Stick Online Forums

General => General => Topic started by: ARTgames on September 17, 2009, 09:41:33 PM

Title: Stick Online 3
Post by: ARTgames on September 17, 2009, 09:41:33 PM
Is there any information about this game that can be released?
Title: Re: Stick Online 3
Post by: Mystery on September 17, 2009, 09:44:50 PM
Quote from: ARTgames on September 17, 2009, 09:41:33 PM
Is there any information about this game that can be released?
I doubt it. Meiun and the team most likely want it to be a complete surprise. There were already some graphics leaks on Hang Out somewhere, but I'm too lazy to look for them.
Title: Re: Stick Online 3
Post by: Torch on September 17, 2009, 09:47:45 PM
Quote from: Mystery on September 17, 2009, 09:44:50 PM
Quote from: ARTgames on September 17, 2009, 09:41:33 PM
Is there any information about this game that can be released?
I doubt it. Meiun and the team most likely want it to be a complete surprise. There were already some graphics leaks on Hang Out somewhere, but I'm too lazy to look for them.
They weren't leaks. Venuse had permission to post graphics for SOv3 a while back. These could very well have changed since Delicious has joined the team.
Title: Re: Stick Online 3
Post by: EpicPhailure on September 17, 2009, 10:25:21 PM
That was concept art too I believe.
Title: Re: Stick Online 3
Post by: Seifer on September 17, 2009, 10:51:52 PM
Quote from: Torch on September 17, 2009, 09:47:45 PM
Quote from: Mystery on September 17, 2009, 09:44:50 PM
Quote from: ARTgames on September 17, 2009, 09:41:33 PM
Is there any information about this game that can be released?
I doubt it. Meiun and the team most likely want it to be a complete surprise. There were already some graphics leaks on Hang Out somewhere, but I'm too lazy to look for them.
They weren't leaks. Venuse had permission to post graphics for SOv3 a while back. These could very well have changed since Delicious has joined the team.

The tiles from venuse are still probably going to be used, and he is still going to work on the game.... As far As Im aware, I beleive that was the plan.

Delicious is just the spriter.. So Basicly Venuse=jake Delicious=Chaos
Title: Re: Stick Online 3
Post by: Delicious on September 17, 2009, 10:54:59 PM
It's actually mixed, though Venuse is much more of a leader with the spriting. I'm not sure if I could release too much about our position though.
Title: Re: Stick Online 3
Post by: DarkTrinity on September 18, 2009, 01:31:47 AM
Either way, Delicious has some top-notch artist skills, so I don't think we'll be disappointed :)

And I keep telling you all... It'll be released December 2012 ^-^
Title: Re: Stick Online 3
Post by: flashmaniac on September 18, 2009, 03:01:14 AM
Quote from: DarkTrinity on September 18, 2009, 01:31:47 AM
Either way, Delicious has some top-notch artist skills, so I don't think we'll be disappointed :)

And I keep telling you all... It'll be released December 2012 ^-^

Hahahaha! I agree, Deli is an awesome artist.

:) Released at the "end" of the world? Bummer...
Title: Re: Stick Online 3
Post by: JoEL on September 18, 2009, 05:19:12 AM
A little show'n tell would be nice, just to see that there is some sort of progression being made.
Title: Re: Stick Online 3
Post by: ARTgames on September 18, 2009, 05:44:11 PM
Is there any hard game mechanics layed out for the game? Im not asking what they are but just to know if there some serious planing has bin done.
Title: Re: Stick Online 3
Post by: Lucifer on September 18, 2009, 06:11:56 PM
We've had topic after topic of this. Do you really have nothing better to do than to keep asking about the progress? Sure, some updates every now and then are nice and all, but are they really necessary? I'm not trying to lecture you, but we really don't need to pressure the spriters into showing us anything. When Meiun wants to show us, he will, he already knows how much we would appreciate it.

Title: Re: Stick Online 3
Post by: ARTgames on September 18, 2009, 06:22:24 PM
can you link to them? i wold like to read them.
Title: Re: Stick Online 3
Post by: flashmaniac on September 18, 2009, 07:47:32 PM
Quote from: Lucifer on September 18, 2009, 06:11:56 PM
We've had topic after topic of this. Do you really have nothing better to do than to keep asking about the progress? Sure, some updates every now and then are nice and all, but are they really necessary? I'm not trying to lecture you, but we really don't need to pressure the spriters into showing us anything. When Meiun wants to show us, he will, he already knows how much we would appreciate it.



I completely agree. Close topic now?
Title: Re: Stick Online 3
Post by: EpicPhailure on September 18, 2009, 08:23:43 PM
You can close it yourself I believe, in the lower left corner.
Title: Re: Stick Online 3
Post by: Meiun on September 18, 2009, 09:49:05 PM
Quote from: ARTgames on September 18, 2009, 05:44:11 PM
Is there any hard game mechanics layed out for the game? Im not asking what they are but just to know if there some serious planing has bin done.
Yes, I have already developed a lot in terms of core game mechanics and all that. The main reasons I do not post stuff about it yet is because A) You guys all know I like keeping surprise, B) The scope of this project is significantly larger than that of the current version of the game, in addition to the fact that most of the team spends most of their time from day to day focusing on other aspects of their life than Stick Online. Therefore, most of the development thus far has been more in the technical/raw form. So in other words, if I were to preview stuff to you guys, it'd be more like "oooh look how efficient this engine coding is and how sweet these physics are" than actual "hey look how cool this actual game is." Basically what it all comes down to is that I'd much rather wait until we have something really significant to show before we go and start previewing you guys with stuff.

