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Meta
Tag Archives: orion engine
Game Polish
Been making some improvements to the game lately. For one thing, the relative mouse movements that are generated by the engine’s input routines are a lot smoother than ever before. When the mouse is moving slow you have smooth per-pixel … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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Web Site Refresh
Updated the web site, it’s been long overdue. I would still like to totally redo it someday, but I think it’s at least looking a lot cleaner. I removed a lot of the vintage screen shots, lol. Now I need … Continue reading
Spell System
Still working on all of the spell mechanics. New avatar items have been created for each of the spells that can be individually spawned. Still trying to decide where to put the level 1 spells, like in a random chest … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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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!
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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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
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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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
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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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
Posted in Game Development, Hardware
Tagged been there game, D3D11, D3D9, direct3d, directx, mind blown games, orion engine
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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
Posted in Engine Development, Game Development
Tagged avatar, been there game, D3D, direct3d, FFP, fixed-function pipeline, mind blown games, orion engine, orion engine sdk
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Game Server Avatar Updates
The game server finally properly handles avatar update messages. Basically, all avatars are grouped into small areas. These areas align with the land block grid system used by the terrain renderer. As a player moves in and out of a … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine
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Avatar Trade Window
Currently working on the “Trade Window” in my Been There Game client. This will be used to safely trade items between two avatars, or a vendor NPC. To open it, you simply double-click another player’s avatar. If the other avatar … Continue reading