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Chudooder

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Everything posted by Chudooder

  1. I'm going to guess that the second two bugs came about as a result of returning to the lobby and starting another game. Joining an existing game probably crashed the server, but I'm not sure. I'll hotfix it to refuse connection for now, but hopefully I can work out how to allow spectators to join in the middle of a match.
  2. If you hosted the game, there should be a file in the /logs folder that looks something like this: [ABCD] some stuff here [bTTL] some stuff here [QWER] some stuff here It's basically everything that happened. If you can post it, we might be able to reproduce the bug on our side
  3. I found and fixed the drafting bug for next release. If you select a unit then random because of time, it will pick more units than intended.
  4. We're looking into the bug now. For the Gilliam bug, do you remember if it was a ranged attack, or who you were attacking?
  5. I would give you a good reason for why Ike doesn't have range right now, but I'm not too sure myself. Depending on how he balances out we might change that in 1.0. If you haven't torn open the .jar and located the stats file already, I made a webpage with a sortable table of all the characters: http://chudooder.github.io/FEMultiplayer/stats.html
  6. Alright everyone, v0.5.0 is out now! This will be our final beta release before v1.0.0, unless major game-breaking bugs are found. Please test for balancing, bugs (thought the game should be stable at this point), and whatever you can find. https://github.com/chudooder/FEMultiplayer/releases/tag/v0.5.0-beta v0.5.0 introduces a new pick mode to Fire Emblem Multiplayer: Draft Mode! Take turns picking and banning units in a contest of wit and strategy before equipping your team and launching into battle.
  7. The displayed IP is only for if you're playing in your house (LAN). I'm not too sure how Hamachi will work with it, but I think you should use the IP Hamachi gives you. Otherwise you will have to port forward. I thought I fixed that bug in the last release we did, but apparently not; sorry about that. Please be patient, we are working on our final beta version 0.5, which is stable. It should be out by this weekend.
  8. We're trying to track down an elusive bug that we think is related to HP desync between client and server. If you can reliably reproduce either: - Staffs healing wrong HP or not healing past some random HP - Units go below 0 HP and stay alive in battle please let us know how you got it to happen and we'll try to fix it.
  9. v0.4.2 is out! Palette swapping for battle sprites is now functional, and the game will use much less memory than before thanks to dynamic texture loading. https://github.com/chudooder/FEMultiplayer/releases/tag/v0.4.2-beta Hold on, gotta fix something EDIT: Fixed. If you saw this message before I changed some stuff, please redownload.
  10. Gonna go with GPL-3. Selling it probably isn't a good idea (read: horrible idea) since we don't want Nintendo on our ass; otherwise, you're free to do whatever as long as you keep it open source. That being said, are you sure PHP is going to work for the game server? It would probably be easier to adapt our existing Java code to run on the servers, since our networking code relies pretty heavily on serializing objects.
  11. Fixed for next release. It isn't too urgent, so we'll push it with the palette swapped battle sprites.
  12. Can you check your Java version? http://www.javatester.org/version.html If there's no log output then it isn't a problem with the code, but rather some issue that is preventing you from running the .jar.
  13. We sneaked in a fix to our palette swapping shader so that we can pass in different palettes, so getting those in will probably be the next thing we do. Is there any output in a log file? Your Java might be outdated but I'm not sure.
  14. Thanks for being patient with us and helping us bug test! We managed to fix the game-breaking bugs, so this version should work. https://github.com/chudooder/FEMultiplayer/releases/tag/0.3.3-beta On supports: While it would be a nice tactical option and would add complexity to the teambuilding, we haven't had any plans to implement them. This is mainly because of the limited pool of units at the moment. Maybe once we get more units into the game, we can definitely try to figure out a way to do supports. Classes such as Wyvern Lords and Great Knights are kind of in the same position; we'll add them later once we get the major gameplay and networking stuff ironed out.
  15. It sounds like the server is crashing for some reason. Lemme try recreating it on my end. EDIT: Okay, found the bug. I will upload a fixed version in a bit. EDIT2: Found the attacking unarmed units bug.
  16. That's not a bug in our code, it seems like you're having a memory issue http://www.minecraftforum.net/topic/1821173-exception-access-violation-0xc0000005/ Looks like it's a bad Java installation? We use the same engine as Minecraft so this thread should be relevant. Try reinstalling Java and see if it fixes the problem.