Quote from: EpicPhailure on September 18, 2009, 08:23:43 PM
You can close it yourself I believe, in the lower left corner.
For seriously. I never really understood people insisting that topics be closed because it's "done" anyways though. If people are done asking/talking on a topic then it will just die naturally, it's how forums were designed :P.

P.S. If any of this was hard to understand, blame it on my lack of sleep the last few days X_X
Title: Re: Stick Online 3
Post by: ARTgames on September 18, 2009, 10:00:25 PM
ok meiun that was good info. im happy now.

off topic:
Quote"oooh look how efficient this engine coding is and how sweet these physics are"
To be honest i would really like to know that. But thats just me. :P
Title: Re: Stick Online 3
Post by: Torch on September 18, 2009, 10:29:12 PM
Quote from: Meiun on September 18, 2009, 09:49:05 PM
Quote from: EpicPhailure on September 18, 2009, 08:23:43 PM
You can close it yourself I believe, in the lower left corner.
For seriously. I never really understood people insisting that topics be closed because it's "done" anyways though. If people are done asking/talking on a topic then it will just die naturally, it's how forums were designed :P.

P.S. If any of this was hard to understand, blame it on my lack of sleep the last few days X_X
I agree. There's no reason to forcefully prevent people from discussing something that they clearly want to discuss. If someone feels that the discussion is over, it is their right to stop viewing/posting in that topic.

This was an issue back when Snakeman was moderating the HangOut forums. The lock function is more of a means to end topics that have dissolved into flame wars and such.
Title: Re: Stick Online 3
Post by: crozier on September 18, 2009, 10:30:22 PM
Quote from: Meiun on September 18, 2009, 09:49:05 PM
P.S. If any of this was hard to understand, blame it on my lack of sleep the last few days X_X
Where you working on so3 during this time  ;D
But I am sure we will like every aspect of so3.
Get some sleep and take your time.
Title: Re: Stick Online 3
Post by: Seifer on September 18, 2009, 11:50:16 PM
Quote from: Meiun
Quote from: EpicPhailure on September 18, 2009, 08:23:43 PM
You can close it yourself I believe, in the lower left corner.
For seriously. I never really understood people insisting that topics be closed because it's "done" anyways though. If people are done asking/talking on a topic then it will just die naturally, it's how forums were designed :P.

Wow, someone who finally agreed. I've always been rather angered my mods who close topics when the point of the topic had been answered. The point of a forum is discussion.
Title: Re: Stick Online 3
Post by: EpicPhailure on September 18, 2009, 11:52:07 PM
I was answering Flash, if anyone misunderstood.

(I thought that Flash was the topic creator)
Title: Re: Stick Online 3
Post by: Bread on September 20, 2009, 07:46:21 PM
Quote from: Meiun on September 18, 2009, 09:49:05 PM
"oooh look how efficient this engine coding is and how sweet these physics are"

LOL. Wow, that was hilarious for some reason.. GG Meiun! *high five*
Title: Re: Stick Online 3
Post by: DarkTrinity on September 21, 2009, 11:00:46 PM
Quote from: Meiun on September 18, 2009, 09:49:05 PM
"oooh look how efficient this engine coding is and how sweet these physics are"

Psssht, what do you mean Meiun? Only big nerds would say-......oh...oh yeah, forgot which forum I was on...
That's an excellent point Meiun.
Title: Re: Stick Online 3
Post by: Scotty on September 22, 2009, 01:45:19 AM
Quote from: Torch on September 18, 2009, 10:29:12 PM
This was an issue back when Snakeman was moderating the HangOut forums. The lock function is more of a means to end topics that have dissolved into flame wars and such.

First analogy that comes to mind reading this is something along the lines of: Oh, the puppy just took a crap on the carpet, quick clean it up without taking the dog by the neck and getting his nose 5mm away from the poo to show him what he has to deal with if he doesn't obide by the concepts of being house-broken.

So there you have it, you flame-war insistent children are mere puppies who refuse to be house-broken and insist on shitting on the forum thinking you can get away with it.

