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  • How to enable telnet with port 3306 during Master to master replication on MySQL Server

    - by Mainio
    I am trying to do Master to Master Replication in Windows Server 2008. I am successfully able to replicate all the database of Master 1 to Master 2. But I am unable to replicate the changes made on Master 2 to Master 1. Later on I found that, I can telnet to Master 1 from Master 2 with port 3306 but I am not able on telnet from Master 1 to Master 2. When I check netstat on both Master. I found the following result. I couldn't publish my public IP so I put name as Master 1 and Master 2 for their respective IP Master 1 C:\Users\XXXXX>netstat Active Connections Proto Local Address Foreign Address State TCP Master 1:3306 Master 2:61566 ESTABLISHED TCP Master 1:3389 My remote:56053 ESTABLISHED TCP 127.0.0.1:3306 Master 1:60675 ESTABLISHED TCP 127.0.0.1:3306 Master 1:60712 ESTABLISHED TCP 127.0.0.1:60675 Master 1:3306 ESTABLISHED TCP 127.0.0.1:60712 Master 1:3306 ESTABLISHED Master 2 C:\Users\XXXX>netstat Active Connections Proto Local Address Foreign Address State TCP Master 2:3389 My remote:56124 ESTABLISHED TCP Master 2:61566 Master 1:3306 ESTABLISHED TCP Master 2:61574 bil-sc-cm02:http ESTABLISHED TCP 127.0.0.1:3306 Master 2:61562 ESTABLISHED TCP 127.0.0.1:3306 Master 2:61563 ESTABLISHED TCP 127.0.0.1:61562 Master 2:3306 ESTABLISHED TCP 127.0.0.1:61563 Master 2:3306 ESTABLISHED TCP 127.0.0.1:61573 Master 2:3306 TIME_WAIT All shows that In my master 2, port 3306 is not activate. Now I need solution over here. How can I figure it. Your small suggestion would be million for me. Thank you Regards, Udhyan

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  • MySQL Master-Master w/ multiple read slave cost effective setup in AWS

    - by Ross
    I've been evaluating Amazon Web Services RDS for MySQL and costing out potential scenarios involving a simple multi-AZ deployment read/write setup vs. a multi-AZ deployment mysql master (hot-standby) with additional read-only slaves. the issue I'm trying to cost-optimize includes their reserved instance vs on-demand instances. Situation 1: purchase reserved multi-az setup for Extra-large-hi-mem(17GB RAM) instance for $5200/yr and have my application query the master all the time. the problem is, if I don't need all the resources of the (17GB RAM) all the time and therefore, especially not a hot-standby, what alternatives for savings can a better topology create, like potentially situation 2 below: Situation 2: purchase reserved multi-az setup using smaller master instances than above for the master-master hot-standby to receive the writes only. Then create and load balance several read-only slaves off the master and add/remove and/or scale up/down the read slaves based on demand. This might only cost $1000 + the on-demand usage of the read slaves. My thinking is, if I have a variable read-intensive application load, with low write load, the single level topology in situation 1 means I'm paying for a lot of resources at the write level of topology when I don't need them there. My hope is that situation 2 can yield cost savings from smaller reserved instances on the master-master resource level allowing me to scale up and down and/or out on the read-level according to demand as needed. Does anyone see a downside to doing this or know of some reason this isn't possible with RDS? Any other thoughts or advice always welcome of course. Thanks in advance, R

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  • Data Quality and Master Data Management Resources

