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Game Maker's Garage => Announcements => Topic started by: Swamp7hing on July 31, 2008, 06:25:54 PM

Title: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on July 31, 2008, 06:25:54 PM
[size=48]Lost Winds: Progress Topic[/size]

Sections will be replaced with "Done", as we complete the parts of the project. So we can literally see the workload diminish.

Members Involved (And Specialties):

Swamp7hing: Game Director and Lead Level Design. A little bit of everything.
Silverwind: Lead Graphic Artist. Also works in Level Design and Programming.
Gandolf: Lead Online Functionality and Lead Programming.
Mistron: Lead Website Creation, Online Functionality and Programming.
Al: Lead Troubleshooting. Also works in Graphic Art, and Concepts.
Ghost: Troubleshooting and Concepts.
TD: PM Swamp with what your specialty is.

Post if you want to join up, with what you can offer.
____________________________________________________________

- Obeor Islands Zone

Needed Graphics:

1. Pirate Ship (Sprite)
2. Pirate Captains Ship (Sprite)
3. Your Ship 1 (Sprite)
4. Your Ship 2 (Sprite)
5. Your Ship 3 (Sprite)
6. Ore Rocks (Sprite)
7. Interior Furniture (Fireplace, Chest, Chair, Cupboard)
8. Character NPC Pictures (Sprite)
9. Docks (Tile)
10. Swirling Vortex (Tile, takes up 4 squares)
11. Enemies (Sprites)
12. Non Player Characters (Sprites - Doctor, Blacksmith, Mayor, Portmaster, 3 Townsfolk, Store Proprietor, Tutorial Guy, Old Man Lodge Owner)

____________________________________________________________

- Real Time Combat System

Real Time Combat - Players can join other players in battle, XP is divided, basic RPG stuff, but all in real-time.

Enemy Item Drops:
Player Spells:
Player Items:
Player Weapons:
Player Armor:
Player Interaction:
Enemy AI:

1. Rat (Low HP, Slow AI)
2. Pirate (Moderate HP, Medium AI)
3. Bear (High HP, Medium AI)
4. Skeleton (Moderate HP, Fast AI)
5. Goblin (Moderate HP, Medium AI)
6. Dragon (High HP, Medium AI)

BOSS 1: Pirate Captain (High HP, Fast AI)
BOSS 2: Dalek The Wizard (High HP, Medium AI)

____________________________________________________________

- 10 Quests
 
[glb][size=18]DONE![/size][/glb]
____________________________________________________________

- Interiors (Stores, Houses, Buildings)

[glb][size=18]DONE![/size][/glb]
____________________________________________________________

- Weapons, Shields, and Armor

One weapons and armor dealer in town. He sells a Iron Sword, a Longbow, an Iron Shield, and a Iron Armor (One Part for now).
One Magic dealer who sells 2 spells.

____________________________________________________________

- 2 Spells (Heal Spell, Fireball Spell)

Fireball and Heal Glow Graphics are Needed (Could we use the HP+ from QoM?)

____________________________________________________________

- 2 Classes (Human, Elf) Attributed (Human = Better with Melee, Elf = Better with Ranged) and Male/Female Models for Each

[glb][size=18]DONE![/size][/glb]
____________________________________________________________

- Status Applications

Emails can have a single character registered to it. A status page tells you it's location in the world before you load up.

1. Main Window - Where the action takes place, and where you log in and out of the game world.
2. Player Window - Check your Status, Map, and Inventory in this.
3. Equipment Window - Equip Items, Weapons, Armor, and Spells here.
4. Communicate Window - Talk to players in your current zone, and check your quest log.

____________________________________________________________

- Sailable Ships

At the Portmasters, you can buy one of 3 ships. At any dock, you can board your ship and sail the open waters, and get off at any other dock.

1. Novice Sailor: Low Attack and HP
2. Captain's Mate: Moderate Everything
3. Expert Seaman: High Everything

____________________________________________________________

- 3 Dungeons

Dalek's Tower:

[glb][size=18]DONE![/size][/glb]
Undercroft Caves:

[glb][size=18]DONE![/size][/glb]
Claw Rock Cave:

[glb][size=18]DONE![/size][/glb]

____________________________________________________________

- Coding (Player's End and Online World)

The least fun. The most needed. This is the stuff that makes the world actually be a place to play in.

Main World Grids:
Interior Grids:
Dungeon Grids:
Ships and Travel (Online and Offline):
NPC's (Online):
Enemy AI (Online):
Navigation System:
Quests (Online and Offline):
Stores:
Classes:
Backend (Online):
Frontend (Online):
Player See Player (Online):
Player Interaction (Online):
Multiplayer Battle Engine (See above for Breakdown):

____________________________________________________________

- Updated Website

Last but not least, we need a website with a domain. Say, www.lostwindsmac.com, and maybe flash base it so we can add sounds and animation. How about a donations page? Hey, it never hurts. ;)

And we need to get a TOS (Terms of Service) and a more thorough registration page.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on July 31, 2008, 07:54:53 PM
I'm all for it. I don't own Gm though I can program in it and I understand the mechanics of server/client coding. No need to make multiple clients for each person. I have the solution.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: EqwanoX on August 01, 2008, 09:31:48 AM
(ah a list. ::)) how would you do a real time battle system? i dont mean in code but what would be the mechanics of it and why not turn based, its alot easier. swamp, you should draw concepts or design maps to get peoples interest, designing IS part of the work then other people can put it together
Title: Re: Lost Winds - Refreshed Thread!
Post by: Tireas Dragon on August 01, 2008, 09:38:48 AM
Making a list of things to do rather then doing anything is the usual reason that group project never go anywhere. It's what EQ said.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 01, 2008, 09:53:36 AM
Lw is different than a regular group project, and saying what we already know really brings moral down. If you actually said things that would encourage building it, there would be a greater chance of it getting finished.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 01, 2008, 10:07:55 AM
Swamp did more work than anyone on LW. He practically designed all of it. Me and Mist wrote code, Swamp drew pictures, wrote the story, composed quest ideas, wrote the logic of a realtime overworld battle engine, designed the world map, wrote area progression tables, invented 2 races unique to the game and stacks of other stuff. Planning is one of the most important parts in game design, and while you can't have a game without actually doing work, you can't have a good game without planning work.

btw guys, Swamp's concepts and maps can be found on the LW site: http://lostwind.redrasor.com/
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 10:30:45 AM
Quote
Swamp did more work than anyone on LW. He practically designed all of it. Me and Mist wrote code, Swamp drew pictures, wrote the story, composed quest ideas, wrote the logic of a realtime overworld battle engine, designed the world map, wrote area progression tables, invented 2 races unique to the game and stacks of other stuff. Planning is one of the most important parts in game design, and while you can't have a game without actually doing work, you can't have a good game without planning work.

btw guys, Swamp's concepts and maps can be found on the LW site: http://lostwind.redrasor.com/

 :) Well said Silver, thanks for backing me up.