Attack the cause of the problem, don't just fix the current state of the shin-dig.
Title: Re: Stick Online 3
Post by: Bread on September 22, 2009, 03:17:27 AM
That was deep... @_@
Title: Re: Stick Online 3
Post by: Lucifer on September 22, 2009, 04:03:58 AM
Or you could just shoot the puppy.
Title: Re: Stick Online 3
Post by: Matty_Richo on September 22, 2009, 04:15:30 AM
Poor Puppy.
And well said Scotty.
But i completely agree with Meiun, I would much rather wait till it is looking AWESOME before i see any teasers. take NFO, Jake waited a good while before posting anything...
Title: Re: Stick Online 3
Post by: Hambone on September 22, 2009, 05:06:53 PM
I'd like a physics demo :P
Title: Re: Stick Online 3
Post by: ARTgames on September 22, 2009, 05:16:53 PM
im amazed howthis topic evolved. from updates for a video game to shooting puppy's. >_< well at least people will lean about topic locking.
Title: Re: Stick Online 3
Post by: Mr Pwnage on September 22, 2009, 05:23:53 PM
Sell me a USB stick with the engine efficiency demo for v3 on it. I'll give you 60 dollars, a baby, and my virginity. You can PM me about it later.
Title: Re: Stick Online 3
Post by: Bread on September 22, 2009, 08:04:14 PM
Quote from: Mr Pwnage on September 22, 2009, 05:23:53 PM
Sell me a USB stick with the engine efficiency demo for v3 on it. I'll give you 60 dollars, a baby, and my virginity. You can PM me about it later.
What do you usually charge for the last two?
Title: Re: Stick Online 3
Post by: Meiun on September 22, 2009, 08:13:53 PM
Stay on topic people, or else I will have to close this topic.
Title: Re: Stick Online 3
Post by: jonsploder on September 23, 2009, 03:29:57 AM
Meiun, how efficient is v3 now compared to v2? As in specs roughly.
Title: Re: Stick Online 3
Post by: Mr Pwnage on September 23, 2009, 06:32:35 AM
Quote from: jonsploder on September 23, 2009, 03:29:57 AM
Meiun, how efficient is v3 now compared to v2? As in specs roughly.
I'm pretty sure you'll need at least a Nvidia GTX 285 to run the new version. Meiun says he plans on tasking your machines to no end, or whatever is necassary, to ensure Stick Online 3 is graphically arrousing to every individual. He also has a dream, that one day, we can play alongside the blobs and not feel the need to pop them. He hopes one day we can go to school with the blobs, and learn math, science, not english though, cause we all know blobs speak german...

...did I misread your question or are you asking the required specs to run the game? O_o
Title: Re: Stick Online 3
Post by: JoEL on September 23, 2009, 08:41:49 AM
You miss read and acted like a douche like usual...

He is asking about the spec's of the game compared to v2, not the spec's needed to run the game.
Title: Re: Stick Online 3
Post by: Meiun on September 23, 2009, 06:02:13 PM
Quote from: jonsploder on September 23, 2009, 03:29:57 AM
Meiun, how efficient is v3 now compared to v2? As in specs roughly.
The game obviously isn't complete yet, so I obviously can't give a 100% answer on this. But overall things seem to be shaping up to be quite efficient. I had always prided myself (at the time) with how efficient Stick Online V2 was in many ways, such as network usage, how the server (given a semi-decent machine) could handle multiple hundreds of people and or monsters simultaneously without much issue at all, despite being coded in GML, etc.
 One of the biggest changes in terms of the new games efficiency and technical enhancement is that the server end of it is now coded in Java instead of just GML. This change has offered me huge performance boosts, a LOT more low level functionality and control over things (multithreading being an example), and cuts out a huge amount of overhead and dead weight that GM carries which isn't necessary in a server application (the whole graphical engine being an example of this)
 The new engine so far goes even farther with efficiency and fanciness in many ways as well. For one, I wrote all the collision checking, motion planning, and all that nonsense completely from scratch, not using any built in GM events or functions for nearly any of it. The reasoning for this is was that there were a few quirks about how some of the built in stuff worked that I wanted more control over, that I basically need to do this on the server end of things anyways (minus any graphical aspect) in order to properly handle and manage things (and therefore need to make sure they work the exact same way), as well as the fact that I just knew I could do a good job at it.
 I really don't want to give away too much, but a few things you can expect so far with the new game engine are: much better/more realistic player movement, a much more/well animated character, muuuuch better and more fun level designs (offering all sorts of mario-esque gameplay scenario's, as well as more "vertical" levels vs the current game world being all strictly horizontal), andddd a bunch of other stuff that I am now too lazy to continue telling you guys! =]

Oh, and I still don't know what you guys mean by "specs", so if I didn't answer your question correctly then uhh... Too bad?


Quote from: JoEL on September 23, 2009, 08:41:49 AM
You miss read and acted like a douche like usual...

He is asking about the spec's of the game compared to v2, not the spec's needed to run the game.
HOSTILITY!!! Still not sure exactly what you guys mean by "specs of the game" either to be honest.
Title: Re: Stick Online 3
Post by: ARTgames on September 23, 2009, 08:33:56 PM
I don't think you mind telling us this.

In stick online 2 a big thing you wanted to start off using was a seamless world. I would say you did a good job of that. But! In stick online 3 will there be any indoor places? or should i say does the game easy support an indoor place?

Quote
...all sorts of mario-esque gameplay scenario's, as well as more "vertical" levels...
happy to hear! ^_^

Quote from: JoEL on September 23, 2009, 08:41:49 AM
You miss read and acted like a douche like usual...

