78 KB, 1440x900, 8:5, ae.png)

File: 1438293759165-1.png (173.5 KB, 1440x900, 8:5, ae1.png)

File: 1438293759165-2.png (192.83 KB, 1920x1080, 16:9, code.png)

e3519d No.204

So I'm working on a 2D furry-themed MUCK (aka social interaction game.)

The current goal is to simply implement all the typical features a MUCK has. I've only got a couple of snags, everything else is pretty simple.

Hardest things are actual custom character creation, and live map building/customization for those that are allowed to do so. These will likely require some DB work and setup. I'm trying to find someone that can help with these things if they become necessary.

I'd also need a pixel artist and someone with the skills to make seamless tiles (I've got tons of ripped tiles but I'd really like to stick to a common style of art for the general landscape and buildings and such.)

As it stands, I do have basic stuff in place, and I'd like to invite you to come check it out. You've got two means of checking it out - the actual BYOND client, (if you play SS13 then you already know what to do) and the web client. I highly recommend using the BYOND client, as the web client currently doesn't support the minimap window (it'll open but nothing renders.)

In BYOND, just search for Anthro Esoterica.

For the Webclient, just go to http://www.byond.com/play/embed/anthroesoterica.servegame.com:10666 (USE CHROME, FireFox seems to refuse to connect.)

Arrow keys (or numpad) will move you around. Most of your commands are accessible either through the various tabs in the upper right, right-click context, or you can hit the space bar alone while in the text field at the bottom and a list of all available commands should pop up.

Example: To talk to those around you, simply type 'say Hello!' and everyone will get (user) says "Hello!" Doing an action (a pose) works the same way. 'Pose flips the bird!' will show everyone else (user) flips the bird!

This is updating semi-regularly. It was going much faster, but we lost a coder. If you think you can help, please feel free! This is more of a community thing, I'm just trying to get a framework established for community use. Otherwise, come on in, pick from a few sprites that are available (for now) and do provide feedback!

You will find me in the building northeast of the spawning square.

e3519d No.205

Also, fair warning, I'm quite often not at the computer. You might see three of me logged in, and none of me will respond. It happens, a LOT. Just say something, I'll see it eventually!


ad54e5 No.211

Sounds cool. What are you plans regarding the scope of the game?

Also why Byond?


e3519d No.213

>>211

The plans for the game are to essentially recreate the capabilities of a typical MUCK with a bunch of extended features not expected of MUCKs, like file transfers, character portraits, etc.

I chose BYOND because it handles many things by itself, especially the harder bits of multiplayer networking. Also, the father of the MU* gives it the highest praise. Then the documentation is a lot better than many other engines and the coding makes sense (have you ever tried coding in MUF before? You literally have to do stack manipulation - BACKWARDS. It will drive you straight insane.)


e3519d No.218

>>213

Oh, and to boot, I chose BYOND because I'm going to pare down SS13 and make a more RP-oriented version but with still the same traitor/staff stuff. Just going to get rid of a ton of the process-intensive stuff and make it work with the character system (when we get one set.)


ad54e5 No.220

File: 1438389136725.png (252.82 KB, 564x273, 188:91, 1432015136992.png)

>>213

Nice, I'll keep an eye on it.

>have to do stack manipulation

>backwards

Pic related

>>218

Also cool. I have a friend who's obsessed with SS13 that may take interest in that.


e3519d No.221

>>220

I have a few furry friends from other MUCKs that had a space-themed location. They were the main reason I saw SS13 and decided "This could probably fit in to some degree with my project."


e3519d No.224

File: 1438396820904.png (360.23 KB, 1920x1080, 16:9, AE.png)

Here's a current build shot.


e3519d No.234

Updated. Compartmentalized a lot of the code for various things into individual files for ease of maintenance. Redid the initial map with multi-state tiles for ease of editing, cleaned up a bunch of DMI stuff. Still trying to figure out this odd layering issue that I should not be having with various objects.