And to Eq - Most of these things are done already. Silver has a real time battle engine example we can use and modify, complete player models (that we can just "uniqueify" for LW, we have V6 Complete and ready to tile faster, I have a quest system for each player laid out, and Gandolf (Mist too) seem to have the chat and online functionality thing handelled.

Gandolf - Well said. It is different because it's unique. Imagine the popularity boost of GM and the GMG if we created an ORPG (or MMORPG) in the software.

We have a larger team then many game making companies (aka why we should all team together, while not abandoning our singular companies, but working on one as a team) and many more resources then we had before the GMG. Thanks to ghost, our newly amassed team (Me, Silver, Mist, TD, Gandolf, Ghost, Al, Eq, hell everyone can pitch in something) has both the size and initiative to get LW off the ground and into production again.  I'll even edit the list and link to places where we have this stuff already.

In the words of Leroy Jenkins - "LETS DO THIS". Lost Winds: Status: In Production.

Also - EDITS AHOY TO THE TOP POST!
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 01, 2008, 10:55:35 AM
Hmmm... shall we go with your original idea for the battle engine where colliding with an enemy takes you to a battleground card? Personally I prefer just having the enemies attack on the overworld, but it'd be easier to fit ranged combat and magic code if we had a card dedicated to the battle engine. Maybe we should attempt your way and see how it goes from there.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 01, 2008, 11:05:05 AM
Quote
Silver has basic monster AI created now. That's all we need in the battle system, as well as a chunk of code that allows more players to join in the battle and distributed EXP.

TD's V6 Improvements
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=news;action=display;num=1209517218

V6 Grid Code
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=news;action=display;num=1204580112

Silver has an AI demo, I know this but cant find it -.-
Also, I'm working on a character centered scrolling engine, so we could use that when it's finished. I'm just doing a few final touchups, such as making sure entity sprites scroll with the background and such. :)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 11:09:08 AM
Quote
Hmmm... shall we go with your original idea for the battle engine where colliding with an enemy takes you to a battleground card? Personally I prefer just having the enemies attack on the overworld, but it'd be easier to fit ranged combat and magic code if we had a card dedicated to the battle engine. Maybe we should attempt your way and see how it goes from there.

Agreed. Good stuff with the engine Silver!

More Edits above.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 01, 2008, 11:26:24 AM
Well, while I'm working on the engine, do you guys wanna work out a simple online example of player see player and navigation? Say, 2 cards large?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 11:43:09 AM
While I'm away I'll do Quest Concepts and mapping concepts as well. If you guys can do that, that would be great. As we complete stuff, I will put: [glb][size=18]DONE![/size][/glb] beside each little segment. A sense of accomplishment never hurts.

Btw, is it ok if I Designate myself as Project Lead? And do you agree with everything in the top post?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 01, 2008, 11:58:22 AM
Quote
Well, while I'm working on the engine, do you guys wanna work out a simple online example of player see player and navigation? Say, 2 cards large?

Yeah, though, are we using php or a server that runs off of a computer?

If php, I can't program the way it sends and recieves data, but I can use the data to make it work without multi clients.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 12:05:20 PM
Most likely a Server Computer. I don't know about php.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 01, 2008, 12:12:21 PM
If you're using the server on the computer way, what will we use as a server? We could use Sc to send and recieve data, and Gm to process everything.


-Gandolf

Edit:  I'm no good with AppleScript, but is there a way for applescript to send data directly over the network to another computer? Which another applescript will catch it.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 12:22:32 PM
Not sure, ask Mist :P.

As well, Silver, remember Ethumbra? That can be part of the Island Zone, as well as the part we created already. So all in all, half of the zone is pretty much done, and thats all we need. Just have to stitch the two together. I still have the files if you need them.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 01, 2008, 12:58:17 PM
More edits to the top post, sorry for the double post.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 01, 2008, 03:11:00 PM
Thanks Swamp, I've got all the up to date LW files. That's a good idea of adding Ethumbra to the Island zone. :)

Oh, a note on mapping: The scrolling nav engine I'm working on uses 3x3 of the 7x7 grids I usually use, so rooms are significantly bigger. (9 times bigger!)

Here's an example room with the old tileset:
(http://img124.imageshack.us/img124/1599/bg2og1.th.gif) (http://img124.imageshack.us/my.php?image=bg2og1.gif)
Title: Re: Lost Winds - Refreshed Thread!
Post by: EqwanoX on August 01, 2008, 06:21:43 PM
oh swamp has done alot, then i agree you all should finish this project throw together a simple demo or something. can you give any details on how the real time battle engine works? i cant imagine anything other than just pressing the attack key repeatedly
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 01, 2008, 10:44:16 PM
This might work as the server/client.

http://www.quazal.com/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=3&page=1

Edit: Haha, nevermind. Costs money.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Tireas Dragon on August 01, 2008, 11:11:49 PM
You know I have never worked on a group project before so this might be interesting I am usually pretty inventive on methods of code I'll see if I can help.
P.S. I don't have a clue as to incorporate online code so don't really ask me to do much involving that.
Title: Re: Lost Winds - Refreshed Thread!
Post by: alias on August 01, 2008, 11:52:51 PM
I made a real time battle engine and it takes up alot of code no matter what you do, and it becomes impossible when u want pathfinding AI, goodluck.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 02, 2008, 03:52:10 AM
I made a RT battle engine concept as well. I imagine the code to be quite messy since it was written way back when, but when I write the new engine it will be spot on. I'll be changing various aspects of it as well. (such as instead of walking on enemies to attack them, you bump into them and they'll act as a wall)

Here's the LW folder Swamp, you should put it in the first post: http://www.mediafire.com/?psbl1jmngic

As for your request Eq, the RT battle engine concept is part of the LW Concepts GM file in the download. :)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 02, 2008, 06:34:45 PM
Quote
I'm all for it. I don't own Gm though I can program in it and I understand the mechanics of server/client coding. No need to make multiple clients for each person. I have the solution.


-Gandolf
Just to remove all doubt from my mind, could you explain the logic of your code? As I don't understand it. Here's what I think the logic is:

1: A variable ("X" for example) in the client app equals the number of the "port" on the host computer that the client computer is connected to.
2: The sprite number of the client's player sprite is equal to that variable. ("X")

Is that right? And if it is, does that mean each player connects to a different port on the host computer? How many ports does a computer have?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 02, 2008, 08:32:29 PM
Quote
Just to remove all doubt from my mind, could you explain the logic of your code? As I don't understand it. Here's what I think the logic is:
 
1: A variable ("X" for example) in the client app equals the number of the "port" on the host computer that the client computer is connected to.
2: The sprite number of the client's player sprite is equal to that variable. ("X")
 
Is that right? And if it is, does that mean each player connects to a different port on the host computer? How many ports does a computer have?