    - by Dejan Sarka
    Many companies or organizations do regular data cleansing. When you cleanse the data, the data quality goes up to some higher level. The data quality level is determined by the amount of work invested in the cleansing. As time passes, the data quality deteriorates, and you need to repeat the cleansing process. If you spend an equal amount of effort as you did with the previous cleansing, you can expect the same level of data quality as you had after the previous cleansing. And then the data quality deteriorates over time again, and the cleansing process starts over and over again. The idea of Data Quality Services is to mitigate the cleansing process. While the amount of time you need to spend on cleansing decreases, you will achieve higher and higher levels of data quality. While cleansing, you learn what types of errors to expect, discover error patterns, find domains of correct values, etc. You don’t throw away this knowledge. You store it and use it to find and correct the same issues automatically during your next cleansing process. The following figure shows this graphically. The idea of master data management, which you can perform with Master Data Services (MDS), is to prevent data quality from deteriorating. Once you reach a particular quality level, the MDS application—together with the defined policies, people, and master data management processes—allow you to maintain this level permanently. This idea is shown in the following picture. OK, now you know what DQS and MDS are about. You can imagine the importance on maintaining the data quality. Here are some resources that help you preparing and executing the data quality (DQ) and master data management (MDM) activities. Books Dejan Sarka and Davide Mauri: Data Quality and Master Data Management with Microsoft SQL Server 2008 R2 – a general introduction to MDM, MDS, and data profiling. Matching explained in depth. Dejan Sarka, Matija Lah and Grega Jerkic: MCTS Self-Paced Training Kit (Exam 70-463): Building Data Warehouses with Microsoft SQL Server 2012 – I wrote quite a few chapters about DQ and MDM, and introduced also SQL Server 2012 DQS. Thomas Redman: Data Quality: The Field Guide – you should start with this book. Thomas Redman is the father of DQ and MDM. Tyler Graham: Microsoft SQL Server 2012 Master Data Services – MDS in depth from a product team mate. Arkady Maydanchik: Data Quality Assessment – data profiling in depth. Tamraparni Dasu, Theodore Johnson: Exploratory Data Mining and Data Cleaning – advanced data profiling with data mining. Forthcoming presentations I am presenting a DQS and MDM seminar at PASS SQL Rally Amsterdam 2013: Wednesday, November 6th, 2013: Enterprise Information Management with SQL Server 2012 – a good kick start to your first DQ and / or MDM project. Courses Data Quality and Master Data Management with SQL Server 2012 – I wrote a 2-day course for SolidQ. If you are interested in this course, which I could also deliver in a shorter seminar way, you can contact your closes SolidQ subsidiary, or, of course, me directly on addresses [email protected] or [email protected]. This course could also complement the existing courseware portfolio of training providers, which are welcome to contact me as well. Start improving the quality of your data now!

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  • Ideas for time-keeping in a webbased RPG?

    - by ashy_32bit
    I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm totally confused as how exactly something as real-time as an MMO-RPG can work on some pull-only (unidirectional) platform like HTTP. I know there is also a turn-based alternative to time keeping but can it work in an MMO setting ? EDIT: Take a battle for example, player A (human) wants to attack Player B (also human) in the open. How does it work when when player A issues the "attack" command on player B ? how do I inform player B that he is being attacked ? and then how exactly the battle goes on between the two in an HTTP based communication channel? To my knowledge this is impossible unless you resort to another technology (HTML is 1-way, that is you can just ask server and get response, server can't update you unless being asked to. this is very well-known and simply explained). So I though maybe I can somehow change the whole timekeeping model from real-time to a more non-real-time model (towards a turn based RPG for example) and somehow work around the whole problem of "interactivity". EDIT2: It is not that I don't wanna use any server side technologies. For sure it is not gonna work client-side-only even for the most trivial of the multi-player games, let alone an RPG. So sure there would be a (probably complex) server side component to it (the so called Game Engine I suppose). The problem is not the technology that implements the logic (game mechanics) bits but the communication technology and how it limits the game mechanics abilities (like how real-time or turn based it is gonna be). HTTP is a request-response protocol meaning you get served only if you ask for it (explicitly send a GET or POST request to the server). HTTP server can not inform you if anything of interest happens in the game world unless you refresh the page (as some suggested) or you use some bi-directional tech (totally different animals) like Flash, WebSock, HTML5 etc etc. So maybe the question is: Is it possible to implement a MMORPG using only HTML5/PHP and no periodic page refreshes? if so what would be rules to make it an MMO-RPG? Can't explain it any clearer. Sorry :D

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  • Get your Master Immersion learning on!

