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Where we go

OK, lets be honest here, most of you have already left. Very little has occurred, and the overruling reason is that most of the developers have been busy or bored. I’d tell you to deal with it, but if you’re reading this, you already have.

 

Fortunately, my own work and enthusiasm has returned, and since this is going to be a smaller, closer-knit group than we had in later releases of Pokemon Global and PokeNet, I’m going to feel free to drop some of the overprofessional tone I took in some of my previous posts.

 

So what’s the plan? Well, we have login and walking working again – kind of. However, we feel that now would be an excellent time to overhaul some of the basic functions like walking and maps. For those unfamiliar with why this needs to be done, allow me to explain. First of all, we have used Tiled for map creation, which is quite good for the mappers, as lastplacer can explain. However, it has several core weaknesses in our particular use of it.

 

Firstly, the server does not really need to know a whole lot about the map, such as how it looks. All it needs to know is whether the player can or cannot move in a particular direction, from a particular spot. In the currently implementation, it has to load *all* of the map data, regardless of whether or not it needs it. This slows down collision checks, which leads to the slower march-style walking of previous versions of Global.

 

How did we get the faster walking in PokeNet VV then? Well, we cheated. We frankly just told the client to go ahead and forget whether the server said something was legal to walk or not, inbuilt some collision checks clientside, and let the server catch up. This is perfectly fine, but this system has its own weakness(jumping during a battle sequence, as some of you noted), that require some additional work with.

 

Furthermore, on the client end, each tile is loaded separately, quite a workout for your computers. Rendering would be sped up quite a bit if we could load the entire map, or at least individual layers, as separate images.

 

Some of you may or may not have known that we were considering using an engine made by Sienide to help correct some of these problems. We have decided against it. To clarify, Sienide has never worked for Crystalis Online, despite the misperception that he is. He *has* offered to let us use his engine, but we have decided that its weaknesses (and the fact that it is not designed for an MMO) make it a better choice for us to go on our own.

 

OK, if you’ve suffered through this long a post, you deserve to know what on earth this all means. Rough translation – we will not be working on coding the actual game for a few weeks yet. We are just working on optimizing the ability to do core functions like walk, move around, and eventually animate layers (so that we can have moving water, etc), while at the same time, Wyverii (who by the way is quite an amazingly diligent worker), and the concept artists like Shanti and Ethice will be designing our actual, you know…mons.

 

Also, I’d like to put out a call for any of our old battler crowd to help pitch in (PhoenixClaw, HeadHunter, you still hang out here?) with the development of battle strategies and to tweak the new battle system plan. If you are interested, and consider yourself a good battler, PM Fshy94 in the forum and I’ll see if you meet the criteria. Drawig and myself thus far have been planning this out, but more people is good when developing a battle system of this scale.

 

Finally, I’d like to thank you all again for sticking by us – its a long road, and it’ll be longer still to the end. So thank you.

 

– Fshy

Update your bookmarks!

To all users that still use www.pkmnglobal.org, please use www.crystalisonline.com. The pkmnglobal domain will expire in a few days, so don’t forget to update your bookmarks!

More Updates

I know I haven’t been very good with the updates lately, but please be patient for the time being — there’s a lot of stuff that needs to happen before we can have a game like we did with PokeNet. We’ll spend some time switching over to a new game engine based on our old one soon. More information forthcoming.

Development Update!

Hello all Crystalis fans. Just a quick update, we have moved servers for our development site to a more secure location. We have also added features to it to allow development to get moving faster! Programmers should start doing what they do best, program :D

To check it out, click the Development link above in the top bar. You can see what we have done so far, and more things to come! (except story, that’s hidden from ya guys/gals :p)

See ya,

GaMa

An update — finally!

Alright guys, I know I haven’t made a lot of updates in awhile, but its finally time for another one.

In our first bit of news, we have a new site to organize all of our development, at http://dev.crystalisonline.com . It is open to the public, so you may register on that freely. If you wish to apply for a development position, that’s probably a good place to do it as well. We are always looking for people to help out, especially coders and concept artists for our monsters.

On the subject of monsters, we’re still looking for a collective name for them. So if anyone has any suggestions, be sure to let me know. (Please avoid using the word “mon” as we would like to avoid any further resemblance.)

In addition, we have generated our first crop of monsters! Our very first monster is shown here at http://i165.photobucket.com/albums/u65/wyverii/Felybladefront-1.png

Also, Shanti’s logo is finally mostly done, you can view it at http://img7.imageshack.us/img7/7647/crystalisfinal.jpg.

We have our code repository up again at http://kenai.com/projects/crystalis/ . This is the code of our game, if you wish to play with it, you are free to do so. However, be warned — the game is not in anything resembling playable condition, and the client isn’t even there yet. It will still take some time before the game is ready to play.

Anyway, thanks for sticking around, and I promise not to let updates drift this far apart again.

Logo Competition

Alright, everyone, its the time of year where we throw a competition or two to get things done. As you probably have noticed, our logo on the main page is…well…a nuclear symbol, for reasons which are unbeknownst to myself, and I suspect mankind as well. Its time we had a real logo, so I’m going to throw a little competition for all of us to get involved in making the logo. These are the rules –

1. Make as many entries as you desire.

2. All entries must be entered by Sunday, May 16, at 11:59 PM GMT. I cannot guarantee an entry made after that will be considered.