Yes, right.

Client + Server running on Host computer:

The player opens the client, logs on, and the client checks each port with the server until it gets an open port. When that happens, depending on the port it entered, it is set into the right player category in the system. The character stats are checked and saved in each players' file in the same folder as the server.
The key thing is that all the variables are saved in 1 string. Many times a second, all the client has to do is get one variable which really increases game speed.


Client + Server as Php:

With using php, the client can't track which port, but can look at the data before connecting. So, in Php, make the client look who's online, than insert itself to the player spot after the last person online. After he successfully logs on, it will receive the individual player data from php and use that to load the character. I'm thinking of putting all variables set into one variable so it will run way faster than getting each variable at random times, it will only get one variable.



-Gandolf


Edit: Almost forgot. Each player connects to a different port, and there is a ton of ports. Like 64,000+ .
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 03, 2008, 04:20:03 AM
Cool, thanks for clearing that up. :)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Tireas Dragon on August 03, 2008, 10:05:56 AM
Why does the battle engine have to be real time? I was just wondering since it is way easier to make battle engines turn based.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 03, 2008, 10:29:11 AM
Quote
Why does the battle engine have to be real time? I was just wondering since it is way easier to make battle engines turn based.


I think Silverwind wants a better quality game. With real time battle system two+ players can battle the same monster at the same time. It adds partnership and the ability to work together and get connected into the game. Everything the player does in the game, we want it to be able to do it with a friend. It's the reason the game will be online, it makes the game more addicting.

To Everybody & mostly Mistron:
I'm really itching to get to work on the online system. Do you have the old just LW chat app? I want to try to re-write the movement system from scratch to see if I can get player see player to work.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 03, 2008, 11:55:34 AM
The download package I posted a few posts ago has all the up to date LW files in it. I'm pretty sure it has Mist's AS code as well as the chat code.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 03, 2008, 01:03:32 PM
Thanks, I will take a look at it a little later today. I will write all the code in text edit, and I will need you guys to stick the code in the LW app and fix any syntax errors I make.

Also, anyone know why Mistron hasn't been responding much?


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 03, 2008, 02:05:45 PM
My guess is that his internet went down again. I think it was down all last month.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 03, 2008, 03:26:36 PM
The current lw is developed too much. It's going to be a pain erasing and replacing all the code, so does anyone have the LW simple chat application? I can probably get a rough draft of the online code in about a day with that.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 04, 2008, 03:49:32 PM
I'm not sure if there ever was such an app, I think Mist developed the chat code within the main app. He has a compiled version of the chat concept, (within the LW download package) so perhaps he still has the source for that.

Do any of the Apple Script documents contain the chat code?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Al Staffieri on August 05, 2008, 08:36:45 AM
I have a chat test source code that works. I just tried it.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 05, 2008, 08:53:22 AM
That's all I need. :D
Could you upload it?



-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 03:50:08 PM
Quote
Thanks Swamp, I've got all the up to date LW files. That's a good idea of adding Ethumbra to the Island zone. :)

Oh, a note on mapping: The scrolling nav engine I'm working on uses 3x3 of the 7x7 grids I usually use, so rooms are significantly bigger. (9 times bigger!)

Here's an example room with the old tileset:
(http://img124.imageshack.us/img124/1599/bg2og1.th.gif) (http://img124.imageshack.us/my.php?image=bg2og1.gif)

Alright, I'm back, and a LOT to upload and tell. Well I was at my cottage, I made a lot of stuff for lost winds. In this post I'll comment on everyone's posts up to now.

Firstly, in response to Silver's post, I merged what weve done, added more, and in a nutshell created, tiled and textured the whole world, and all the dungeons. I created 4  "JingCasts" which will tell you more about what I did. I also typed out the beginnings of a Game Guide and a HUGE document thoroughly explaining the 10 quests I came up with (as well stated that I would do). I'll also update the first post ASAP.

Now Eq: I have done a lot :D and I hope its ok if I'm project lead :P so we need to work on the real time engine, but as I see it looks like there is more posts after yours. A lot more.

Gandolf: Lol, replied in another topic already. We'll find a way, don't worry.

TD: Any help we can get is great! You're in, welcome to the team. I'll update the first post.

Alias: I'm sure there is more then one way to read a battle system (File IO), as well try to keep the morale in this thread positive, this project is a Must do.

Silver Again: (In response to both his posts) I have an EPIC  LW folder, I'll upload that ASAP, you'll see how much we have and how organized it is.

And to Gan And Silver, great stuff with the Online Functionality so far, looking forward to seeing how it turns out.

TD and Gan: Exactly, right! And I have the old apps on my comp, I'll put it with the zipped uploads in my next post.

Silver and Gan: I have a bigger and more organized folder on my computer, with lots of goodies in it. Ready for upload too, so get that in my next post. No idea bout' Mist, though.

Last 3! Gan, Silver, Al: Again, great stuff, and I have those files, but it seems Al has solved the problem.

Well, that brings it up to date. As well, I assume you're all on macs - do you have MSN or iChat? We could actually have live video meetings, which would rock. Hard. (While at the same time doubling productivity).

Sadly, the uploads will have to wait for now. Talking to my GF at the moment, so you guys can hold out.

P.S - How's that engine coming Silver?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 05, 2008, 04:11:14 PM
Aim - "mattgandolf" and I believe my msn is ["gandolfmatt" at "hotmail" dot "com"]. I will be on iChat and msn for most of the time.

Quote
Again, great stuff, and I have those files, but it seems Al has solved the problem.  
I'm waiting for Al to upload it. Than I will experiment with sending not only chats back and fourth, but also data such as player position.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 04:16:52 PM
Great stuff, and I'm done talking to her for now. Which means I can upload! As well, it would be best if we shared the important files through another service. One that doesn't allow for EVERY forum visiter to download our unprotected work.

I'll MSN add you and wait until we get more people for iChat.

Also, is it gandolfmatt[at] ho.. nevermind, you just logged on.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Al Staffieri on August 05, 2008, 04:50:39 PM
Quote
I'm waiting for Al to upload it. Than I will experiment with sending not only chats back and fourth, but also data such as player position.

I'm updating it now. It drops the first and last characters from the info sent because it was made before GM eliminated the returned strings quotes automatically, so I'm fixing that.

I'll upload it tonight.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 05, 2008, 05:10:58 PM
Thanks. :D


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 07:20:56 PM
I have the link for the LW folder, its uploaded and ready to go. I'll PM it to project leads.

And Al, how's the file upload coming along? :P
Title: Re: Lost Winds - Refreshed Thread!
Post by: Tireas Dragon on August 05, 2008, 07:41:23 PM
Well if I am going to help I am going to need some sort of piece of the project to work on. So what should I help build/work on/improve?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 07:54:01 PM
I'm off for the night, almost done updating the front page. TD, you can check the front page and see if there's something you can add or a problem you can solve. :D

Edit: I don't need to go yet, after all.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 08:06:55 PM
If you want the download package, send me a PM and I'll be sure to get it to you ASAP. I recommend all those involved get it, and MSN as well. (Possibly iChat, if you guys think that could help). The front page will be getting constant updates, and I need that banner code again :D.