  17. Hm, your graphics card specs are fine, so it must be something else causing the crash. To run from command line, open the folder that the .jar is in shift-rightclick the folder (in some empty space) select "Open command window here" type the following command: java -jar "Fire Emblem Multiplayer.jar" if it says something like: 'java' is not recognized as an internal or external command, then don't worry about the rest of this, just tell me more about what triggers the crash if you can. if you did it correctly, the game should start, and the console should start filling up with a bunch of lines play until the point where the game crashes the console should say something like: Exception in thread "main" java.lang.??? at ??? at ??? ... copy or screenshot the output and post it here. Only the stuff about the Exception is important
  18. It looks like you're running out of memory somewhere. Can you post your graphics card specs? (VRAM, type) How much RAM do you have? EDIT: Also, if you can, can you run the .jar via console and copy the output? (Open command window in the folder, use java -jar "Fire Emblem Multiplayer.jar" as the command)
  19. Actually True Hit is in (my bad, my friend added it and I forgot to update the website) If the client closes, then it's because it couldn't connect to the server at the IP you provided. Are you guys playing from the same house / same computer? If so, you can connect using the local ip (the one the server window shows) Progress update: We fixed a bunch of the bugs you guys pointed out. Hopefully we can get a minor update out tonight with the new stuff.
  20. I accidentally gave Thrones 30 defense and 3 avoid instead of 3 defense and 30 avoid. Whooops
  21. I'll look into the Falconknight situation now. Weapon triangle exists and works, we haven't put in the little indicators yet though.
  22. We haven't touched falconknights yet besides putting the base class in the game. I think we forgot to allow them to fly over some terrain. I'll fix the terrain stuff for next release, but the sprites will probably have to come later EDIT: just kidding, it doesn't work because I'm an idiot String name = c.name; if(c.equals("Falconknight")){ if(this == WALL) return 127; return 1; } should have been String name = c.name; if(name.equals("Falconknight")){ if(this == WALL) return 127; return 1; }
  23. Thanks for the feedback! You're right; once the game starts, the client doesn't actually check to see if the other client disconnected (the message is sent to the server though). I'll fix it asap The readying up bug after restart is fixed for the next release. That's an old screenshot; there's UI stuff (objective info) over on the right side now. We definitely can polish up the UI, though it's not super high priority. R-button isn't too high priority I think, you can view all the stats when you hover over your unit. If we put it in, you would be able to see your entire team's stats and items at once thanks to the increased screen real estate. There's a table of all the stats for units and weapons in the .jar file but we can make that more accessible on the website.
  24. Hey everyone! My name is Chu, and I'm a recently converted Fire Emblem fan. My friend and I have been hard at work over the past few months on this project. It's what it says in the title: the Fire Emblem tactical experience ported to online multiplayer. This isn't a super trimmed-down version like the Link Arena; instead, think online simulators like Pokemon Showdown, but for Fire Emblem. The core unit and turn-based gameplay remains the same. Grab a friend and fight to the death! Please keep in mind that we're still actively working on this, that it's a very early (hopefully working) beta, and that there may be bugs. Link to website (more info!): http://chudooder.github.io/FEMultiplayer/ Link to github repository (fork us!): https://github.com/chudooder/FEMultiplayer Link to releases page (download links!): https://github.com/chudooder/FEMultiplayer/releases How to play: Mouse, Arrow keys, Z = accept, X = cancel If you want to set up a team before you battle, you can load up the client and go into the Team Builder. You can also save and load existing teams using the corresponding buttons. One player needs to start the FEServer.jar server, which is in the .zip you download. The host will have to port forward on port 21255 (TCP/UDP). Both players can then start the main client and connect to the server. (The displayed IP is your local IP, so unless you're doing LAN play, use your public IP: http://www.whatismyip.com/). TIP: The server host can connect to a server on the same computer by using "localhost" as the ip. The remote client has to use the server's public IP. Once both players ready up, then finalize their parties, the game will start. Game modes and server configuration: Map is the level you will play on. We only have two right now. One might look very familiar to those who play certain ARTS games. dota Objective is the objective of the game. Rout = kill everyone. Seize = kill the opposing Lord, or get your Lord to their throne/castle. Some maps only support certain objectives. Max units: I would leave this at 8 for now. Otherwise, it limits how many units each player can have on their team. Modifiers: Craaaaazy stuff. Throw common sense out the window and put in special conditions to fight under. Hover over the modifiers to find out what they do. Pick Mode: Change between free-for-all unit selection and tactical drafting modes. I also want to give a big thanks to everyone at SerenesForest, FEPlanet, and all the other Fire Emblem resource websites. Getting the sprites for the game was important, but it was also a lot of work. Thanks to the efforts of the many people collecting GBA sprites, we were able to spend more time coding rather than painstakingly extracting emulator images. We hope you enjoy! - Chu - Jedyobidan Screenshots:
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