QuoteHe is asking about the spec's of the game compared to v2, not the spec's needed to run the game.
HOSTILITY!!! Still not sure exactly what you guys mean by "specs of the game" either to be honest.
I think he is asking what is the system requirements for the new game. but you answered that in your post any way.
Title: Re: Stick Online 3
Post by: Meiun on September 23, 2009, 09:06:57 PM
Quote from: ARTgames on September 23, 2009, 08:33:56 PM
I don't think you mind telling us this.

In stick online 2 a big thing you wanted to start off using was a seamless world. I would say you did a good job of that. But! In stick online 3 will there be any indoor places? or should i say does the game easy support an indoor place?
Yes, there will definitely be support for indoor places in V3. V3 won't be using the same "seamless" approach as V2 used (at least not nearly to the same extent). Along with a few technical advantages breaking areas up will allow us, the main reason for it is simply because the seamlessness ended up limiting the design and creativeness of the world layout quite a bit. For instance, without seamlessness we can make certain areas branch off into an unlimited possibility of other areas with ease. We could have a whole secret underground area you can go into via a hidden passage without having to worry about how all of these areas fit together and are placed, and ofcourse (as Art said) indoor areas. Another limitation of the seamless design was transitioning different types of areas. With the seamless design, if you were to switch from a grassy area to a volcano area, you'd have to worry about exactly how you would make the change graphically. Without seamless, it's much less of an issue. Don't worry though, areas will still be able to be plenty big!


Man do I write poorly (not to mention kind of strangely...) after a long day of classes and homework X_X
Title: Re: Stick Online 3
Post by: ARTgames on September 23, 2009, 10:17:58 PM
aww yes! this is the kind of info i made this topic for. Hope this makes people happy about the game.
Title: Re: Stick Online 3
Post by: Mr Pwnage on September 24, 2009, 05:50:10 PM
Quote from: Meiun on September 23, 2009, 09:06:57 PM
Quote from: ARTgames on September 23, 2009, 08:33:56 PM
I don't think you mind telling us this.

In stick online 2 a big thing you wanted to start off using was a seamless world. I would say you did a good job of that. But! In stick online 3 will there be any indoor places? or should i say does the game easy support an indoor place?
Yes, there will definitely be support for indoor places in V3. V3 won't be using the same "seamless" approach as V2 used (at least not nearly to the same extent). Along with a few technical advantages breaking areas up will allow us, the main reason for it is simply because the seamlessness ended up limiting the design and creativeness of the world layout quite a bit. For instance, without seamlessness we can make certain areas branch off into an unlimited possibility of other areas with ease. We could have a whole secret underground area you can go into via a hidden passage without having to worry about how all of these areas fit together and are placed, and ofcourse (as Art said) indoor areas. Another limitation of the seamless design was transitioning different types of areas. With the seamless design, if you were to switch from a grassy area to a volcano area, you'd have to worry about exactly how you would make the change graphically. Without seamless, it's much less of an issue. Don't worry though, areas will still be able to be plenty big!


Man do I write poorly (not to mention kind of strangely...) after a long day of classes and homework X_X
Kinda just wondering...Do you plant on using more height (as in like platforms not near the ground) in v3? Because I think it would be cool if there were more to the game world than just the ground and buildings...but something to give height. Also on the reverse side...I think it would be cool if unlike v2, everything below a certain y axis didn't kill you. So we can have like caverns and stuff. But yeah, wondering if you plan on adding some of these elements or if your keeping the same v2 like map layout. I'm fine with either, just curious.
Title: Re: Stick Online 3
Post by: Lingus on September 24, 2009, 05:58:23 PM
I believe he already answered that

Quote from: Meiun on September 23, 2009, 06:02:13 PM
muuuuch better and more fun level designs (offering all sorts of mario-esque gameplay scenario's, as well as more "vertical" levels vs the current game world being all strictly horizontal)
Title: Re: Stick Online 3
Post by: Mr Pwnage on September 24, 2009, 06:00:32 PM
Quote from: Lingus on September 24, 2009, 05:58:23 PM
I believe he already answered that

Quote from: Meiun on September 23, 2009, 06:02:13 PM
muuuuch better and more fun level designs (offering all sorts of mario-esque gameplay scenario's, as well as more "vertical" levels vs the current game world being all strictly horizontal)
Oh oops I only saw his most recent post and missed that one...thanks for pointing that out.
Title: Re: Stick Online 3
Post by: Hambone on September 24, 2009, 09:34:57 PM
:D
I like hearing optimism.
Title: Re: Stick Online 3
Post by: LeGuy on September 24, 2009, 10:07:38 PM
I am offically excited again about this game. If Meiun can manage to meld RPG, combat, and platforming (and I do love me some platforming) then this could really shape up to be something amazing.
Title: Re: Stick Online 3
Post by: Jackabomb on October 18, 2009, 10:20:14 PM
Mr. Pwnage, by the way, I conducted some studies on blobs, and found, interestingly enough, that BBB's tend toward a more Russian sounding dialect, while blobs near the the noobtown had begun to incorporate English words into their speech. Sand fiends seemed to be more or less illiterate, but were able to communicate basic info to each other through harsh, raspy noises (i.e. where enemies, that is, stick people, are located, and such). DS's were not available for interviewing at all, and tended to eat my messengers.

