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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Fri Nov 12, 2010 12:18 am    Post subject: NetGore - Open-source MMORPG engine [quote]

NetGore is a free, open-source 2D online RPG engine written in C#. It is cross-platform and supports both top-down and sidescroller games. NetGore comes with a large amount of the fundamental MMORPG components built in which allows you to focus more on designing your game.


(view more images)

Purpose: The idea behind NetGore is to provide a strong foundation to build a game off of, and to provide the implementation of all the fundamental components involved in 2D online games. That way, people can spend their time with what makes their game unique and stand apart from the rest. For the past few years, the focus has been on performance, flexibility, and advanced features. Recently, the focus has shifted to making it even easier and faster to create your own game with NetGore.

Target audience: NetGore is intended for online multiplayer 2D games only. Although the focus is mainly on real-time RPGs, most any kind of multiplayer 2D game is fine. Some users have already implemented shooters and turn-based combat. We also focus especially on indie developers in numerous ways, such as by including a lot of the features for you and providing a fully-functional base game to work off of.

Features: A detailed list of features can be found on the about page, but in short, most of the basic (and some more advanced) MMORPG features are built in to the engine. More features are always being added as well based on the demand for them.

Links:
Home page
Screenshots
Download page

Any feedback is appreciated, either here or through the NetGore forums.


Last edited by Spodi on Sat Dec 15, 2012 7:25 pm; edited 1 time in total
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Wed Nov 24, 2010 8:47 pm    Post subject: [quote]

Version 0.3.4 has been released.
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Fri Dec 17, 2010 12:18 am    Post subject: [quote]

Version 0.3.5 has been released.

Change log wrote:
This release mostly contains bug fixes and design improvements, both in the database and in code.

- Many database tables now use auto_increment instead of the next free ID. Tables that do not insert/delete rows outside the editor, such as character and item templates, still use the next free ID.
- Added EventCounters class, which is like a very high-performance, light-weight version of WorldStats. See the feature description for more details.
- All object events now use EventHandler to adhere to the .NET standard practices better
- All events in NetGore are now invoked by using a .Raise() extension method that will, by default, log and swallow any exceptions thrown by the event listeners
- Added new mini-project to check the NetGore code to make sure events are all being invoked properly
- Content files can now be "recycled", which puts them in a special "recycled" asset folder instead of actually deleting them. Basically like a custom Recycling Bin for NetGore's content.
- The sound and music can now be edited and auto-updated via the editor
- Can now properly create and delete particle effects and emitters
- Can now define custom filters in StringRules
- When there is an issue with loading content, it won't spawn a message box every second

And as always, many more changes were made, and the complete listing can be found in the SVN logs.
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Dec 19, 2010 4:32 pm    Post subject: [quote]

Sounds like an interesting project. I'll definitely be following the development of NetGore as it progresses.
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Mon Jan 31, 2011 2:08 am    Post subject: [quote]

Version 0.3.6 has been released.

Change log:
Quote:
- Added code documentation for a huge number of exceptions (making it easier to determine what exceptions a method may throw)
- Fixed InstallationValidator's detection for latest versions of MySQL
- Fixed user respawn position logic
- Fixed teleport logic
- Fixed a few incorrectly written queries
- Fixed memory leak when reloading lazy images, along with some other improvements to lazy-loaded assets
- Added ability to specify modifier keys for certain input events
- Updated used versions of Lidgren Networking Library, SFML, and NUnit
- Various improvements to the UI of the editor
- Added sanity checks for some server configuration values
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killxo
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2011
Posts: 7

PostPosted: Mon Apr 18, 2011 11:19 pm    Post subject: [quote]

this looks very promising, especially for people who're creating RPG games and dont mind it being 2D and just want to get the game created.

would this be good for making a final fantasy tactics-like game? something turn based?
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Sat Dec 15, 2012 7:25 pm    Post subject: [quote]

Version 0.4.0 has been released, which adds some great changes to make using NetGore quicker & easier. We have also added a lot more content to the wiki to help make it easier to learn.
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Tue Dec 18, 2012 7:42 pm    Post subject: [quote]

Thanks for the status update.
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Wed Dec 19, 2012 1:08 am    Post subject: [quote]

killxo wrote:
would this be good for making a final fantasy tactics-like game? something turn based?


Sorry, missed this question. A few users have already modified the engine to work for turn-based combat. It does take a bit of tweaking to get it working, but it is definitely do-able.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Wed Dec 19, 2012 8:53 am    Post subject: [quote]

You might make it work with WebSockets/HTML 5. That'll make it much more portable and easy to run.
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Spodi
Pretty, Pretty Fairy Princess


Joined: 27 May 2003
Posts: 7

PostPosted: Sat Dec 22, 2012 11:51 pm    Post subject: [quote]

Going to WebSockets & HTML 5 would basically require a complete rewrite, and a lot of redesign. It'll never happen.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Tue Dec 25, 2012 1:18 am    Post subject: [quote]

Spodi wrote:
Going to WebSockets & HTML 5 would basically require a complete rewrite, and a lot of redesign. It'll never happen.

Emphasis mine. :D (thank goodness for this...)
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