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Wolfie 01-10-2016 09:49 AM

I could be wrong, but I remember hearing that this server will be playable through Facebook. Is that true?

Skyzer 01-11-2016 01:42 AM

Quote:

Posted by Wolfie (Post 658557)
I could be wrong, but I remember hearing that this server will be playable through Facebook. Is that true?

We've been told that we will be going to Facebook, but MysticalDragon or w/e he goes by now hasn't said or done anything since then.

Probably not going happen, but that's just my opinion.

Thor 01-11-2016 01:45 AM

Quote:

Posted by Wolfie (Post 658557)
I could be wrong, but I remember hearing that this server will be playable through Facebook. Is that true?

You have heard correct, although very rarely do the words "will" and "Graal" belong in the same sentence.

Nelm 01-22-2016 09:29 AM

This is literally the only server worth playing. The fact that this hasn't been a priority of GO management to get this on Facebook is just absurd.

Vladamir Blackthorne 01-26-2016 06:13 PM

Maybe this time around magic can be implemented and established to a decent degree.

Racil 01-27-2016 11:14 AM

There are a lot of things to do before we could think about magic, but it is something we would implement eventually.
Right now we have other things to focus on though :/

Vladamir Blackthorne 01-27-2016 12:40 PM

Quote:

Posted by Racil (Post 665351)
There are a lot of things to do before we could think about magic, but it is something we would implement eventually.
Right now we have other things to focus on though :/

Yep, I'm sure that is true

deadowl 01-28-2016 01:57 AM

That final boss in Voluran's... I can't get him down past one. He just keeps dash attacking. I mean the pillar segment I've gotten 4/6 (the top two are near impossible), I can hit him with the pillars, I've gotten him three or four times before he destroys me, but my lag is so bad right now (for some reason), I can't really do anything else.

Hayala11 01-28-2016 06:10 AM

Have you try spamming bombs at him, one of time

Racil 01-28-2016 08:25 AM

Took me quite some time to defeat him. I could never get him hit by all the pillars, and if I got one of the two at the top I'd usually miss one of the others.
You can hit him once or twice when he sends fire down the room too, helping a bit.

Nelm 01-28-2016 08:32 AM

Took me some time as well, which was nice to actually be challenged by a boss and actually have to THINK about how to beat him. Pillars, throw some bombs, hope you can kill him before he kills you.

Seriously though, the bomb throwing -1 damage is >>>>> than the .5 sword swing damage when it comes to this guy.

Gitaz 01-28-2016 08:44 AM

Any news on the facebook update?

Racil 01-28-2016 09:13 AM

Woah, I never thought of the bomb throw, it could really change the battle.

Nothing new on FB.

Nelm 01-28-2016 09:16 AM

Don't worry guys, even without Facebook, you guys can come play with me. I get bored.

deadowl 01-30-2016 04:20 AM

Quote:

Posted by Nelm (Post 665609)
Took me some time as well, which was nice to actually be challenged by a boss and actually have to THINK about how to beat him. Pillars, throw some bombs, hope you can kill him before he kills you.

Seriously though, the bomb throwing -1 damage is >>>>> than the .5 sword swing damage when it comes to this guy.

Yea, I was trying to avoid spoilers, but I couldn't get him with bombs because of massive lag.

deadowl 01-30-2016 11:25 PM

You know, why not make bombs clientside in quest mode just like pretty much everything else? I really want to beat that boss, but I've been having >1000ms ping for the last three days.

Skyzer 01-31-2016 04:53 AM

Good news is that you'll be able to beat the boss when you're done lagging.

Daimao 01-31-2016 08:56 AM

I'll be playing :)!

Racil 01-31-2016 10:56 AM

It isn't impossible to beat him without bombs. In fact I fought him twice yesterday again and was only able to use the bombs early, when he was still, then I had to use my sword.

Thor 01-31-2016 11:01 AM

Quote:

Posted by deadowl (Post 666547)
You know, why not make bombs clientside in quest mode just like pretty much everything else? I really want to beat that boss, but I've been having >1000ms ping for the last three days.

I've thought about doing this for Quest levels before but as it is not possible to create new NPCs clientside, you either still have to place the bomb serverside or create a pseudo npcs object and tie it in to systems such as wall checking.

That said it is not actually necessary to have Bombs (or Bow) to defeat Voluran, it's possible to do it using the sword alone and without taking a single hit, much in the same way an adept sparrer might defeat a rushing newbie flawlessly.

deadowl 01-31-2016 01:58 PM

Quote:

Posted by Thor (Post 666715)
I've thought about doing this for Quest levels before but as it is not possible to create new NPCs clientside, you either still have to place the bomb serverside or create a pseudo npcs object and tie it in to systems such as wall checking.

You could always get around that first issue by pre-loading them since there should be an upper limit to the number of bombs a player can use at any one time anyway.

Thor 01-31-2016 03:18 PM

Quote:

Posted by deadowl (Post 666731)
You could always get around that first issue by pre-loading them since there should be an upper limit to the number of bombs a player can use at any one time anyway.