On topic, I ,for one, am surprised at the amount of information Muein has, uncharacteristically, divulged. It's not normal for him to give away such hints.

Meuin, I really would be interested in reading, at least the GML for the GM powers (kicking, banning, and, in your case, spawning).
Title: Re: Stick Online 3
Post by: JoEL on October 18, 2009, 11:39:03 PM
Quote from: Jackabomb on October 18, 2009, 10:20:14 PM
Mr. Pwnage, by the way, I conducted some studies on blobs, and found, interestingly enough, that BBB's tend toward a more Russian sounding dialect, while blobs near the the noobtown had begun to incorporate English words into their speech. Sand fiends seemed to be more or less illiterate, but were able to communicate basic info to each other through harsh, raspy noises (i.e. where enemies, that is, stick people, are located, and such). DS's were not available for interviewing at all, and tended to eat my messengers.

On topic, I ,for one, am surprised at the amount of information Muein has, uncharacteristically, divulged. It's not normal for him to give away such hints.

Meuin, I really would be interested in reading, at least the GML for the GM powers (kicking, banning, and, in your case, spawning).

Oh my god. Here I thought they were the easiest thing built into the game.
Title: Re: Stick Online 3
Post by: Pat on October 19, 2009, 12:59:49 AM
Yea that stuff is basic string manipulation. Also note he didn't spell Meiun correct any of the times he tried. Stick online 3 sounds like its going to be a fantastic game Meiun! I really like the idea of having zones instead of a large seamless world. It will allow for a much bigger and a more 3 dimensional world. Its great that you've given us some information to make us look even more forward to the new version. Best of wishes and good luck!
Title: Re: Stick Online 3
Post by: senthery on October 20, 2009, 08:38:18 AM
Quote from: DarkTrinity on September 18, 2009, 01:31:47 AM
Either way, Delicious has some top-notch artist skills, so I don't think we'll be disappointed :)

And I keep telling you all... It'll be released December 2012 ^-^

my graduation year f-t-w :D
Title: Re: Stick Online 3
Post by: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
Title: Re: Stick Online 3
Post by: HamsterPants on October 20, 2009, 11:15:15 AM
Quote from: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
That's a good question, but i think everyone enjoyed the luxury of being able yo listen to their own music.
Title: Re: Stick Online 3
Post by: yottabyte on October 20, 2009, 11:25:51 AM
Quote from: HamsterPants on October 20, 2009, 11:15:15 AM
Quote from: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
That's a good question, but i think everyone enjoyed the luxury of being able yo listen to their own music.
IF there will be background music, I think there should be one feature to turn off BGM and one to turn off SFX. Anyone?
Title: Re: Stick Online 3
Post by: Lucifer on October 20, 2009, 11:54:55 AM
Quote from: yottabyte on October 20, 2009, 11:25:51 AM
Quote from: HamsterPants on October 20, 2009, 11:15:15 AM
Quote from: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
That's a good question, but i think everyone enjoyed the luxury of being able yo listen to their own music.
IF there will be background music, I think there should be one feature to turn off BGM and one to turn off SFX. Anyone?
I think that's pretty obvious, as we already do have a feature to turn on/off the SFX. Anyways I don't think having background music is completely necessary, nor can I really think of any type of music that would fit for that matter.
Title: Re: Stick Online 3
Post by: HamsterPants on October 20, 2009, 12:35:35 PM
Quote from: Lucifer on October 20, 2009, 11:54:55 AM
Quote from: yottabyte on October 20, 2009, 11:25:51 AM
Quote from: HamsterPants on October 20, 2009, 11:15:15 AM
Quote from: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
That's a good question, but i think everyone enjoyed the luxury of being able yo listen to their own music.
IF there will be background music, I think there should be one feature to turn off BGM and one to turn off SFX. Anyone?
I think that's pretty obvious, as we already do have a feature to turn on/off the SFX. Anyways I don't think having background music is completely necessary, nor can I really think of any type of music that would fit for that matter.
Exactly, I agree with you completely.
Title: Re: Stick Online 3
Post by: Meiun on October 20, 2009, 03:24:51 PM
I'd love to add music to the game at some point, but the problem is that I would really want to make sure that if I did add it, the music would be quality stuff that I really felt fit the game well (and obviously music does not take as high of a priority as some other stuff). Obviously if I did add any, there would be an option to turn it off.
Title: Re: Stick Online 3
Post by: stick d00d on October 20, 2009, 04:27:50 PM
Quote from: HamsterPants on October 20, 2009, 11:15:15 AM
Quote from: mikkelet on October 20, 2009, 09:42:01 AM
Don't know if it has been mentioned before, but what about sounds? (if you're going to make a mario-esque game, then you need catchy music that goes with it :D)
That's a good question, but i think everyone enjoyed the luxury of being able yo listen to their own music.

Agreed, also i think that the music in some online games gets very annoying and repetitive after a while, which is why you need an on/off for it as was said before.
Title: Re: Stick Online 3
Post by: ARTgames on October 20, 2009, 05:22:44 PM
Quote from: Meiun on October 20, 2009, 03:24:51 PM
I'd love to add music to the game at some point, but the problem is that I would really want to make sure that if I did add it, the music would be quality stuff that I really felt fit the game well (and obviously music does not take as high of a priority as some other stuff). Obviously if I did add any, there would be an option to turn it off.

