Tag Archives: been there game

Casting Spells

You can cast spells now, it’s pretty cool! Working on some particle systems for the various types of magic. Hopefully I’ll be working on the war magic hit points soon.

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New List Box Control

Finally added a list box to the engine’s 2D control library. This was needed for the Spell Book dialog in the game, so spells can be easily selected. Things are still moving along great with the spell system!

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Skills and Spells

I’ve been working on the skill system. The calculations are currently used for the run speed, weapon speed, armor, and hit points. I decided that before I finish the ability to fight, I’ll get the spell system under way too. … Continue reading

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Successful Testing

The new windowed/borderless option I added to the game is working great for fullscreen! All of the performance is back now. I’ve been able to tune and fix a bug with the multithreading support that I recently added. Things like … Continue reading

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Performance Issue Fix

I’ve been playing a lot of games lately and noticed a new feature that I’ve never really noticed before. An option called “Windowed Borderless” mode. Since exclusive full-screen access was broken in my game by a recent Microsoft patch, this … Continue reading

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Game Status

Wow, is it February already? Finally able to get busy with the game again. Just wanted to leave a post letting people know that I’m still alive and kicking!

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Client-Server Avatar Movement Updates

I’ve never really been totally happy with how my avatar movements are handled by the client and the server. For one thing, dealing with the inevitable network lag stinks. I’m trying to make the server and the client perform the … Continue reading

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Been There Game Update

I’m still learning Direct3D 11, It’s quite a bit different than the DirectX 9 API. Anyway, I do hope to have the new video driver working soon. I’ve been busy with other things lately, but I am finally ready to … Continue reading

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DirectX 11 Support

Finally decided it was time to update the Direct3D video driver currently used by Orion Engine. It seems DirectX9 support in Windows 10 is taking a back seat. Apps no longer run exclusively in full-screen mode, they are now just … Continue reading

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Render Thread

While working on cleaning up the avatar movement messages, I decided to move the rendering and scene updates to their own threads. This certainly smooths things out quite a lot! For one thing, input device updates don’t get starved whenever … Continue reading

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