MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

Blog

Super Bug – SQUASHED!

God so I ran into a bug when I was working on doing the Enemy Spawn Groups. So basically when someone enters a trigger, it will tell the server to spawn the monsters associated with the group and send a response back to the clients so they can update accordingly. WELL for some reason it was sending it 3 times, which in itself was not too bad, but it slowed the game down for a split second and I couldn't figure out why and it was bugging the crap out of me. Figured it out. It's fixed now. There was 1 line of code that had a '+' when it should have been '-'. *sigh* Anyways, now it works great and its solid. I guess it's good I am a bit OCD otherwise I probably would have...

I don’t know why. I couldn’t help myself. This is a gun design that would literally need some sort of levitating technology to make it even remotely manageable for your character to handle. Maybe it’s too much? You decide!!!

 

 

November 14 - 2011

Oh Snap! Lucky Find!

Oh and PS - I inadvertently found out how to cut the amount of data the server sends by half! HALF! So this is great news. The less data the server sends, the more responsive it will be, and the less laggy it will be. w00t w00t!
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Enemy Spawning – Continued

Got enemy spawning working pretty good now. So when you go on a mission the server creates a dynamic room and randomly generates what map layout you want and which monsters should spawn. It then creates room variables to store all this data on the server.Once a person connects to the mission room, if they are the party leader, it checks if the monsters are in the level or not. If not, then it makes them locally and places them at the corresponding spawn points. If they are not the leader, it makes the monsters but it sets their location based off the room variables. Since the party leader is the one who dictates the enemy logic, we don't need to receive updates about the enemies since the leader is the one who is controlling...

Planning out enemy spawning

Still working on enemy spawning. It's coming along good. It MAY be too early to state this (and I might regret it later), but things are looking REALLY promising with the system that I have in my brain. I've figured out how to store data for the monsters, as well as door locked / unlocked states, items collected states, basically anything that needs to happen in a mission and how to propagate that data to everyone who is playing the mission.Getting really close to having monsters in the game now. It MAY go a LOT smoother than what I had anticipated. Granted there has been a lot of thinking going on up until now about how to implement this.The only question remaining is how well the system performs. Like, if there is a noticeable...