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You're on the right track. The gist of the client-server networking model is that a server is that it's a central point of knowledge that clients connect to. A game server typically contains an in-memory world representation, a list of connected players, a game loop (with e.g. player control handler, a physics engine & AI). You'll also need a ...


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I wish I could add a comment, but I can't since I have under 50 Rep, so I guess I'll put it here. A question very similar to this was asked and answered on the RPG Stack Exchange and I think you'd benefit a lot from reading it. First and foremost, I AM NOT A LAWYER, so nothing I say, should be taken as solid legal advice. IN GENERAL: That linked answer ...


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I'm not sure I completely understand what you are asking, as it's hard to tell what you mean by your "game style", but I will say that a path-finding algorithm is not necessarily overkill, especially if you would like your NPC's to find specific routes around obstacles. From my own experience with AI navigation, there are a couple of very popular types of ...


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You will have to manually add all the frames for your animation. You don't need tweening unless you want to rotate or move the sprite from point A to B and have it automagically interpolate (be)'tween the key frames. For walking, jumping, shooting animations, etc. You have to do it manually. There's no magic for that. Here is a little guide to help you ...


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How about using Set Theory to model your data as relations (this is easy with any relational database, or any language/library support for sets and tuples): Imagine a relation killed_by(a, b) where a and b are both members of the set of all living things. character_x_is_dead when there exists any solution to killed_by(?, b). You could store this on disk or ...


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tl;dr You have rooms, you need "keep an eye on them" by saving them and their contents (NPCs / items) to your sqlite. Each room has entities that can be in different states, you need possibly a simple Enum to save those states, the one row per entity can "remember" that entities state for you. Elaborate answer: You are mixing two things together. One is ...


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You have two initial options: to hard-code the conditions or to use scripts. Hard-coding is quick and great for prototypes, but it allows 0 flexibility. I expect your game to out-grow this very quickly. Using a script takes more time to get started because you need a script file parser first. Apart from proven scripting languages like LUA, you can devise ...


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The events are there for items and spells; if an item wants to interfere with the attack (say, deal 10% extra damage), it simply listens to the entity's attack event with a function [...] Now that it's clear what you use the event for, here's a different suggestion architecture-wise: Items listen for the take_damage event. If the item's owner is the ...


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Mmmhh I hope I can help with the first thing that get's into my mind, and is something like this: I have an agility, that represents my characters ability to evade an attack. Then, in the other hand, I could have a dexterity or skill, or wathever status you would use to represent my character ability to succesfully hit an oponent. So, if I would like to keep ...


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I'm not sure if this question is appropriate for this site, but I'll give you my take. First, kudos on making your game! I am all for doing stuff yourself if you can't find anybody else to do it. You are certainly going for the pixel art retro look, and that is pretty cool. Make your game in the way you like it the most, and take people's advice just as ...



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