That's actually how the thief chase at Christian's Shop was made, but that required having 3 dormant NPCs in every level which isn't really an elegant solution to apply for every quest level.

deadowl 01-31-2016 04:17 PM

Quote:

Posted by Thor (Post 666747)
That's actually how the thief chase at Christian's Shop was made, but that required having 3 dormant NPCs in every level which isn't really an elegant solution to apply for every quest level.

An elegant way would be to write a simple preprocessor. You can either base the preprocessor's evaluation of levels on a database that contains certain attributes for levels. You could also base the evaluation on scanning the level for some type of indicator. You can either do a src -> dst architecture or have the preprocessor flag its own scripts so that it cleans up after itself if it's reprocessing the level.

A preprocessor could also be useful for other things like generating underwater levels that reflect changes in above-water levels. So it wouldn't need to be just a one-off hack to make it easier to preload clientside bombs in quest levels.

Com013 had built something like this at one point, although he was trying to mass-convert scripts for NPC-Server compatibility rather than adding more powerful features to levels.

Edit: I imagine you could even do it on the server without having to deviate from GScript, since online level editing became a bit of a push ~v4 of the client. The loadlines, savelines and maybe copylevel functions look like they could potentially be used for preprocessing functionality.

Edit 2: Now that I think about it, you could also use it to be a clean substitute for the built-in baddies and built-in chests that the level editor currently provides.

Edit 3: And the gajillion signs, bushes, swamp tiles (if those are NPCs now) that a lot of places have.

deadowl 02-03-2016 05:41 AM

Okay, so to my previous post, it would probably save you more time than you would need to invest.

As for playing GtA recently: some of it is ridiculously esoteric. Missing 5 gralats, and I've looked pretty exhaustively. I did the same for the card in Ebon's keep, but only ever tried pushing in the middle of book cases.

Overall though, good work at teasing players to explore.

Skyzer 02-03-2016 10:32 AM

Did you pick up the rock-turtle in Castle Quest with the crane? Drops a blue rupee.

Vladamir Blackthorne 02-03-2016 11:22 AM

Will there be a player house system like on the iServers?

Also it would be nice if there were more ways to earn and spend gralats. They're kinda useless atm.

Skyzer 02-03-2016 12:42 PM

How do player houses work on iClassic?

deadowl 02-03-2016 01:49 PM

Quote:

Posted by Skyzer (Post 667920)
How do player houses work on iClassic?

You pay gralats for one, get to choose a fixed layout, you can buy furniture to populate it, and also pets (using this word for a catch all that includes bugs).

Previously on PC Graal Classic, there was a thing called the Warptex which would pretty much be submit your own levels and be able to warp to it. Before that devs would just put your house somewhere on the map (or some other map), and quality standards for that got higher over time.

Thor 02-03-2016 07:28 PM

Quote:

Posted by Vladamir Blackthorne (Post 667899)
Will there be a player house system like on the iServers?

There are plans for player houses but it would work a lot different to the iServers. We would like to preserve the Classic format of having player houses spread throughout the world, with there being an option to either submit files, use in-game dev tools or both.

Quote:

Posted by Vladamir Blackthorne (Post 667899)
Also it would be nice if there were more ways to earn and spend gralats. They're kinda useless atm.

GtA isn't an economy server, Gelat should be thought of as a quest item that opens up more avenues for interacting with the world rather than a currency used for obtaining commodities.

It's worth keeping in mind that your total number of obtainable Gelat is static, which means that once you lose or spend Gelat are you then able to re-obtain the lost amount through events such as baddie deaths or bush cuts. Once larger sums of obtainable Gelat are in existence we may implement new more entertaining ways to re-obtain them faster.

Crono 02-03-2016 09:34 PM

Quote:

Posted by deadowl (Post 667929)
Before that devs would just put your house somewhere on the map (or some other map), and quality standards for that got higher over time.

eh, it eventually became a contacts thing. if you knew the right people you could get your stuff up. quality was always mixed.

deadowl 02-03-2016 11:56 PM

Quote:

Posted by Skyzer (Post 667889)
Did you pick up the rock-turtle in Castle Quest with the crane? Drops a blue rupee.

That was both obscure and difficult. I think I had tried it before, but gave up and threw a rock at it.

Skyzer 02-04-2016 02:20 AM

When I was a LAT on Classic, I'd put houses up if anyone asked.

Nelm 02-04-2016 04:18 AM

I want a playerhouse on G:tA

deadowl 02-04-2016 05:43 AM

Quote:

Posted by Nelm (Post 668131)
I want a playerhouse on G:tA

My player "house" is on GtA, though in a different location. It was replaced by a hat shop on iClassic.

Racil 02-04-2016 08:53 AM

Quote:

Posted by deadowl (Post 668139)
My player "house" is on GtA, though in a different location. It was replaced by a hat shop on iClassic.