    - by AaronBertrand
    Time is running out to register for the Master Immersion training events being held in Dallas, TX by SQLskills . These particular events will be instructed by Paul Randal ( blog | twitter ), Kimberly Tripp ( blog | twitter ), and Brent Ozar ( blog | twitter ) and reflect the new format for the Microsoft Certified Master (MCM) program. This means training in the low 4 figures instead of close to $20K, and that you can take at your own pace. We at SQL Sentry ( twitter ) are quite proud to be the exclusive...(read more)

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  • Get your Master Immersion learning on!

    - by AaronBertrand
    Time is running out to register for the Master Immersion training events being held in Dallas, TX by SQLskills . These particular events will be instructed by Paul Randal ( blog | twitter ), Kimberly Tripp ( blog | twitter ), and Brent Ozar ( blog | twitter ) and reflect the new format for the Microsoft Certified Master (MCM) program. This means training in the low 4 figures instead of close to $20K, and that you can take at your own pace. We at SQL Sentry ( twitter ) are quite proud to be the exclusive...(read more)

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  • mysql master-master setup as a way to simply master-slave promotion

    - by Chris Go
    I'm trying to see if the following plan is viable. Goal here is to be able to do HA (uptime) and not necessarily for load -- writes are fine on one MySQL 5.5 server (with innodb) but not really possible when the database is down. Currently, I have a master-slave replication setup which works fine except it doesn't have automatic promotion (obviously). what I am planning on doing is setup master-master replication to possibly do this "automatic promotion" using Amazon Route 53 DNS Failover (Health checks). What I am trying to avoid is to NOT have to do the auto-increment trick because the "business folks" got used to the auto-incrementing PK as consecutive numbers (yeah, I know this is bad but data is from 2004). So, setup the master-master replication WITHOUT the auto-increment collision prevention bit. The primary master is db1.domain.com and secondary master is db2.domain.com In Amazon Route 53, setup DNS Failover record for db.domain.com - primary failover is db1.domain.com - with a TCP healthcheck on IP address port 3306 - secondary failover is db2.domain.com - with a TCP healthcheck on IP address port 3306 Most of the time (99%), unless tcp://db1.domain.com:3306 is dead, db1.domain.com will be served up on DNS hits to db.domain.com. In fact, hopefully this is 100%. The possible downsides of this is the loss of a primary key (collision) and I think I am OK with losing one order. We are a low data volume B2B business and can just call our client up if this occurs (like an order disappearing). Does this sound like a good plan? Then I will also run another slave replication on db1.domain.com as "master" to a slave-db1.domain.com -- not sure why, maybe for heavy SELECTs?

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  • Master Data Services Employees Sample Model

    - by Davide Mauri
    I’ve been playing with Master Data Services quite a lot in those last days and I’m also monitoring the web for all available resources on it. Today I’ve found this freshly released sample available on MSDN Code Gallery: SQL Server Master Data Services Employee Sample Model http://code.msdn.microsoft.com/SSMDSEmployeeSample This sample shows how Recursive Hierarchies can be modeled in order to represent a typical organizational chart scenario where a self-relationship exists on the Employee entity. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • multi-dimension array problem in RGSS (RPG Maker XP)