But it's rolling along!


ad54e5 No.251

File: 1438479845808-0.png (43.7 KB, 1197x617, 1197:617, pixelshit.PNG)

File: 1438479845808-1.png (11.54 KB, 414x559, 414:559, furrypixelshit.png)

I should mention that I sometimes do pixel art. I'm not sure if I can reliably help out or anything I currently have plans to help a friend with the art and maybe code for an Animal Crossing VN, but I may occasionally make and offer a few things, if just for the experience and practice.

Also making kemono styled sprites would be cool.


e3519d No.254

>>251

If you do this, please make them in or port them over to BYOND's software. I'll be more than happy to include them. 32x32 or 32w x 64h is my ideal dimension size.


e3519d No.256

File: 1438485500067.png (36.7 KB, 291x582, 1:2, morenatsusprites.png)

>>254

Here's a decent-sized group I'm still importing.


6cb9b2 No.267

>>256

>Morenatsu

Super pleb, but the sprites are alright.


11d61a No.268

>>256

Should new sprites be in a similar style?


e3519d No.269

>>268

If possible, yes. I'm looking for something akin to SNES/Genesis styles, though really once I get the ability to upload and use your own sprite added in, I'm not going to stop someone on quality. 32w x 64h is your maximum.


e3519d No.270

>>267

Those were some of the best furry-related starting sprites I could find, surprisingly. I would've thought there'd be billions of them made for stuff like RPGMaker or BYOND.


e3519d No.271

File: 1438705079296.png (290 KB, 1440x870, 48:29, AE2.png)

Another update. I need to find an artist that is competent with node-based texture generation. I found one set for grass and pathway, and as you see it looks much better in comparison.

I think the desired visual style is now as such: more realistic background, less realistic characters. Somewhat like an anime in compositional style.


11d61a No.278

File: 1438818744049.jpg (42.77 KB, 400x300, 4:3, B001E27DLM-5-lg.jpg)

>>271

So textures on the grey stone and grass could stand to be larger however. It doesn't look too great having it repeat so often in a small area.

Same with the indoor tiles in the last picture.

>more realistic background, less realistic characters. Somewhat like an anime in compositional style.

Sounds good. That comes out pretty well if it's done right.


e3519d No.285

>>278

Can't exactly make the textures larger (rather, the tiles.) They're set at 32x32. If I did 64x64 it would introduce a whole slew of problems as far as animated sprites go for players.


e3519d No.310

>>285

Actually, I somewhat misspoke, here. I can go higher resolution, but the way the world is currently coded, doing so produces some issues. Since the world is set with a native tile size of 32x32, any icon/tile larger than that has to have manual redefines of its borders for things like collision/density detection and such.

I did think of making two versions. A regular version, (the one you're seeing,) and a higher-resolution version. The problem with the higher resolution version, though, is that there's less drawn on screen. The minimum recommended resolution right now is like 1280x800, and that is for the normal 32x32 world, where you can see everything that is meant to be rendered on-screen. To fit equally as many tiles on-screen for 64x64 would mean a doubling in each dimension for resolution, so 2560x1600 becomes the new minimum resolution.


e3519d No.349

I've been given a bit more code to play with and possibly implement thanks to another BYOND user. I'll know more. Still really having a problem getting artwork done. Seems art assets are probably the hardest thing to get done for this kind of project!


e3519d No.350

Also, Can I get some better name than Anthro Esoterica recommended, here?


f8706b No.351

>>350

Furshit The Movie The Game.


8df786 No.352

>>350

Something will come to mind when it gets to the point of developing a 'story' for the game... Just about every JRPG is named after the final collectible artifact.