Thank you to who ever brot this up.

And i would also like music. But as Meiun said "music would be quality stuff that I really felt fit the game well" and "there would be an option to turn it off" i agree with.

I like the idea of music for games when its well done. I think people under rate sound. I think sound, if done right, can make some one more engaged in a game than having nice graphics. But yes, game play is worth the most in a video game.

But other than BGM. What about new sound effects other than the punch noise?
Title: Re: Stick Online 3
Post by: Scotty on October 20, 2009, 07:27:49 PM
Ya know what would be cool?  If Meiun gave us a list of creatures that would be put into the game (not necessarily the graphics, he could just say "A giant purple and pink striped flesh eating ground pounding catepillar), then we could possibly all go and download a sound editing tool such as Audacity, and have a sort of competition to see who could come up with the best sounds for these creatures.  The best thing is, it wouldn't really spoil anything for the game, because he could just go and make up a random list of things and then have all the ideas in the world to choose from.

Whaddya think?
Title: Re: Stick Online 3
Post by: mikkelet on October 21, 2009, 04:26:46 AM
Quote from: ARTgames on October 20, 2009, 05:22:44 PM
Quote from: Meiun on October 20, 2009, 03:24:51 PM
I'd love to add music to the game at some point, but the problem is that I would really want to make sure that if I did add it, the music would be quality stuff that I really felt fit the game well (and obviously music does not take as high of a priority as some other stuff). Obviously if I did add any, there would be an option to turn it off.

Thank you to who ever brot this up.
well np :P

Quote from: ARTgames on October 20, 2009, 05:22:44 PM

And i would also like music. But as Meiun said "music would be quality stuff that I really felt fit the game well" and "there would be an option to turn it off" i agree with.

I like the idea of music for games when its well done. I think people under rate sound. I think sound, if done right, can make some one more engaged in a game than having nice graphics. But yes, game play is worth the most in a video game.

But other than BGM. What about new sound effects other than the punch noise?

Yes, at least more sfx than one hit and one open/close inventory sound :P perhabs monster growl or smt.

If making some bgm, you might not want a band a such, as not everyone likes the same genre of music. Something simple moodish music would be appreciated :P
Title: Re: Stick Online 3
Post by: Lingus on October 21, 2009, 03:09:37 PM
Quote from: Scotty on October 20, 2009, 07:27:49 PM
Ya know what would be cool?  If Meiun gave us a list of creatures that would be put into the game (not necessarily the graphics, he could just say "A giant purple and pink striped flesh eating ground pounding catepillar), then we could possibly all go and download a sound editing tool such as Audacity, and have a sort of competition to see who could come up with the best sounds for these creatures.  The best thing is, it wouldn't really spoil anything for the game, because he could just go and make up a random list of things and then have all the ideas in the world to choose from.

Whaddya think?
That would be cool. Certainly when he gets to that point. Do you think they have a list of monsters for the game yet?
Title: Re: Stick Online 3
Post by: Pat on October 21, 2009, 05:06:29 PM
I think theyd have some idea about the monsters they want ingame. I don't know if its a good idea to release that information yet anyway, even if its half made up because then people will start spreading rumors and such.
Title: Re: Stick Online 3
Post by: Hikarikuen on November 14, 2009, 12:51:00 PM
Quote from: Pat on October 21, 2009, 05:06:29 PM
I think theyd have some idea about the monsters they want ingame. I don't know if its a good idea to release that information yet anyway, even if its half made up because then people will start spreading rumors and such.

Well of course, that's what keeps everyone entertained.
Title: Re: Stick Online 3
Post by: Jackabomb on November 15, 2009, 08:24:41 PM
I'm relatively certain none of that stuff has been coded yet, though I'm no authority on the matter.
My guess would be that he's been working on the basic setup of the game such as a one-player version of the game first, then redo it, using the same code, but integrating it into mmorpg form. That, at least, would be my approach to making an mmorpg. On the other hand, he could be doing the opposite and framing up the multiplay aspect first. My third guess would be working on basic physics, spawn systems, movement templates. Those are my guesses as to what he's working on when he says"Technical/raw form". I was under the impression that ALL code was technical.
Title: Re: Stick Online 3
Post by: JoEL on November 15, 2009, 11:58:21 PM
Yeah I highly doubt he's going to make an offline version then apparently use the same code and make an online version, they are two different, he'd basically have to start from scratch again. I don't think it's a good approach at all, seems very unnecessary.

And Meiun just said alls we would be able to comment on is the games physics and what not, so I also doubt the first thing you said was true as well.
Title: Re: Stick Online 3
Post by: Cactuscat222 on November 16, 2009, 01:41:36 AM
Quote from: JoEL on November 15, 2009, 11:58:21 PM
Yeah I highly doubt he's going to make an offline version then apparently use the same code and make an online version, they are two different, he'd basically have to start from scratch again. I don't think it's a good approach at all, seems very unnecessary.