If you wish to get involved, again, post with what you can offer and I'll look it over.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 05, 2008, 08:27:23 PM
Alright, I'm gonna dive into the lw proj. folder and digest as much of the server codey goodness as much as possible. I've got 4 hours to play with it.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 08:42:22 PM
Great, looking forward to what you can come up with. :D
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 05, 2008, 08:43:34 PM
Just went through most of the file, it seems to have a compiled working version of the php app, but the uncompiled chat part doesn't work.

So Al, how's the uploading the chat app coming?


-Gandolf

P.S. I'm on Msn/iChat if anyone wants to come on.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 05, 2008, 08:53:47 PM
Actually, I'm off for now, but I'll be back on tomorrow. Looking forward to what we get done!
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 06, 2008, 03:24:36 AM
Quote
How's that engine coming Silver?
Good and bad news guys...

I got Soul Calibur IV and it's eating most of my GM time. But the good news is that the game is great! Man, I mean man are those graphics drool worthy! And the gameplay is more tactical and strategic than any other combat game I've ever played! I have a tendency to get good at games very fast and beat them, usually resulting in my only playing it half as much after a week or so, but the difficulty of online matches in SCIV is unreal! Bwahama!

I'm off to play it now...

EDIT:

Oh yeah, the engine will be finished soon. I think.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 06, 2008, 09:41:51 AM
Sad face for Silvy.  :(

LW > SCIV. In my opinion. ;D

Did you get my PM silver?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 06, 2008, 11:29:01 AM
Hey, I have progression on the online capabilities of Lw.

I have built a fully working text chat app using Gmod. So far I will adding to it, making it so you can log on, make accounts, than I will add the ability to see other players. I have an idea in mind for that, and with my Sc MMo engine knowledge, I can probably replicate it pretty easily.
Though i ran into a problem, my code is reaching a 15 line limit, so I will be writing all this in a text file. Could anyone who owns Gm get on Aim or Msn and compile my code, Lw development would reach newer heights in the next few days.

Aim: mattgandolf
Msn: gandolfmatt at hotmail dot com


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Al Staffieri on August 06, 2008, 12:08:54 PM
I uploaded the lw chat test source code here
http://members.aol.com/macgamemaker/lw_chattest.zip

I couldn't sign on. I'm not sure if I'm using the wrong password or if the server is down. I was able to get on yesterday.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 06, 2008, 12:15:09 PM
Thanks Al. :D


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 06, 2008, 12:34:03 PM
Nice, I'll try and have a look at that. Working on interiors and dungeons at the moment, Silver, if possible, could you get me the graphics I need on the first page?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 06, 2008, 02:44:57 PM
Hey guys, progress has been made. I used Silvers Updated Grid Editor tiles, and created all the dungeons (textured) in the game. Those are 4 Levels in "Dalek's Tower", 1 Large Room "Claw Rock Cave", and 2 Levels in "Undercroft Cave".

All thats left is interiors for the houses, and Silver needs to create a few more tiles for the world map, then I can add them, and its done and ready for coding.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 06, 2008, 05:28:55 PM
Nice stuff so far Swamp. :)

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Silver, if possible, could you get me the graphics I need on the first page?
Sure, I'll have a go at the ores and the interiors. Not sure if I'll be any good at drawing pirate ships, but I'll give it a shot. (should the ships be 2 or 3 tiles wide?) As for NPCs, just re-color my templates until you get what you like. I'm gonna attempt a few more clothing types soon, such as jackets and armors, but until then just work with what we've got, or design your own.

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10. Swirling Vortex (Tile, takes up 4 squares)
What in the name of Milton Burle do we need that for? And yet... we must have it!
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 06, 2008, 06:00:55 PM
LOL! Thats better then Alias's Sigg'd material! (No Offense)

It would be like a vortex in the water. Did you download the package Silver (I PM's it to you)? On the labelled map, where you see "Claw Rock", the vortex would go there. Docks would be helpful too ;D.

The enemies we need are on the front page - see if we have them all, and if not, try and create them! Thanks again!

As well, Gan and I are almost done an amazing chat system. It's all coming along great!

P.S The ships would be 1 tile wide. Maybe the Captains can be 2. He is a pompous fool, after all.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 07, 2008, 04:34:03 AM
Yup, I downloaded the package when you sent it to me.

So Pirates, Skeletons and Bears are the only things on the enemy list we haven't already got. I'd imagine a bear to be the hardest by far to draw, but I'll attempt it. The skeleton I imagine I could get, and the pirate will be easy. I'll post the nav soon as well.

EDIT:

btw Swamp, I can't open the Jing files, and didn't you say you'd textured the whole world map? Where's the textured world map?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 10:24:13 AM
The Jing Files can be opened in Flash Player (Google and Download) because at my cottage there was no internet and therefore no way to upload. The world map (textured and whatnot) can be found in LW Maps/Obeor Maps/Main Island. All the new maps are in there, save a few incomplete dungeons.

Looking forward to the nav so I can get to coding the world, and the NPC's/Sprites as well :D.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 12:04:24 PM
Guys, BREAKING news, Gandolf and I, over MSN, just came up with a brilliant idea for LW. I'll break it down into 2 parts.

1. Multiple Windows

This basically means the player runs a "Root" application, that opens up all of the other ones that dynamically change and receive variables in real time. These seperate applications are single windows, that display your:

1. Player Status (HP, MP, EXP, Level, Gold, etc)
2. Inventory (What stuff/junk you have)
3. Journal (Quests and Updates)
4. Equipment (Avernum Style Equippable)
5. Spells (Equip and Change Spells)
6. Chat (Communicate with your fellow players)
7. Mini Map (Position in the World)

These windows could be small, and have a more functional purpose, therefore reducing clutter in the main application and allowing for easier access in game. Treat each application as a seperate branch off the tree. Each branch sends and receives its own variables, according to what's happening to the player in the main window.

2. Larger World Display Area

Because all these applications are running and updating as well, this allows us to make the main application (Which Displays the world) twice as large. Because we will be using a new "Character Centered Nav" (Pokemon Style), this is great and allows for more of the world to be seen at once.

We also don't need to have a "Menu" on the main app, because all the stuff you need to see is running around it.

All in all, its like Oberin. Except created by us. And in Gamemaker. Good idea? Post with opinions, please. :)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Tireas Dragon on August 07, 2008, 12:13:25 PM
So with this Larger World Display area there no need for 7*7 perfect grids so we can make things whatever dimensions we want. If we use this World display thing there is 1 problem. We can't do the room hiding thing I liked.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 12:17:40 PM
We can still do that, quite simply actually. Just have a sprite, overtop of the grid area that you want to cover for each player, and when the player goes in, then it opens.

