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a question for the programmer(s) of the game

Posted: 22 Sep 2004, 21:39
by Guest
hi, that was my junk post below. sorry about that, i was testing if i could post here or not without a log in.

anyway, on to the questions:

how long has this game been in development? did you write the engine from scratch? what language and API's (for graphics,networking,everything) are you using?

Posted: 23 Sep 2004, 06:13
by ElvenProgrammer
The game really started on April of this year.
Yes I wrote the engine from scratch, even if I had some experience in my past projects.
We're using C/C++ and the Allegro lib is used for every multimedia related stuff. About networking evry OS uses its natively support.

Posted: 06 Oct 2004, 00:25
by Guest
what networking API are you using though?

thanks.

Posted: 06 Oct 2004, 02:29
by krismichael
is there a reason you don't want to login? what's the interest in the programming? are you starting a game of your own. :wink:

.

Posted: 06 Oct 2004, 07:35
by Sull
"cenventional" API are used winsock api on win32 and unix-socket-call on linux no library or whatever ;)

Posted: 06 Oct 2004, 22:31
by Guest
hey guys,

sorry, im just a little too lazy to register =). yes, i am a developer myself, and was very impressed by the game when i checked it out. i was just curious how you guys made it and stuff. im working on a multiplayer 2d RPG myself.

theres one thing that im really curious about... you guys use the RO server or something? how does this work? i mean, im guessing their code is open source, so you are using their server? but, i just dont understand, how could you just use their server for your own game? i mean, theres probably a million different messages that that server receives that you would have to go in and change to fit your own game, i would think it would be easier just to write your own server...

Posted: 07 Oct 2004, 03:59
by krismichael
We are using something called "eAthena." It's a RO server emulator.

http://eathena.deltaanime.net/forum/portal.php

Eventually we will end up writing our own server, however for now it does the trick.

Posted: 08 Oct 2004, 12:50
by ElvenProgrammer
As Kris said, it does the trick for the moment since we're not changing the messages the server sends to the client. But don't worry will work on our own server very soon (I can say a project about that has already been started)