And Meiun just said alls we would be able to comment on is the games physics and what not, so I also doubt the first thing you said was true as well.

Actually it would be incredibly practical to construct a "single player" version first - especially if you are the kind of guy who likes to plan stuff out first. It would allow you to set in stone most of the game play elements and functions that you want in the game, without difficulty of the online programming involved. More than likely, you can grab a good chunk of that code to and transfer it over once you being work on the online version. A professional example of this: a game recently released called "Torch Light" - its a single player dungeon crawler, but they are using it as the base/prototype as they develop it into an MMORPG.
Title: Re: Stick Online 3
Post by: Looperpuck on November 16, 2009, 03:03:17 AM
Quote from: Cactuscat222 on November 16, 2009, 01:41:36 AM
Actually it would be incredibly practical to construct a "single player" version first - especially if you are the kind of guy who likes to plan stuff out first. It would allow you to set in stone most of the game play elements and functions that you want in the game, without difficulty of the online programming involved. More than likely, you can grab a good chunk of that code to and transfer it over once you being work on the online version. A professional example of this: a game recently released called "Torch Light" - its a single player dungeon crawler, but they are using it as the base/prototype as they develop it into an MMORPG.

But wouldn't this procedure take twice the time and effort to make Stick online 3?

~Looperpuck

Title: Re: Stick Online 3
Post by: Cactuscat222 on November 16, 2009, 03:10:51 AM
Quote from: Looperpuck on November 16, 2009, 03:03:17 AM
Quote from: Cactuscat222 on November 16, 2009, 01:41:36 AM
Actually it would be incredibly practical to construct a "single player" version first - especially if you are the kind of guy who likes to plan stuff out first. It would allow you to set in stone most of the game play elements and functions that you want in the game, without difficulty of the online programming involved. More than likely, you can grab a good chunk of that code to and transfer it over once you being work on the online version. A professional example of this: a game recently released called "Torch Light" - its a single player dungeon crawler, but they are using it as the base/prototype as they develop it into an MMORPG.

But wouldn't this procedure take twice the time and effort to make Stick online 3?

~Looperpuck



Time doesn't matter when you are a hobbyist/indie developer who doesn't have to listen to some board of directors or follow a deadline. And I'd say it might even save time, if anything. If you already have the core game worked out, you've already begun work on the game.
Title: Re: Stick Online 3
Post by: JoEL on November 16, 2009, 05:34:48 AM
But why put effort into a single player version of the game when you could do better testing the online version of the game. Doesn't seem that all practical at all. You don't really see big game company's that develop MMO's developing single player games for testing purposes...well at least I've not seen any...I'm sure possibly it may have happened once or twice, but I've never seen or heard of it.
Title: Re: Stick Online 3
Post by: Cactuscat222 on November 16, 2009, 06:35:53 AM
Quote from: JoEL on November 16, 2009, 05:34:48 AM
But why put effort into a single player version of the game when you could do better testing the online version of the game. Doesn't seem that all practical at all. You don't really see big game company's that develop MMO's developing single player games for testing purposes...well at least I've not seen any...I'm sure possibly it may have happened once or twice, but I've never seen or heard of it.

It is all dependent on the developer, obviously. Big game companies aren't going to need to worry about that because they have a huge amount of human and technical resources, and a set in stone plan before they begin work.

However, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it. (In the game industry, before games are even set to being programmed, most publishers/producers want to see a full Game Design Document, which can often include a basic prototype)

Title: Re: Stick Online 3
Post by: Jackabomb on November 16, 2009, 06:57:06 AM
The approach is best suited for hobbyist programmers. Advanced or proffesionals are capable of writing it all at once. That method is also very easy for the developer because he divides a massive game project into 3 distinct sections: building the game itself in a single play format, building all the server to client communications and whatnot that is the multi play part, and integrating it all.
Title: Re: Stick Online 3
Post by: JoEL on November 16, 2009, 07:40:31 PM
But I've never done this, but I've always had a good idea in my head how things will and should work, as I'm sure Meiun does.
Title: Re: Stick Online 3
Post by: Cactuscat222 on November 16, 2009, 09:53:54 PM
Quote from: JoEL on November 16, 2009, 07:40:31 PM
But I've never done this, but I've always had a good idea in my head how things will and should work, as I'm sure Meiun does.

Well yeah - like I said, it all depends on the developer. Everyone has their own style, and this is one that I know works pretty well.
Title: Re: Stick Online 3
Post by: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.
Title: Re: Stick Online 3
Post by: Cactuscat222 on November 16, 2009, 11:10:38 PM
Quote from: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.

....Stick Online One and Two had Gameplay....
Title: Re: Stick Online 3
Post by: Scotty on November 17, 2009, 03:48:49 AM
Quote from: Cactuscat222 on November 16, 2009, 11:10:38 PM
Quote from: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.

....Stick Online One and Two had Gameplay....

If by game play, you mean run around and kill things for gold that was meaningless, attaining levels that were pointless, receiving weapons that did the exact identical motions as the rest, only varied in damage dealt, and disappointingly relied on new hats that added nothing but bonuses to stats, then yeah, LOTS of gameplay, lots!

