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VGOEmu Progress

News and Announcement Forums

Moderator: Community Managers

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Taryth
Posts: 1
Joined: Mon Jun 15, 2015 12:37 pm
Re: VGOEmu Progress
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Post by Taryth » Fri Jul 10, 2015 1:38 pm

Omg.
I can't wait to see what the next two years bring us!!!!! Our dev team is amazing.
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John Adams
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Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
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Re: VGOEmu Progress
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Post by John Adams » Sat Jul 18, 2015 11:18 am

Looks like the real game for me, for sure

[attachment=0]ScreenShot_00003.JPG[/attachment]
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ScreenShot_00003.JPG
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elquar
Content Designer
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Posts: 604
Joined: Tue Jun 03, 2014 2:07 pm
Re: VGOEmu Progress
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Post by elquar » Sat Jul 18, 2015 6:49 pm

Oh nice

Death! mayhem ! Destruction!!!

ok ok

maybe not that much craziness but still super excited
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Jakkal
Content Designer
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Joined: Tue May 20, 2014 1:59 am
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Re: VGOEmu Progress
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Post by Jakkal » Sat Jul 18, 2015 6:55 pm

lern 2 play noob!
Image
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VincentG
Developer
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Posts: 37
Joined: Thu Jul 31, 2014 11:05 am
Re: VGOEmu Progress
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Post by VincentG » Sun Jul 19, 2015 6:22 pm

Now there's a familiar screen...
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Xinux
Project Leader
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Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Sun Aug 30, 2015 11:30 am

Sorry it's been awhile since I have given a update but i think you will like this one.



-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.

-Added attribute per level increase values

-Added support for short term buffs to the attribute code.

-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.

-Initial implementation of encounter windows.

-Added allocation point handling (both adv and craft).

-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.

-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]

-Implemented basic Randomization of NPCs



Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared.

So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress).


https://youtu.be/0Xjx9AY55QM

Enjoy
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shargash
Team Member
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Posts: 338
Joined: Tue Apr 15, 2014 10:16 pm
Re: VGOEmu Progress
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Post by shargash » Sun Aug 30, 2015 6:47 pm

Sweet! Lookin' good.
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Zewtastic
Posts: 527
Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: VGOEmu Progress
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Post by Zewtastic » Sun Aug 30, 2015 10:12 pm

AWESOME!
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topsoil
Posts: 8
Joined: Fri Aug 29, 2014 11:00 pm
Re: VGOEmu Progress
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Post by topsoil » Sun Aug 30, 2015 10:46 pm

Thanks for your hard work guys, cannot wait
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elquar
Content Designer
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Posts: 604
Joined: Tue Jun 03, 2014 2:07 pm
Re: VGOEmu Progress
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Post by elquar » Sun Aug 30, 2015 10:53 pm

That is Fricken Awesome!!!!!
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