    - by AzDesign
    This is my first day code script in RMXP. I read tutorials, ruby references, etc and I found myself stuck on a weird problem, here is the scenario: I made a custom script to display layered images Create the class, create an instance variable to hold the array, create a simple method to add an element into it, done The draw method (skipped the rest of the code to this part): def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') image[index].x = @x + @components[i][1] image[index].y = @y + @components[i][2] image[index].z = @z + @components[i][3] @test =+ 1 end end Create an event that does these script > $layerz = Layerz.new $layerz.configuration[0] = ['root',0,0,1] > $layerz.configuration[1] = ['bark',0,10,2] > $layerz.configuration[2] = ['branch',0,30,3] > $layerz.configuration[3] = ['leaves',0,60,4] $layerz.draw Run, trigger the event and the result : ERROR! Undefined method`[]' for nil:NilClass pointing at this line on draw method : image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') THEN, I changed the method like these just for testing: def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[0][0] + '.png') image[index].x = @x + @components[0][1] image[index].y = @y + @components[0][2] image[index].z = @z + @components[0][3] @test =+ 1 end I changed the @components[i][0] to @components[0][0] and IT WORKS, but only the root as it not iterates to the next array index Im stuck here, see : > in single level array, @components[0] and @components[i] has no problem > in multi-dimension array, @components[0][0] has no problem BUT > in multi-dimension array, @components[i][0] produce the error as above > mentioned. any suggestion to fix the error ? Or did I wrote something wrong ?

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  • Failed to connect from slave to master with error "error connecting to master (1045)"

    - by Victor Lin
    I try to setup replication from slave to the master. CHANGE MASTER TO MASTER_HOST = 'master', MASTER_PORT = 3306, MASTER_USER = 'repl', MASTER_PASSWORD = 'xxx'; And I did grant privileges to the user on master. I can connect with mysql command from slave machine to the master mysql -h master -u repl -p mysql> show grants; GRANT RELOAD, SUPER, REPLICATION SLAVE, CREATE USER ON *.* TO 'repl'@'xxx' IDENTIFIED BY PASSWORD 'xxx' mysql> select 1; +---+ | 1 | +---+ | 1 | +---+ 1 row in set (0.04 sec) As you can see, privileges are correct, connection works fine, but however, the connection for replication to master always failed. mysql> show slave status\G *************************** 1. row *************************** Slave_IO_State: Connecting to master Master_Host: master Master_User: repl Master_Port: 3306 Connect_Retry: 60 Master_Log_File: Read_Master_Log_Pos: 4 Relay_Log_File: slave-replay-bin.000002 Relay_Log_Pos: 4 Relay_Master_Log_File: Slave_IO_Running: Connecting Slave_SQL_Running: Yes Replicate_Do_DB: Replicate_Ignore_DB: Replicate_Do_Table: Replicate_Ignore_Table: Replicate_Wild_Do_Table: Replicate_Wild_Ignore_Table: Last_Errno: 0 Last_Error: Skip_Counter: 0 Exec_Master_Log_Pos: 0 Relay_Log_Space: 107 Until_Condition: None Until_Log_File: Until_Log_Pos: 0 Master_SSL_Allowed: No Master_SSL_CA_File: Master_SSL_CA_Path: Master_SSL_Cert: Master_SSL_Cipher: Master_SSL_Key: Seconds_Behind_Master: NULL Master_SSL_Verify_Server_Cert: No Last_IO_Errno: 1045 Last_IO_Error: error connecting to master 'repl@master:3306' - retry-time: 60 retries: 86400 Last_SQL_Errno: 0 Last_SQL_Error: Replicate_Ignore_Server_Ids: Master_Server_Id: 0 1 row in set (0.00 sec) Is this caused by different version of MySQL server? The version of master is 5.0.77, and the slave is 5.5.13. But all articles I could find tell me that it's okay to replicate from a newer slave to old master. How to solve this problem? -- Update -- I even try to upgrade the old MySQL, but still, the problem is not solved. mysql> show slave status\G *************************** 1. row *************************** Slave_IO_State: Connecting to master Master_Host: master Master_User: repl Master_Port: 3306 Connect_Retry: 60 Master_Log_File: master-bin.000007 Read_Master_Log_Pos: 107 Relay_Log_File: slave-replay-bin.000001 Relay_Log_Pos: 4 Relay_Master_Log_File: master-bin.000007 Slave_IO_Running: Connecting Slave_SQL_Running: Yes Replicate_Do_DB: Replicate_Ignore_DB: Replicate_Do_Table: Replicate_Ignore_Table: Replicate_Wild_Do_Table: Replicate_Wild_Ignore_Table: Last_Errno: 0 Last_Error: Skip_Counter: 0 Exec_Master_Log_Pos: 107 Relay_Log_Space: 107 Until_Condition: None Until_Log_File: Until_Log_Pos: 0 Master_SSL_Allowed: No Master_SSL_CA_File: Master_SSL_CA_Path: Master_SSL_Cert: Master_SSL_Cipher: Master_SSL_Key: Seconds_Behind_Master: NULL Master_SSL_Verify_Server_Cert: No Last_IO_Errno: 1045 Last_IO_Error: error connecting to master 'repl@master' - retry-time: 60 retries: 86400 Last_SQL_Errno: 0 Last_SQL_Error: Replicate_Ignore_Server_Ids: Master_Server_Id: 0 1 row in set (0.00 sec)