EDIT: You will soon realize that the only reason SO will be remembered, is because of the community that participated.  For good or for bad, it does have a community that will make you smile with glee, and frustrated with annoyance.  The only reason Stick Online survived is because of its flavor of community that has leeched onto it.  Whether that is good or bad, well that is up to the individual player to determine.
Title: Re: Stick Online 3
Post by: Cactuscat222 on November 18, 2009, 12:19:03 AM
Quote from: Scotty on November 17, 2009, 03:48:49 AM
Quote from: Cactuscat222 on November 16, 2009, 11:10:38 PM
Quote from: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.

....Stick Online One and Two had Gameplay....

If by game play, you mean run around and kill things for gold that was meaningless, attaining levels that were pointless, receiving weapons that did the exact identical motions as the rest, only varied in damage dealt, and disappointingly relied on new hats that added nothing but bonuses to stats, then yeah, LOTS of gameplay, lots!

EDIT: You will soon realize that the only reason SO will be remembered, is because of the community that participated.  For good or for bad, it does have a community that will make you smile with glee, and frustrated with annoyance.  The only reason Stick Online survived is because of its flavor of community that has leeched onto it.  Whether that is good or bad, well that is up to the individual player to determine.

Yes Scotty. That is what we call game play. And whether or not you liked it, it was enough to make players play. If the game was just running around, people wouldn't have played. Sure, it left a lot to be desired, but tons of people loved and still do love this game.

My point still stands.
Title: Re: Stick Online 3
Post by: stick d00d on November 18, 2009, 12:41:54 AM
Quote from: Cactuscat222 on November 18, 2009, 12:19:03 AM
Quote from: Scotty on November 17, 2009, 03:48:49 AM
Quote from: Cactuscat222 on November 16, 2009, 11:10:38 PM
Quote from: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.

....Stick Online One and Two had Gameplay....

If by game play, you mean run around and kill things for gold that was meaningless, attaining levels that were pointless, receiving weapons that did the exact identical motions as the rest, only varied in damage dealt, and disappointingly relied on new hats that added nothing but bonuses to stats, then yeah, LOTS of gameplay, lots!

EDIT: You will soon realize that the only reason SO will be remembered, is because of the community that participated.  For good or for bad, it does have a community that will make you smile with glee, and frustrated with annoyance.  The only reason Stick Online survived is because of its flavor of community that has leeched onto it.  Whether that is good or bad, well that is up to the individual player to determine.

Yes Scotty. That is what we call game play. And whether or not you liked it, it was enough to make players play. If the game was just running around, people wouldn't have played. Sure, it left a lot to be desired, but tons of people loved and still do love this game.

My point still stands.
Scotty has a point, but this is why we are looking forward to SO3, I'm sure Meiun and the team have a lot in store for us in the new version. (skills etc.) But to be honest I think the best things about SO2 are the PVP and community..
Title: Re: Stick Online 3
Post by: Lucifer on November 18, 2009, 01:40:35 AM
Quote from: Scotty on November 17, 2009, 03:48:49 AM
If by game play, you mean run around and kill things for gold that was meaningless, attaining levels that were pointless, receiving weapons that did the exact identical motions as the rest, only varied in damage dealt, and disappointingly relied on new hats that added nothing but bonuses to stats, then yeah, LOTS of gameplay, lots!

EDIT: You will soon realize that the only reason SO will be remembered, is because of the community that participated.  For good or for bad, it does have a community that will make you smile with glee, and frustrated with annoyance.  The only reason Stick Online survived is because of its flavor of community that has leeched onto it.  Whether that is good or bad, well that is up to the individual player to determine.

It goes without saying that SO only survived because of the community, I wouldn't have sat there and leveled if it wasn't with friends. But I don't agree that SO had absolutely no game play. Sure it was basic, but that bland quality is what made it unique.

Gold was pointless after level 30 or so, yes. The only purpose it served was to help newbies get items they weren't lucky enough to find from monsters. The levels were certainly not pointless. I don't think you really took into account that SO is a PvP based game, and as a PvP based game, fighting someone with 10+ levels on you is a pain in the ass. The weapons don't have identical motions, and honestly in a 2d game, you're pretty damn limited to the amount of different motions you can make. The weapons also didn't vary only with damage dealt, but stamina used and knockback added. I agree on the hats, it woulda been nice to see more hats with special effects, like dis's gaia crown, or that hat in so1 that made it snow.
Title: Re: Stick Online 3
Post by: ARTgames on November 18, 2009, 08:12:33 AM
Quote from: Cactuscat222 on November 16, 2009, 11:10:38 PM
Quote from: ARTgames on November 16, 2009, 10:20:47 PM
QuoteHowever, a beautifully networked game with no gameplay isn't going to do well - if you take the time to develop the features and gameplay you want, and test it out, you can see how it all works before you devote a large chunk of time programming it in online aspects. Its a great way to see how your game would function, and how fun it would be, before you put a very large amount of time into the online programming - and from there you can easily take portions of your pre-developed gameplay and just work with it.

Oh, i guess you missed stick online one and two.

....Stick Online One and Two had Gameplay....

I was just saying that stick online 1 and 2 were his testing grounds.