Author Topic: Project Valenguard: A retro MMO with a Chrono Trigger live action Tech combat!  (Read 1272 times)

unenergizer

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I do often actually think about how SSL works--you can blame that on the prof who taught my Networks course some twenty years ago, who went over it in detail. In the end, SSL is good for encrypting information in transit but poor at proving identity (because that part relies on the honesty and competence of certificate authorities, and many of them aren't either of those things, really), and trying to make it do both was not smart. We're all stuck with the fallout now, though.
I understand where you are coming from and I agree that cert creator could be at fault. With the client/server program we actually create the cert dynamically and each user gets a new on per login.  We had initially used ISAAC to do the encryption but found that Java directly supported a SSL implementation that is recommended. I still believe it is worth doing additional research to keep peoples accounts safe. Since the game is mobile friendly it would be ideal to have the current best battle tested encryption in the game.  So that if this was to ever get big we could all be playing at a game con or something somewhere and know our details wont get stolen. Life goals :)

You don't appear to be doing a bad job. Security is always a tightrope walk between user convenience and keeping the bad guys out. I'm not a security analyst, and I'm not familiar with your specific forum software, so I have no business telling you how high off the ground to put your tightrope, or whether the rope itself should be hemp or nylon.  ;)
I'm not a security analyst either but I do want the best hemp rope we can find, maaaaannn. lol

Might also be worth looking at how the original effects were implemented if you haven't already (should be Mode 7 graphics for the more complex ones, and that's simpler than any flavour of OpenGL--you have more patience than I do if you're going to be dealing with that directly).

I have been reading the book and doing a lot of research.

Here is an example of an effect in chrono trigger. To get the spinning background layer to move across the star and not be visible outside of the star, I believe they used a buffer depth test.  I have been able to reproduce the effect, minus the spinning star.

Here is both CT and my buffer depth test examples. The CT example is playing at 1/2 game speed.

Video: https://youtu.be/dYDfY-kPAaw?t=707
NOTE: Make sure to play video at 1080p to see the bg layer swapping happening correctly at full fps. Otherwise it will look really bad.

Notice how in the CT example the background over the star does not effect any other sprite or any other background layer. In my example, we do the same thing, but instead we are running a background over two shapes.  This particular effect will allow us to reproduce many examples within CT.  :)

As I discover and learn new techniques, I will continue to post side by side comparisons of the technique. Their may be little to no polish in these examples. I will save all polish for when it is actually needed in the dev cycle.

Also if anyone has additional info on how CT effects are achieved, let me know :) Any help in this region could possible point me in the right direction. However good help or not, each effect will be reproduced and will be given our own flare. No direct CT copies will be found.
« Last Edit: March 31, 2019, 09:00:35 pm by unenergizer »

To4oo4

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The dictionary is unsatisfactory for describing how amazing this looks and for how excited this makes me. The best of luck to you.

unenergizer

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@everyone GAME UPDATE:

We are looking to have our first open alpha test to all players on Friday, May 31st!

There will be a limited number of content. The aim of this test is to find and patch bugs. The server and client may crash. We are counting on you guys to help us find issues so we can fix them!  We look forward to playing with all of you on our first game!

Alpha testers will get their names put in the credits of the game and will receive an Alpha Badge on their profiles.  These badges will only be given out one time!

If you want to talk about this or have any questions, please post them in the #general-chat section on our discord server! :smiley:

https://discord.gg/xQRDZYe

p.s. The main focus of this test is to make sure our networking code is stable and all of our game systems are functional for a variety of people on different connections.
p.s.s. The alpha test will not have party techs yet.  Once our combat system has been tested, we will add the party combat system.
« Last Edit: April 22, 2019, 11:26:26 pm by unenergizer »

unenergizer

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Alright guys, its been awhile since I have posted here. Want to give all of you an update.

Today I just signed a contract with a pixel artist to begin work on improving the graphics and getting us something a lot closer in detail to Chrono Trigger and FF 3. Not only that I am in contact with some musicians to create/compose original music for the game.  Once I have the new graphics for the world and new character graphics, I will being building the world and hopefully get to the tech system soon. It has taken several months to figure out how to make that system work on multiplayer and to keep it challenging and engaging, but I think I found a sweet spot in functionality to make it all work out.

I will update you guys again soon when their is something cool to show off.

Boo the Gentleman Caller

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Awesome! I am glad to hear this project is still advancing and continuing.

Please do keep us updated!

CptOvaltine

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Alright guys, its been awhile since I have posted here. Want to give all of you an update.

Today I just signed a contract with a pixel artist to begin work on improving the graphics and getting us something a lot closer in detail to Chrono Trigger and FF 3. Not only that I am in contact with some musicians to create/compose original music for the game.  Once I have the new graphics for the world and new character graphics, I will being building the world and hopefully get to the tech system soon. It has taken several months to figure out how to make that system work on multiplayer and to keep it challenging and engaging, but I think I found a sweet spot in functionality to make it all work out.

I will update you guys again soon when their is something cool to show off.

Looking forward to seeing (and hearing) where this all goes! :)