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  • Failed to connect from slave to master with error "error connecting to master (1045)"

    - by Victor Lin
    I try to setup replication from slave to the master. CHANGE MASTER TO MASTER_HOST = 'master', MASTER_PORT = 3306, MASTER_USER = 'repl', MASTER_PASSWORD = 'xxx'; And I did grant privileges to the user on master. I can connect with mysql command from slave machine to the master mysql -h master -u repl -p mysql> show grants; GRANT RELOAD, SUPER, REPLICATION SLAVE, CREATE USER ON *.* TO 'repl'@'xxx' IDENTIFIED BY PASSWORD 'xxx' mysql> select 1; +---+ | 1 | +---+ | 1 | +---+ 1 row in set (0.04 sec) As you can see, privileges are correct, connection works fine, but however, the connection for replication to master always failed. mysql> show slave status\G *************************** 1. row *************************** Slave_IO_State: Connecting to master Master_Host: master Master_User: repl Master_Port: 3306 Connect_Retry: 60 Master_Log_File: Read_Master_Log_Pos: 4 Relay_Log_File: slave-replay-bin.000002 Relay_Log_Pos: 4 Relay_Master_Log_File: Slave_IO_Running: Connecting Slave_SQL_Running: Yes Replicate_Do_DB: Replicate_Ignore_DB: Replicate_Do_Table: Replicate_Ignore_Table: Replicate_Wild_Do_Table: Replicate_Wild_Ignore_Table: Last_Errno: 0 Last_Error: Skip_Counter: 0 Exec_Master_Log_Pos: 0 Relay_Log_Space: 107 Until_Condition: None Until_Log_File: Until_Log_Pos: 0 Master_SSL_Allowed: No Master_SSL_CA_File: Master_SSL_CA_Path: Master_SSL_Cert: Master_SSL_Cipher: Master_SSL_Key: Seconds_Behind_Master: NULL Master_SSL_Verify_Server_Cert: No Last_IO_Errno: 1045 Last_IO_Error: error connecting to master 'repl@master:3306' - retry-time: 60 retries: 86400 Last_SQL_Errno: 0 Last_SQL_Error: Replicate_Ignore_Server_Ids: Master_Server_Id: 0 1 row in set (0.00 sec) Is this caused by different version of MySQL server? The version of master is 5.0.77, and the slave is 5.5.13. But all articles I could find tell me that it's okay to replicate from a newer slave to old master. How to solve this problem? -- Update -- I even try to upgrade the old MySQL, but still, the problem is not solved. mysql> show slave status\G *************************** 1. row *************************** Slave_IO_State: Connecting to master Master_Host: master Master_User: repl Master_Port: 3306 Connect_Retry: 60 Master_Log_File: master-bin.000007 Read_Master_Log_Pos: 107 Relay_Log_File: slave-replay-bin.000001 Relay_Log_Pos: 4 Relay_Master_Log_File: master-bin.000007 Slave_IO_Running: Connecting Slave_SQL_Running: Yes Replicate_Do_DB: Replicate_Ignore_DB: Replicate_Do_Table: Replicate_Ignore_Table: Replicate_Wild_Do_Table: Replicate_Wild_Ignore_Table: Last_Errno: 0 Last_Error: Skip_Counter: 0 Exec_Master_Log_Pos: 107 Relay_Log_Space: 107 Until_Condition: None Until_Log_File: Until_Log_Pos: 0 Master_SSL_Allowed: No Master_SSL_CA_File: Master_SSL_CA_Path: Master_SSL_Cert: Master_SSL_Cipher: Master_SSL_Key: Seconds_Behind_Master: NULL Master_SSL_Verify_Server_Cert: No Last_IO_Errno: 1045 Last_IO_Error: error connecting to master 'repl@master' - retry-time: 60 retries: 86400 Last_SQL_Errno: 0 Last_SQL_Error: Replicate_Ignore_Server_Ids: Master_Server_Id: 0 1 row in set (0.00 sec)