Or are you talking about the town's houses... well we can have an interior card/sprite that whenever you go in ANY house, it opens up all of them and takes the player to that seperate village ares. Remember, we are doing this in GM, and it does have its limits.

Personally, I prefer the "Pokemon" way of room entering, but we can always try and find a work-around.

EDIT: I'd rather have it so you can explore the whole world in an open fashion and teleport to building interiors, then explore the world card by card and get repetitive layouts.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 07, 2008, 02:32:24 PM
Sounds good to me Swamp, provided the windows are kept to a sensible amount. More than 4 might result in a clumsy interface.

Hey, would it in any way be beneficial for us to have the battle engine in a separate window?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 02:38:45 PM
Well, we'd have a main window, then we can put chat and journal in one, and Player Status/Location/Inventory in another, then Spells/Equipment in another. That Seems right! To recap:

1. Main Window - Where the action takes place, and where you log in and out of the game world.
2. Player Window - Check your Status, Map, and Inventory in this.
3. Equipment Window - Equip Items, Weapons, Armor, and Spells here.
4. Communicate Window - Talk to players in your current zone, and check your quest log.

How is that engine, and how are those tiles coming, Silver?

P.S. Battles in a Seperate window? Interesting preposition - Name some Pros and Cons, and explain more :P
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 07, 2008, 03:07:34 PM
Wow! I really like the mapping you've done Swamp! :D It's got plenty of interesting nooks and crannies to explore now. I'm not sure what you considered calling the north island connecting to Ethumbra, but perhaps it could count as the same island with the bridge dividing North and South sections. Just an idea, though I like the idea of islands as well.

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How is that engine, and how are those tiles coming, Silver?
Slow, I've hardly begun work on the collision routines for the nav engine. I've spent most of the summer working on projects, and I intend to spend allot of what's left of it enjoying leisurely activities. (like SCIV, hehe...) So don't rely your progress on mine guys. ;)

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P.S. Battles in a Seperate window? Name some Pros and Cons, and explain more :P. Sounds... interesting!
I'm not sure if there'd be any pros, I just wondered if anyone had given any thought to it. I think a pretty nifty turn based battle engine could be created with the idea, maybe something similar to the Yipe! interface. It probably wouldn't save us any work using RT battle though, so maybe it's not not worth considering for LW.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 03:37:55 PM
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Wow! I really like the mapping you've done Swamp! :D It's got plenty of interesting nooks and crannies to explore now. I'm not sure what you considered calling the north island connecting to Ethumbra, but perhaps it could count as the same island with the bridge dividing North and South sections. Just an idea, though I like the idea of islands as well.

Yeah, I don't have an idea for that either. These are the two islands off of Obeor, we need a third for a later release with the main "Wind" dungeon on it. Thanks for the compliments, appreciated. :)

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Slow, I've hardly begun work on the collision routines for the nav engine. I've spent most of the summer working on projects, and I intend to spend allot of what's left of it enjoying leisurely activities. (like SCIV, hehe...) So don't rely your progress on mine guys. ;)

Lost Winds is leisurely, there's no deadline, and its cool to have a little something to keep us occupied. I guess to me, making a game is something I could consider leisure time, and you also get a real sense of accomplishment when you create something from nothing. With games that are already created, you are simply reaching milestones the developers set for you, not ones that you create for others to reach, and set yourself. Thats the beauty of game making - you know others are in for an awesome time over the hard work you've done, and that feeling alone is good enough for me to strive to create a great game. :D

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I'm not sure if there'd be any pros, I just wondered if anyone had given any thought to it. I think a pretty nifty turn based battle engine could be created with the idea, maybe something similar to the Yipe! interface. It probably wouldn't save us any work using RT battle though, so maybe it's not not worth considering for LW.

I agree, lets stick with the same window battle engine and real time as well.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 07, 2008, 06:39:30 PM
Double post, but were any of you guys who got the package able to open and watch the JingCasts? If so, how did you like them?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 07, 2008, 10:13:33 PM
I opened Safari, made new window, than dragged the jing into that new window. It plays just fine.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 08, 2008, 10:26:06 AM
Alright, thats great. Gan and I are working on the 4 main apps and graphics for the dungeons, Silver is (hopefully) working on the nav system and the tiles we need, Al is helping in every way he can, Mist is who knows where, and TD - well, what are you working on TD?

So lets make this post a "Progress Update" post, I'll edit the first post as well.

Swamp: I've been working in the many interiors the game has in its towns, and still need a few of the newer interior tiles I saw in QoM (And maybe some new ones too) to finish them up. I'm also adding a second level to "Undercroft Cave". Considering "Claw Rock Cave" is a puzzle dungeon, it doesn't need to be huge. In fact, we'd be using "Room Hiding" to effectively be "Fog", and it doesn't clear/allow you through it until you complete a task. (See Quests for more info) As well, I've ben helping Gandolf with the online code.

Silver: I hope that Silver has been working on the new Character Centered Navigation System, and creating the tiles we requested on the front page. I believe he's also working on a Real Time Combat system. Get off SCIV! ;)

Gandolf: Gan has been tirelessly working on the online functionality of the game. He has coded a fully functional chat application, and I believe the registration/character creation app is done as well (Think Oberin here). Now we're adding more perks and fixing glitches in the apps we do have, and are planning the creation of the others and how Player See Player will work.

Al: Has been helping with Syntax Problems and Online code. Again, very helpful.

TD: What did you end up working on TD?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 08, 2008, 12:47:58 PM
Just saw your pod casts Swamp. Good stuff as always. :) The nav's coming along slowly, and I'm increasing the NPC accommodation count from 4 to 5 in the same room at the same time. That'll include enemies though.

Also, I'm gonna start designing an island soon, so do you guys have any preference to where it should be located? (ie, north, south, east or west of Obeor?) The islands gonna be an out of the way mini zone, so don't make any boats routes to it until I've thought it through. ;)

Also also, "That strange online game made by two people"? lol! Best. Summary. Ever! ;D

EDIT:

Now I'm calling them pod casts! ::)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 08, 2008, 12:52:46 PM
Well, I think we should put this island to the East of Obeor, and it could be like a "Lost Island" or something, maybe this can have the main zone dungeon on it. I'll make an smaller island to go to the West of Obeor.

I'd think it would be better if all islands (say, a total of 4) were part of the Obeor Islands Zone. Good to see progress on the Nav though, but what about the tiles?

Edit: LOL!

Edit 2: LOL AGAIN! (The summary)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 08, 2008, 01:14:58 PM
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Well, I think we should put this island to the East of Obeor, and it could be like a "Lost Island" or something, maybe this can have the main zone dungeon on it.
East is cool. Please don't plan dungeons or quests for it though, as I'd like this island to be my own little workspace. :)

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I'd think it would be better if all islands (say, a total of 4) were part of the Obeor Islands Zone.
Also Cool.