8df786 No.353

>>310

2xscaler?


e3519d No.354

File: 1439390559320.jpg (232.58 KB, 512x512, 1:1, Park Pavement Grass.jpg)

>>352

There is no story here. This is a free-form open role-playing world (AKA Typefuck v2.0)

>>353

Nah, native or bust for the purposes of detail. Example texture pic included (same texture that's being used currently for grass, just resized to 32x32.)


e3519d No.355

File: 1439396451450-0.jpg (212.52 KB, 512x512, 1:1, Park Pavement 2 NE.jpg)

File: 1439396451509-1.jpg (210.92 KB, 512x512, 1:1, Park Pavement 2 NW.jpg)

File: 1439396451510-2.jpg (213.68 KB, 512x512, 1:1, Park Pavement 2 SE.jpg)

File: 1439396451510-3.jpg (213.91 KB, 512x512, 1:1, Park Pavement 2 SW.jpg)

File: 1439396451511-4.jpg (199.75 KB, 512x512, 1:1, Park Pavement Center 2.jpg)

Actually, let me go ahead and post the whole tileset so you can see what I'm working with initially and get an idea of the tile styling.


e3519d No.356

File: 1439396487211-0.jpg (195.28 KB, 512x512, 1:1, Park Pavement Center.jpg)

File: 1439396487212-1.jpg (204.67 KB, 512x512, 1:1, Park Pavement East.jpg)

File: 1439396487212-2.jpg (232.58 KB, 512x512, 1:1, Park Pavement Grass.jpg)

File: 1439396487212-3.jpg (197.69 KB, 512x512, 1:1, Park Pavement NE.jpg)

File: 1439396487213-4.jpg (206.13 KB, 512x512, 1:1, Park Pavement North.jpg)

Next set.


e3519d No.357

File: 1439396545530-0.jpg (198.57 KB, 512x512, 1:1, Park Pavement NW.jpg)

File: 1439396545531-1.jpg (199.91 KB, 512x512, 1:1, Park Pavement SE.jpg)

File: 1439396545532-2.jpg (208.95 KB, 512x512, 1:1, Park Pavement South.jpg)

File: 1439396545532-3.jpg (199.26 KB, 512x512, 1:1, Park Pavement SW.jpg)

File: 1439396545532-4.jpg (203.77 KB, 512x512, 1:1, Park Pavement West.jpg)

Last set. Essentially a basic 13-15 tile tileset for terrain types.


e3519d No.358

File: 1439396604627.jpg (112.65 KB, 512x512, 1:1, Lava Bowl.jpg)

But then, I'd like to take something like this lava texture, and do the pavement over it properly so that it's blended and perfectly seamless.


11d61a No.363

>>350

Kemo Therapy


e3519d No.364

>>363

I...

I....

I lol'd so hard. I'm almost instantly fond of it.


e3519d No.375

Oh my fucking god the minimap code is almost 100% functional now. It works as intended but throws an error that apparently does nothing and it only happens upon player logout. It doesn't affect anything we can tell, yet.

Now if we could just get the minimap generation a bit more streamlined and working with live updates/instancing.

But, as it stands, you can use the minimap and see everyone's location!

I also updated the actual map, though the changes are not yet reflected in the minimap.


e3519d No.377

And minimap fixed. No more damned errors.


e3519d No.380

Music and sounds to add to areas figured out. The latest BYOND update broke the webclient, so you're stuck using the BYOND client for the moment until that gets sorted out.

But for now, you walk into the bar (the northeast building from spawn) you get Alice in Chains pumping away (in horrible MIDI format. I don't want to go into flat-out copyright infringement, though this supports .ogg and such as well.)

Might make a jukebox bit for that. Pick your own tune as you enter the area.


e3519d No.385

File: 1439525801861.jpg (188.88 KB, 512x512, 1:1, Sahara.jpg)

I am going to assume that B. Vanilla is in the thread, here.

Yes, essentially I'm in need of seamless textures (say 512x512) that will get re-sized down to 32x32 (and I think there will be a 64x64 version made soon enough.) So like, I've got that grass there, right? Let's say that goes off to a beach. Take that one pure grass texture, and then take this sand texture, and make all those inside/outside corners n/s/e/w tiles, blended together like these other tiles. Or the sand and the pavement tile for paved beach walkways. Or take that lava tile, and the pavement tile, and did the same with those two for use in a volcanic area.