3. The decisions will be made by a committee I shall establish later on.

4. The logo should be in .png format, preferably along with the native format of the program you used to build it (.psd for photoshop, etc)

5. Although I do not require, I highly recommend you stick to the following specifications — The logo should spell out “Crystalis Online”, and should feature crystals of different colors which look like this. If you like, you can try building certain letters out in those crystals, its up to you. If you choose to try something different than this, please try to make it “feel” similar to our plot and setting of the game.

6. For bonus points, please make a favicon for us to use.

Good luck to you all, and please use the forum post that NewsBot generated here to discuss this.

EDIT: I forgot to mention this, but the winner will receive a place on our contributors list, that will be included both within the game, and on our website.

Forum integration with news

OK guys, I know I’ve started making enough of these per day to start being called a spammer by nearly any definition of the word, but I promise this is the last post for today. I’ve finally managed to hack together a really clumsy, inelegant solution that allows any post I make to the main page to be doubled over to the forum for discussion.

To accomplish this, the user called NewsBot makes the posts and you can subsequently whine/praise about the latest news in our lovely little forum. Unfortunately, short of reposting every single news post I ever made in the past, I cannot think up a way to move my old posts to the forum, so this will have to do. You can use this thread to discuss all of todays news, which is on the main page if you’re one of those hermits who never comes out of the forums :P .

Sincerely,

Fshy

Backstories and Tilesets

Hello everyone. Many of you already know the story behind us, but for those of you who don’t, I’m going to elaborate on who and what we are.

Not too long ago, our development team was working on a Pokemon MMORPG called PokeNet, which at its peak had nearly 50,000 users on it. A video of our latest progress a month ago can be seen here. However, as of a month ago, we received a cease and desist letter from Nintendo demanding that we stop making the game.

However, our community (now at http://crystalisonline.com/forums/) was unwilling to simply disband, and since then, we have decided to remake ourselves into a new MMORPG. We decided that we should no longer violate trademarks in any form, and thus Crystalis Online was born. In this form, we plan on continuing the work begun on PokeNet, and taking it to its fullest potential. We hope to include skills such as Fishing, Crafting, and Breeding into a fully featured creature capture game.

However, we intend for our story and plot to be a unique and engaging experience, distinct from the familiar plotlines of Pokemon. For those unfamiliar with our basic plot writeup, succinctly put, in our world, the creatures that inhabit the game world will have a unique background, and will have, until recently, prevented humanity from exploring most of the game world. We hope that in this unique setting, we can place a wide array of plots, game areas, features, and settings that should allow players to have an entertaining gaming experience.

In order to do so, we need a diverse pool of talented and creative people to help our project out. In that vein, we are actively seeking out anyone willing to pitch in, and in particular, those who can draw computer pixel art, code in Java, and especially anyone who can assist us in the creation of tiles and tilesets, as those are necessary for us to begin mapping again.

We plan on releasing our first alpha once we have some basic tiles and introductory maps ready, so once again, if anyone is capable of drawing tilesets, I strongly encourage you to pitch in. Believe me, I joined this project not too long ago, and it is both a fun and instructive experience, where you can see your work actively used in a project used by many people.

If you’re interesting in helping out, please post at our community forums(http://crystalisonline.com/forums/) in the area you’re interested in, or visit our IRC channel at http://crystalisonline.com/chat/ .

Sincerely,
Fshy

New webhost — again

Alright, welcome back! Don’t think you ever left? Well, that’s because for once, we managed to do a server switch correctly and smoothly, so that users saw the old site if they hadn’t moved to the new site. Therefore, if you can see this message, you have successfully joined our new host, who will be hosting us indefinitely, thanks to the kindness of DerNalia. DerNalia has offered us hosting as a secondary domain under his main website, which I have added a link to on the left. I’d also like to note that the forums are indeed open again, much sooner than I anticipated.

Now, I’m sure you’re all entirely bored with this endless prattle about domains, servers, and advertisements, so a quick note on the progress of the game. ZombieBear will return on Friday, and therefore will be available for coding sometime then. In the meantime, we have made some progress on the art department. Anubis has been promoted to Head of Art, so take a moment to congratulate her. In addition, we have gained two new artists — Shanti, and Wyverii, from DeviantArt and Smogon’s CAP project respectively. Please take a moment to welcome them both into the team, and congratulations to all of them!

Domain goes up, domain goes down…

Alright, I know in the past few days we’ve had some rather annoying occurrences. The site went down, ended up pointing to a site I’d rather never have us link to *ever* again, and so forth. Long story short, we ditched the host we were using for being well…jerks, and are now once again hosted by the kindness of Nushio. This is probably going to be a temporary measure, since we don’t want to impose ourselves on his kindness.

I will be locking the forums down shortly, as I wish to make a few adjustments over the next few days. Worst case, the forums will be like that for no more than 3-4 days, I promise. Hopefully much sooner. Thank you all for your continuing support during this time.

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