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Good to see progress on the Nav though, but what about the tiles?
Be patient Obi Wan. (or make your own! ;D )

I'm gonna stress this here and now for all to hear, so harken to my voice everyone: Silver be tired! I've had, and am continuing to have a very busy summer. If it's not one thing to be done it's two others, and the result is that my whole family is tired. I'm just not up to any extra work right now, so you can expect LW progress from my end to be particularly slow. So guys, please, please, please don't set your watches to my beat! If your progress relies on mine, you're gonna be disappointed. I'm nipping it in the bud now to save you all a "Aw man, had I known Silver wasn't up to doing So and So I wouldn't have done Such and Such..."

Also, I'm interested in your iChat ideas Swamp, but I've never used it before. How does it work?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 08, 2008, 01:26:29 PM
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East is cool. Please don't plan dungeons or quests for it though, as I'd like this island to be my own little workspace. :)

Sure thing, everyone needs that. Just try and keep the quests/dungeons you do put in it, in the same theme as the zone. Which is pirates and treasure. ;D

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Also Cool.

Good. :D

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Be patient Obi Wan. (or make your own! ;D )

The tiles will not match if I make them :P, but with all the level design I don't have time. It still would be best if you made them, I can wait. Just try and keep us updated on your progress :).

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I'm gonna stress this here and now for all to hear, so harken to my voice everyone: Silver be tired! I've had, and am continuing to have a very busy summer. If it's not one thing to be done it's two others, and the result is that my whole family is tired. I'm just not up to any extra work right now, so you can expect LW progress from my end to be particularly slow. So guys, please, please, please don't set your watches to my beat! If your progress relies on mine, you're gonna be disappointed. I'm nipping it in the bud now to save you all a "Aw man, had I known Silver wasn't up to doing So and So I wouldn't have done Such and Such..."

Aww... well alright, just do a little work here and there and we'll finish it off eventually ;)

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Also, I'm interested in your iChat ideas Swamp, but I've never used it before. How does it work?

Create a Jabber account - and we can have real-time group video chat via our computers (If you have a webcam, if not you can still talk). Like a professional meeting of sorts - we can even share files. Like Instant Messaging, except better. MUCH better.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 08, 2008, 03:47:21 PM
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Sure thing, everyone needs that. Just try and keep the quests/dungeons you do put in it, in the same theme as the zone. Which is pirates and treasure. ;D
Thanks, I'll be sure to consult everyone when I get around to adding quests and dungeons and stuff. :)

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Create a Jabber account - and we can have real-time group video chat via our computers (If you have a webcam, if not you can still talk). Like a professional meeting of sorts - we can even share files. Like Instant Messaging, except better. MUCH better.
Jabber eh? Sounds nifty indeed. I'll check it out tomorrow.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 08, 2008, 03:52:28 PM
Awesome. First page has had major updates, check them out.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 10, 2008, 05:32:20 AM
My internet has been down for 2 days so I didn't get to post, but here's the pirate sprites:

(http://img509.imageshack.us/img509/9269/redcappiratesvo3.gif) (http://imageshack.us)

I'm very pleased with most of them. The only thing I despise is the ship, but we might be able to find a suitable sized sprite from another tileset, or someone else could draw them. Anyways, I tried drawing the bear afterwards but it was way too hard. I'm struggling with the skeleton, but I definitely want to get it done, as every RPG worth its salt has skels. ;) I've demolished my old QoM skeleton template and started from scratch, as it was quite outdated.

EDIT:

Here's a few ores as well:

(http://img300.imageshack.us/img300/6631/oresio3.gif) (http://imageshack.us)

The large ones are deposits and the small ones are inventory pictures. Also, what kind of ores do we need? Gold, silver, bronze, copper, iron, tin?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 10, 2008, 07:57:26 AM
Swamp and Gan, are you sure you've thought out the battle engine? Ranged combat and RT magic haven't been included in a single player game yet, and I imagine they're both hard enough to code without them being online. There's a heck of a lot of variables to share in a single NPC routine, let alone a possible 4 with ranged combat and RT magic. Shouldn't we start with a very simple battle engine, such as inflicting "playerdamage" damage to enemies when the player collides with them?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 10, 2008, 09:54:51 AM
Quote
My internet has been down for 2 days so I didn't get to post, but here's the pirate sprites:

(http://img509.imageshack.us/img509/9269/redcappiratesvo3.gif) (http://imageshack.us)

I'm very pleased with most of them. The only thing I despise is the ship, but we might be able to find a suitable sized sprite from another tileset, or someone else could draw them. Anyways, I tried drawing the bear afterwards but it was way too hard. I'm struggling with the skeleton, but I definitely want to get it done, as every RPG worth its salt has skels. ;) I've demolished my old QoM skeleton template and started from scratch, as it was quite outdated.

EDIT:

Here's a few ores as well:

(http://img300.imageshack.us/img300/6631/oresio3.gif) (http://imageshack.us)

The large ones are deposits and the small ones are inventory pictures. Also, what kind of ores do we need? Gold, silver, bronze, copper, iron, tin?


HOLY WOW! You HAVE been working! These are great Silver! (The ship body is great, but it needs a bigger sail lol)

Those 3 ores should be good for now. Again, great stuff!

As for that engine, we're thinking it out at the moment. And I agree, start simple and add weapons on. I can size that down, but the main page will have the same goals for us to complete, we'll get around to it sooner or later.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Al Staffieri on August 10, 2008, 11:08:58 AM
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The only thing I despise is the ship, but we might be able to find a suitable sized sprite from another tileset, or someone else could draw them.

Take a look at the ship icon in GameMaker. You may like that a bit better or it might give you ideas of how to modify yours a bit.
Title: Re: Lost Winds - Refreshed Thread!
Post by: EqwanoX on August 10, 2008, 01:57:22 PM
nice sprites, theres a game like this for nes called "pirates" you should download the rom. you can sail around and encounter ships randomly, when you do it goes to a seperate screen where you and the other ship manuver around and shoot cannons at each other (the space nav system would be good for that part) when the ships collide you board it and have to sword fight the captain (you could make this part a simple turn based battle system)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 10, 2008, 03:00:38 PM
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The ship body is great, but it needs a bigger sail
Sail? Ohhh..... I knew I forgot something! ;D

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Take a look at the ship icon in GameMaker. You may like that a bit better or it might give you ideas of how to modify yours a bit.
The GM ship icon is great! The angle is much easier to work with, as you can clearly define the ship's shape. Did you draw it yourself Al?

EDIT:

Say Al, is their any chance we could use the GM ship icon as the ship in LW?