Are they selling your owl mask there? ;p

Luda 02-04-2016 11:04 PM

Quote:

Posted by Thor (Post 668013)
It's worth keeping in mind that your total number of obtainable Gelat is static, which means that once you lose or spend Gelat are you then able to re-obtain the lost amount through events such as baddie deaths or bush cuts.

http://i.imgur.com/2JrU4f6.gif

Zetectic 02-09-2016 08:03 PM

why is this game not listed on the server list?

Thor 02-09-2016 09:14 PM

Quote:

Posted by Zetectic (Post 670000)
why is this game not listed on the server list?

If your question is what brought the game off the list, GtA previously re-launched after a 3 year hiatus in 2012 but was largely unsuccessful beyond the first month or so, which ultimately resulted in the staff team's decision to discontinue the server.

If your question is why the game is still off of the list, then although PC Graal no longer has the game-breaking restrictions that crippled traditional style servers back in 2012 (plus the fact that we have developed several new systems and features which were admittedly sorely missed before), it is fair to say that PC Graal is still terribly out-dated between the client, website, forums, account system etc.

With the agreement being made to port GtA on to Facebook/Web however there is the potential to obtain a larger frequency of player traffic on to the server, without requiring drastic changes to Graal's infrastructure. By re-launching the server for the sole sake of PC Graal we can realistically expect a player count of only 0/10/20/30/40, of which the time/effort required to maintain would be a hindrance to the long term goal.

That doesn't mean to say that we are unwilling to cater to those few who have remained loyal to the server. For example we had events being hosted daily over several weeks of the summer with playercounts ranging from 10 - 25, which is something I have contemplated making more regular should enough interest be apparent.

Zetectic 02-10-2016 02:11 AM

that is good for you sir. hopefully GtA makes its way through the web and become available to anyone. i appreciate your work and the server. just few suggestions though, i know you guys are already working on it, but double checking isn't a bad idea. it'd be greater if you could add the banking system along with the jobs, more fast transportation objects and few mini games (ex. chess, bomberman, trivia [solo/multiplayer]) to keep us occupied. i'm really looking forward to spend more time on that server. honestly it looks great and have a very strong base foundations.

deadowl 02-10-2016 02:41 AM

You've got a lot more content up since 2012, although someone seems to have been laming a spar record, which you might want to look into.

Thor 02-21-2016 07:40 PM

1 Attachment(s)
The in-game GUI theme has been updated to appear more consistent with GtA's friend bar.

Attachment 21071

Skyzer 02-22-2016 09:05 AM

Sexy.

deadowl 02-25-2016 05:30 AM

May I recommend that text and background color contrasts should pass WCAG color contrast tests universally in scenarios where it's feasible to do so (e.g. Classic's TCG)?

deadowl 03-03-2016 01:53 AM

Considering it's Graal the Adventure, and the shared characteristics of iClassic and GtA, I was thinking it might make sense to implement spar tournies, events, etc as an "adventure" for differentiation value, particularly once your on Facebook. Maybe a fun way to do this would be storytelling. Come up with fictional backstories for players that are participating in spar tournaments, or a collection of backstories for events (why are we carrying this bush?). Maybe go full blown Disney and refer to GCs as cast members.

Vladamir Blackthorne 03-03-2016 01:55 AM

I love the TCG. If only it wasn't pure luck... also some bots to play against would be fun.

deadowl 03-03-2016 02:06 AM

Quote:

Posted by Vladamir Blackthorne (Post 680466)
I love the TCG. If only it wasn't pure luck... also some bots to play against would be fun.

I've played once, and I won, probably because the person I was playing against didn't know how it worked. Neither did I; I was just making an educated guess. Def NPCs to play against.

Vladamir Blackthorne 03-03-2016 02:30 AM

Quote:

Posted by deadowl (Post 680470)
I've played once, and I won, probably because the person I was playing against didn't know how it worked. Neither did I; I was just making an educated guess. Def NPCs to play against.

Yeah, maybe an interactive tutorial would be a good thing to have too. Afaik you place cards so that the numbers beat the opponent's card's numbers. The problem I'm concerned about is that you get a hand of random cards, meaning you win mostly out of luck.

Vendetta 03-03-2016 12:46 PM

Quote:

Posted by Vladamir Blackthorne (Post 680475)
The problem I'm concerned about is that you get a hand of random cards, meaning you win mostly out of luck.

There's very little luck involved. Obviously it takes time to learn so at first it may seem quite luck based but as you play more you'll find that there's a lot more skill involved. Each card has a different use and can be used in different situations so no card is really "bad", meaning any hand is good when played correctly.

Skyzer 03-03-2016 01:10 PM

There's a lot of luck involved. Pretty damn unlucky when you get a hand that forces you to skip a turn.

However, if you're better than the person your playing with you should still win the majority of games played.

Vendetta 03-03-2016 01:44 PM

Quote:

Posted by Skyzer (Post 680609)
There's a lot of luck involved. Pretty damn unlucky when you get a hand that forces you to skip a turn.

However, if you're better than the person your playing with you should still win the majority of games played.

A lot of the time it's about the plays leading up to that turn but I guess there is often some luck involved. I still think luck plays quite a small role in the game, some hands are easier to play than others but 90% of the time the more experienced player will win.


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