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StromIV Profile Options #11

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That's a nice overview of how it worked. Now that I know strength increase damage that comes in handy. What I noticed was the beginning mobs without a weapon I was hitting them 2 times and they died. With the first weapon it took an average of 4 hits to sometimes kill them.

Edit: Also, is there a way that you know to allow Chrome or Firefox to play the game. I hate IE with a passion, but I can't play the game with those browsers. It keeps checking for Java and uses Java 6, even though I have 7 installed. Uninstalled Java 6 and it won't let me play for any browser unless I install it again.
Edited by: StromIV about 1 year ago - Reason: Added stuff.
Dreadth Profile Options #12

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Oh! I know what could possibly be the cause of that although I'm double checking my code. Each monster can be one of three variations or strengths. Phase 1, phase 2, and phase 3... the longer they are near you ( a 3x3 grid of maps around you ) the more chances they have at becoming a stronger monster. So that may be the case here. It may be a little tough to distinguish the different phases but a phase 1 monster has no solid color border, phase 2 has a blue border, and a phase 3 has a red border around the monster!. Its can be difficult to see that in the darkness of the cave. If you get the Alteration Spellbook and the Nightvision spellscroll you can see clearly in the dark!

Phase 2 monsters have a chance to drop a spell scroll, a +5% chance to drop loot, and they have a chance to drop a treasure chest depending on the difficulty level of the monster.

Phase 3 monsters have a chance to drop a spell scroll or spellbook, a +10% chance to drop loot, and they have a higher chance to drop a treasure chest than the phase 2 monsters.
Edited by: Dreadth about 1 year ago
Dreadth Profile Options #13

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I just updated the graphics and made it easier to tell what phase the monster is in. Now they're pretty much a solid blue or red for phase 2 and phase 3.
StromIV Profile Options #14

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I noticed the differences of monsters. The testing I did was on the phase 1 monster for damage. When I first went into the dungeon without a weapon I was 2 shotting the mobs. Got the weapon drop and I noticed the damage dropped where it was better to attack without it. It is an interesting game so far and I look forward to seeing what else you can pull off later on.

Just a quick question though, do those trees out in the world do anything or are they just there for target practice?
Dreadth Profile Options #15

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I just decreased the damage the monsters inflict upon the player and updated the game on the website.

I've been trying to get a sword to drop while testing under the normal conditions of playing and sometimes the randomness can be killer. I may have to go with something that cycles through each type of loot so you're not left without something before moving on to the next area. I may have fixed the issue with the sword's damage, I was mixing some integer and float variable usage in the equations for damage calculation and I wasn't type-casting a couple of those variables. As soon as I do something about getting a sword to drop I'll know for sure if its fixed or not.

Those trees used to drop different powerups items that behaved like some of the spells do now. I removed the powerup items as soon as I got the spells implimented. I've been pondering what to do with those trees. I could make them nodes for alchemical ingredients used in concocting potions and mining nodes for blacksmithing, or I could turn them into pedistals that drop spells scrolls and spellbooks that randomly spawn around maps or something to that effect... just a couple of things possible.
Edited by: Dreadth about 1 year ago - Reason: Spelling and added to the post.
Dreadth Profile Options #16

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Do you have the 32-bit or 64-bit version of Java 7 installed? I'm reading that Chrome and Firefox only support the 32-bit version. I'm an Internet Explorer user and haven't even used the other browsers. Heres a link on to the Java website for an article on a possible fix to Java not running in those browsers.

http://java.com/en/download/help/enable_browser.xml
Edited by: Dreadth about 1 year ago - Reason: Removed spaces from the link.
StromIV Profile Options #17

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Nah, that fix doesn't work. Seems Chrome is only recognizing the one Java plugin even though I have both. Disabling that just gives me an error message that I have the plugin disabled and need to enable it.

This is the error I get:
Java Plug-in 1.6.0_29
Using JRE version 1.6.0_29-b11 Java HotSpot(TM) Client VM
User home directory = C:\Users\
----------------------------------------------------
c: clear console window
f: finalize objects on finalization queue
g: garbage collect
h: display this help message
l: dump classloader list
m: print memory usage
o: trigger logging
q: hide console
r: reload policy configuration
s: dump system and deployment properties
t: dump thread list
v: dump thread stack
x: clear classloader cache
0-5: set trace level to <n>
----------------------------------------------------


java.lang.UnsupportedClassVersionError: Legend : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source)
at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source)
at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Exception: java.lang.UnsupportedClassVersionError: Legend : Unsupported major.minor version 51.0
Edited by: StromIV about 1 year ago
Dreadth Profile Options #18

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After a little more digging through the internet I found a case of a similar issue for another game. They said uninstallinlg Java 6.X and just having 7.X worked for them.


I believe that the problem with the sword's damage being less than that of the player's fists has been fixed, at least it seems that way for me.
Edited by: Dreadth about 1 year ago - Reason: Added to the post.
StromIV Profile Options #19

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Odd because I tried uninstalling Java 6 and it tells me I need to have Java installed. Which I had Java 7 installed.... Really don't know what is going on but I will just play on IE. Don't like it, but it isn't that much of a deal breaker.

Also, no way to save the game where you are at, or are you adding that feature later on? Noticed when I closed out and just went back in nothing is back to how it was before. Will try out the changes later on.
Dreadth Profile Options #20

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Sorry about it not working in your browsers of choice, since I only use Internet Explorer I've not encountered issues like that. I have had some trouble but what I've encountered was pretty simple to fix so far. I'm calling it a night soon, so tomorrow I'll look into the browser issue more and see if I can do anything for you. Maybe a computer restart would refresh the Java settings on your computer if you just uninstalled Java 6.


Currently there are no save points. I'm leaning towards the player's death being handled like it is in most MMORPGs. With some bind points to save your ressurection location to somewhere you want to be close to.

When I make your character persistent through different instances of the game I can either do a log in type system where your data is saved on my server or I can go for a document being saved on your computer. Either way I'll have to sign the Java applet and then Java will pop up with a message asking if you want to allow this java applet and website to have this kind of permission with your computer for that instance of the game. It does that because it will either be using the internet to communicate client to server or to read or write a file to your computer, which all require special permission from the user.

I may do the log in type save system. I've worked on an MMO-type game minus the Massive. So I know what I can do for client and server interactions. I had an account creation applet, the game client and server, client patcher, and also a neat little application that connected to my web hosting account and I could instantly update a little Icon on my website to change the server status for viewers. I practiced learning Java for a year fiddling with that project. Doing that log in business would put me one step closer to enabling some sort of multiplayer with the game. Plus I'm all set up for a client and server scenario.

With doing the save files locally on your computer theres always the risk of the save file getting deleted and losing your progress.