EDIT AGAIN:

Here's a slightly improved ship with sails:

(http://img145.imageshack.us/img145/2584/slightlyimprovedshipie5.gif)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 10, 2008, 06:12:32 PM
Much better, great Ship! (Docks and Vortex, mainly)

Let me update the first page. :)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 11:05:28 AM
Hia

I don't have enough time to read all of the posts so.....

am I still needed?

I can try to program communication code in flash, however, someone else's computer will have to host it because my ISP soesn'tr like me hosting stuff on my own comp...

Also, lost winds is already in use by this: http://www.frontier.co.uk/games/lostwinds/

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 11:23:59 AM
Ok...

I am going to PM gandolf, swamp and silver the chattest.

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 11, 2008, 11:30:05 AM
I can host on the Gmg account. Also, you are very needed. I need major help.

This is what I'm trying to build:
There are 2 pages. First is createvar.php, in which you save the variables, and another is getvar.php in which it prints that variable's data on the site. You use the same method to save and get variables as you did with the applescript, but instead of a whole php page per variable we just use one page that saves them to a mysql database or as a text file.

What do you think?


-Gandolf

Edit: Just saw your post.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 11, 2008, 11:37:41 AM
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Also, lost winds is already in use by this: http://www.frontier.co.uk/games/lostwinds/
Plagiarism! Or, coincidence... one of those. Anyways, are we changing the name?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 11:48:49 AM
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I can host on the Gmg account. Also, you are very needed. I need major help.

This is what I'm trying to build:
There are 2 pages. First is createvar.php, in which you save the variables, and another is getvar.php in which it prints that variable's data on the site. You use the same method to save and get variables as you did with the applescript, but instead of a whole php page per variable we just use one page that saves them to a mysql database or as a text file.

What do you think?


-Gandolf

Edit: Just saw your post.
That is GMOD.

GMOD's PHP set file gets sent a variable by your AS application, which it then saves in a mysql database and when your gm application asks  for it it grabs it back.

ALSOOO

Gandolf, you are pertty good at other Programmingf languages, no?
we need to write an app that will do the online stuff for GM because GM can't do it efficiently enough (3 secs per transfer :()

Get it to ssave to a text file and load it in with GM

Mist (PS I will do some work, don't worry :P)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 11:49:29 AM
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Plagiarism! Or, coincidence... one of those. Anyways, are we changing the name?
I dunno, but it would be hard to host a legal thing against these guys :P

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 11, 2008, 11:51:39 AM
I vote for a new name. Perhaps simply the name of the world. Opinions?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 11, 2008, 04:04:03 PM
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Gandolf, you are pertty good at other Programmingf languages, no?
we need to write an app that will do the online stuff for GM because GM can't do it efficiently enough (3 secs per transfer Sad)
 
Get it to ssave to a text file and load it in with GM
 
Mist (PS I will do some work, don't worry Tongue)

Sorry, just saw this post.

So, what you want me to do is make a app that will continually download information off of php using applescript becuase Gm does this too slow?

Hmm. I think I can do this. Make a Cocoa or C++ app that runs on a loop. Uses applescript to download info off of php every fraction of a second. Though I've never tried saving data as text files.

First we need to make another gmod thingy just for Lw, that we test it by having Gm download data from it. Than I will see if I can make that app.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 11, 2008, 04:06:18 PM
WAIT!

Why can't we make a simple applescript app that does this? When started, this AS app will run on a continuous loop every fraction of a second. What it will do is read a text file named "varname". If the text file has anything but "Done" or "Shut off" in it, it will activate some code that I will personally put in. After it accesses that code, it will save a variable from that code into a text file named "vardata". If the "varname" file says "Done" than it will continue the loop but do nothing. If it says "Shut off" than the applescript file will exit and shut off.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 11, 2008, 05:16:03 PM
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Plagiarism! Or, coincidence... one of those. Anyways, are we changing the name?

Actually, ours came first.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 06:34:21 PM
I never said that it didn't, I just said that we probally couldn't prove it and shut down their game:P

Also, we need to get ranked on google which might be a poblem against that game... :P

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 06:35:58 PM
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WAIT!

Why can't we make a simple applescript app that does this? When started, this AS app will run on a continuous loop every fraction of a second. What it will do is read a text file named "varname". If the text file has anything but "Done" or "Shut off" in it, it will activate some code that I will personally put in. After it accesses that code, it will save a variable from that code into a text file named "vardata". If the "varname" file says "Done" than it will continue the loop but do nothing. If it says "Shut off" than the applescript file will exit and shut off.


-Gandolf
That sounds good. Although Applescript, although (I think) faster than GM, is not as fast as an compiled app, so if you could get a compiled app that does it all than that would be the best.

Thanks
Mist (PS Send me the source)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 11, 2008, 06:39:32 PM
Hmm. I'm not sure about speed, but I do know that I don't know how to do all of that in Xcode. Wait...   Xcode can have applescript in the regular apps but it will run just like a regular applescript app.

I'm not too good with applescript so I'm asking around. Apps not made yet.



-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 11, 2008, 06:50:47 PM
Sounds cool

Mist

@swamp, when u get time add me to the frontpage.

I will do website maintenance and backend stuff with gandolf.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 08:27:52 AM
Quote
Hendo: Gimme some time. I can write this for you, bu I gotta go to work now.

Hendo will be writing that As file that does all that we need it to do.
Thanks Hendo. :D


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 12, 2008, 09:34:14 AM
THX hendo :)

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 12, 2008, 12:03:31 PM
Quote
Sounds cool

Mist

@swamp, when u get time add me to the frontpage.

I will do website maintenance and backend stuff with gandolf.

Sure thing, I've got a min now.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 03:00:22 PM
Hey Mistron, is the Lw online data thing made? We could probably start some more on Lw before getting that As app.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 12, 2008, 05:54:42 PM
I used to have a collection of applescripts that would do most of everything. I might PM them to U

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 06:34:35 PM
I have them, though, I don't like having more than 1 As to do all the work. Maybe, we can rebuild Lw to the specifications of the As script Hendo is making. What do you think?


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gnome on August 12, 2008, 06:59:09 PM
great progress guys! If you need any more help I'm usually open! I can also help design the site if minstron doesn't want too...
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 07:15:46 PM
Thanks Gnome.  :)
I will keep you in mind. Maybe something will open up.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 12, 2008, 07:26:10 PM
We already have a website at http://lostwind.redrasor.com/

I am planning on making a PSP (Player See Player) system very soon, however I will need a few things from you guys (mostly silver)

Silver: Once upon a time you had programmed a simple thing in which you had two games talk to eachother through textfiles and show two different people walking around. If you could upgrade that to v6 and send me it that would be apreciated.

Everyone Else: Support and good comments will be useful. But please brace yourself for redoing some stuff to make it fit with the PSP system.