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • ? ORACLE MASTER ????? ????

    - by Urakawa
    ORACLE MASTER 11g?ORACLE MASTER Expert???????????ORACLE MASTER ?????????????????????? ??????????????????????????????1?????????? ????ORACLE MASTER??????11g????????????Expert??????????????????????????????

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • RPG level-experience formula [closed]

    - by Comy
    I want to make an RPG game and I would like an advice on how should I create my level-experience formula. I saw this formula http://rsdo.net/rsdonline/guides/Experience%20formula.html#PHP and I created a formula myself and I want to ask you which would be better. RuneScape rates My rates Level 2 - 83 xp Level 2 - 35 Level 3 - 174 xp Level 3 - 84 Level 4 - 276 xp Level 4 - 150 Level 5 - 388 xp Level 5 - 238 Level 10 - 1,154 xp Level 10 - 1,087 Level 100 - 14,391,160 xp Level 100 - 311,017 As you can see at level 100 RuneScape's xp is very big and my level 100 is equal with RuneScape's Level 61. Is it better if the xp grows very fast at one point or depends on how I make my game?

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  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • RPG Monster-Area, Spawn, Loot table Design

    - by daemonfire300
    I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot (id = monster.id, item = item.id, chance) spawn (id = area.id, monster = monster.id, count) It is a browser-based game like e.g. Castle Age. The player can move from area to area. If a player enters an area the system spawns, based on the area.id and using the spawn table data, new monsters into the monster table. If a player kills a monster, the system picks the monster.id looks up the items via the the loot table and adds those items to the player's inventory. First, is this smart? Second, I need some kind of "monster_instance"-table and "area_instance"-table, since each player enters his very own "area" and does damage to his very own "monsters". Another approach would be adding the / a player.id to the monster table, so each monster spawned, has it's own "player", but I still need to assign them to an area, and I think this would overload the monster table if I put in the player.id and the area.id into the monster table. What are your thoughts? Temporary Solution monster (id, attackDamage, defense, hp, exp, etc.) monster_instance (id, player.id, area_instance.id, hp, attackDamage, defense, monster.id, etc.) area (id, name, area.id access, restriction) area_instance (id, area.id, last_visited) spawn (id, area.id, monster.id) loot (id, monster.id, chance, amount, ?area.id?) An example system-flow would be: Player enters area 1: system creates area_instance of type area.id = 1 and sets player.location to area.id = 1 If Player wants to battle monsters in the current area: system fetches all spawn entries matching area.id == player.location and creates a new monster_instance for each spawn by fetching the according monster-base data from table monster. If a monster is fetched more than once it may be cached. If Player actually attacks a monster: system updates the according monster_instance, if monster dies the instance if removed after creating the loot If Player leaves the area: area_instance.last_visited is set to NOW(), if player doesn't return to data area within a certain amount of time area_instance including all its monster_instances are deleted.

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