I think that should be a clear enough explanation, yes?


e3519d No.386

File: 1439526530789.jpg (21.04 KB, 338x400, 169:200, essay-tiles-709315.jpg)

Found a graphical representation of what I'm talking about, though obviously my C and E sections aren't diagonal, they're squared.


e3519d No.392

File: 1439824245718.png (272.73 KB, 1440x900, 8:5, sososoclose.png)

More tile work is happening.

But it's a serious pain in the as. I can't believe that nobody has made a simple tool to take two textures and make a 12-piece tileset from them.

A friend is working on an automated tool to streamline this. It will be glorious once it's been tweaked (that's how this current lava/stone tileset has been made.) It's almost perfect - but then look at the inside corners. Not really noticeable if you're not looking for it, but it's just the tiniest bit off and we don't know why given the same algorithm was used.


e3519d No.430

The ignore function is now almost entirely added (excepting on mail inbox, that's next.) Admin functions will be next, and then some movement/teleporting tweaks.

Also, the minimap now works completely, including when you switch z levels. A feature to be added is the ability to scroll through the z levels and see if other areas are populated.

Still trying to figure out the tile generator issue.

The sandbox and custom character stuff will end up being dead last, as always. That's the hardest stuff to get done and will be the final push/burnout before we declare this a fully-ready release.


e3519d No.439

File: 1440262541003.png (178.83 KB, 1440x900, 8:5, Spot-on.png)

Decided to tell the blend mask gradient to fuck off a bit, and that fixed the issue.

Work can hopefully begin on more tilesets for land.


e3519d No.440

Got it set for the minimap to be turned on/off in the web client so you don't have to deal with a black box.


e3519d No.441

Admin functions AND Sandbox are added in! All that's left is the custom sprite stuff, a couple of limiters (can't have people just flooding the server with files and random junk) and a few tweaks, and more freaking art resources, and we're done.


e3519d No.442

File: 1440411506723.png (922.04 KB, 2880x900, 16:5, Untitled.png)

>>441

A quick preview of stuff that's been put in.


e3519d No.443

Custom character sprite upload capability added in. It's all artwork and tiny piddly code stuff, now! This puppy is almost ready for a live launch!


e3519d No.444

Got new art in. Sand/water, and grass/water. Need to get a grass/sand done. Will find other combo terrains that make sense done eventually. Now I need objects. Lots of them.


e3519d No.445

>>444

Actually, on second thought, people will be able to upload their own for decoration and such. Nevermind adding in objects. Just hardcode the turfs, and let everyone else toss their own stuff in as they please (with reasonable limit.)


e3519d No.447

Added a couple more sprites while waiting on inspiration to get the WatchFor list and area assignments set. Added an anthro bear, and a dragon knight.


e3519d No.448

>>447

Watchfor now works. Figuring out why the instanced objects are saving but never loading upon server restart or upon forced-load command.


e3519d No.465

File: 1440993692906.jpg (313.14 KB, 1360x768, 85:48, kitsu.jpg)

Well, I think I found myself a pixel artist for sprite work!


e3519d No.515

File: 1442093373284.gif (55.21 KB, 32x64, 1:2, walkdanceanim.gif)

Well, there's my sprite done.

Still trying to figure out this save/load issue!


594647 No.519

File: 1442171813083.jpg (84.72 KB, 602x438, 301:219, 1426884094776.jpg)

>>465

That's pretty good.


e3519d No.520

>>519

Yup, not to shabby! Still trying to help the guy out with animation hints.


e3519d No.568

My god we finally got saving and loading of spawned sandbox objects working. I knew that was going to be a pain in the ass.

Now all we need to do is allow uploading of custom objects, build plot assignments, and building permissions. Probably tweak the building system a tiny bit, as well.


594647 No.569

>>568

Getting close to the point where fags can come in and test it?


d2dbc0 No.572

>>515

Thats pretty edgy, man


fc3582 No.576

>>204

Would feral characters be an option?




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