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 08:12:36 PM
Quote
I am planning on making a PSP (Player See Player) system very soon, however I will need a few things from you guys (mostly silver)

I know how to code one. I made a psp in my Sc online mmo system.

http://www.silvercreator.net/cgi-bin/yabb/YaBB.pl?board=sccode;action=display;num=1214862498

Quote
Once upon a time you had programmed a simple thing in which you had two games talk to eachother through textfiles and show two different people walking around. If you could upgrade that to v6 and send me it that would be apreciated.

I used to have it, but I can't find it. Though, I know there was one major flaw in the game. You had to use seperate clients to play. We need to make it so you can use the same client to play.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 08:30:28 PM
Great News!  :D

Hendo is almost done! I'm expecting to get the As code from him in the next hour to tomorrow.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 09:00:14 PM
Here is the code!  :D

Code: [Select]
property varname : (path to desktop as Unicode text) & "varname.txt"
property vardata : (path to desktop as Unicode text) & "vardata.txt"

on idle
   --read the file
   set what_to_do to do shell script "cat " & quoted form of POSIX path of varname
  
   --determine what to do
   if (what_to_do is "Done") or (what_to_do is "Shut off") then
       if (what_to_do is "Shut off") then
           quit
       end if
   else
       --put your code here
       --change variable_data
       set variable_data to "Whatever you want the data to be"
       do shell script "echo " & quoted form of variable_data & " > " & quoted form of POSIX path of vardata
   end if
  
   delay 0.1
end idle

on quit
   continue quit
end quit

This runs on the loop and does everything we need it to do. Ready to get started on the online awesomeness? (Updates every .1 second.)


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 12, 2008, 10:14:13 PM
Quote

I know how to code one. I made a psp in my Sc online mmo system.

http://www.silvercreator.net/cgi-bin/yabb/YaBB.pl?board=sccode;action=display;num=1214862498
I can't help anymore than. it is your turn to carry the flag.
Quote
I used to have it, but I can't find it. Though, I know there was one major flaw in the game. You had to use seperate clients to play. We need to make it so you can use the same client to play.
I would be doing this, as well as making a simple way of interacting with the server.

Mist (PS. If you would still like my to try to make a system just let me know, otherwise I can only help with keeping the website's backend up to date)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 12, 2008, 11:12:21 PM
Quote
I can't help anymore than. it is your turn to carry the flag.

*Rubs hands together* This is what I've been waiting to do all week. :D

Quote
(PS. If you would still like my to try to make a system just let me know, otherwise I can only help with keeping the website's backend up to date)

Yes, we need to update the backend to certain specifications in order for the As app to work. Do you know what to do?


-Gandolf
P.S. Also, I will rebuild the Lw app to work with the As script, and what really screws me up is the chatting part. If the person writes a certain character, it messes with the php... I will need help with that, now with the psp, thats simple.
Title: Re: Lost Winds - Refreshed Thread!
Post by: Swamp7hing on August 13, 2008, 07:28:17 AM
Quote

*Rubs hands together* This is what I've been waiting to do all week. :D


Yes, we need to update the backend to certain specifications in order for the As app to work. Do you know what to do?


-Gandolf
P.S. Also, I will rebuild the Lw app to work with the As script, and what really screws me up is the chatting part. If the person writes a certain character, it messes with the php... I will need help with that, now with the psp, thats simple.

PSP Already? HOLY SHIAT! What did I miss? Progress aplenty, I see!
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 13, 2008, 08:20:37 AM
Hey Mistron, think you could build a separate Gmod for Lw without the key and have it hosted on either mine or your Gmg account?


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Silverwind on August 13, 2008, 08:55:20 AM
Out of interest Mist, why would you need my online game test to be upgraded to V6? Here's the old version if you still need it:

http://www.mediafire.com/?sharekey=41bf6bec539742b7d2db6fb9a8902bda
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 13, 2008, 01:42:40 PM
I wanted to make a different system for doing PSP

However it turns out that gandolf had found a way to use sockets with GM (Instead of just SC, I don't know how you are suppossed to do it) and my much less efficient method is now no longer required.

My method would use HTTP as the protocol for connecting while his uses different sockets, somthing which my RedRasor server would not support.

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 13, 2008, 01:43:43 PM
Quote
Hey Mistron, think you could build a separate Gmod for Lw without the key and have it hosted on either mine or your Gmg account?


-Gandolf
Without the key?

HUH?

Mist (PS I think that I had already made that... Check the Applescripts that I made a while ago)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 13, 2008, 01:46:13 PM
Something like this:

Code: [Select]
BEGIN APPLESCRIPT user$ pass$
--login
return do shell script "curl http://redrasor.com/gmmmo/login.php -d usr=" & user & " -d pass=" & pass
END APPLESCRIPT = uid$

Where you don't need the key.

Also, instead of having many pages, maybe only 2. One for chat, and the other for everything else.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 13, 2008, 02:05:26 PM
Because you are planning to do the PSP thing with sockets, why don't you just send the data to a centeral computer which is running the server that saves it fr you?

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 13, 2008, 03:49:02 PM
Quote
Because you are planning to do the PSP thing with sockets, why don't you just send the data to a centeral computer which is running the server that saves it fr you?

Where did you get the idea I was going to make it with sockets? Php is way better, hold infinite amount of players, no extra lag when more than 5 people are online, can hold much more data, more organized. Much more convenient too.

The psp I did with sockets can easily be done with php, I just need the php server thing up and working with As so I can start on the php psp. I'm going to use fake arrays to speed up the data transfer process tremendously.


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 13, 2008, 05:38:00 PM
sure, sounds cool

My plan was to have a supporting flash application that would constantly check these text files which would contain the information required to run the game.

it would also do the syncing with the server and manage the games properties.

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 13, 2008, 06:04:55 PM
Ah cool. Which do you want to use, Flash or AppleScript? Will we need a window open for Flash?


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 13, 2008, 06:22:10 PM
Flash could host an window that would manage chat and login information in a more sleek interface thain what GM currently has.

Mist (PS Flash is compiled so it will be harder to steal code that is done in flash, I have nothing against AS but if we use AS thain we should make it an bundle with xCode and AS studio)
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 13, 2008, 06:36:23 PM
Well, okay. We can do flash to hold the chat and login info. Have it retrieve and save the text files, and run the actual game in Gm.

If we use a flash database will we have to use php? If we don't use php, will it be faster and will it get rid of some chatting issues?


-Gandolf
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 14, 2008, 10:06:00 AM
Flash always uses another language on the server side as it's database because Flash is a client side language.

We would still use PHP.

Mist
Title: Re: Lost Winds - Refreshed Thread!
Post by: Gan on August 14, 2008, 10:12:14 AM
Ah, ok. I don't understand much of flsh, so I will leave that part to you.


-Gandolf
P.S. With flash will we need to have applescript as well?
Title: Re: Lost Winds - Refreshed Thread!
Post by: Mystor on August 14, 2008, 10:53:46 AM
Prob not

Mist
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