if someone can only reply to critisism with a "stfu" then that person deserves all the mockery a forum can trow at him.theTrav wrote:Ease up on the Jerk Juice, either you like the idea or you don't, no need for image macros
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kralmir
- Posts: 1234
- Joined: Mon Mar 29, 2010 4:33 am
- Location: a moderate sized box.
Re: Emotes
[5:09:24 AM] kralmir: shrek is love

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.
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Cheswin
- Posts: 59
- Joined: Tue May 11, 2010 10:22 pm
Re: Emotes
I have to agree with theTrav. It only makes you look bad. Best to just ignore it. It's not like it was directed at you anyways.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Emotes
I don't see any point in this, could you elaborate? I fully understand the request, just not the reasoning.
If you like roleplaying, you're probably not going to use emotes, most roleplayers I see either enjoy emotes that are robust (and even then are super fucking picky ; i.e. ragnarok online), are actually the character's facial expressions (i.e. maplestory [yes the game is shitty, couldn't think of another one, damn]) which seemingly would be silly since we have no faces, or you use text instead such as *Laughs*. Then again most roleplayers I know including myself either do it hardcore or not at all.
If you want it because emotes are a cool way to casually express yourself, then I understand that and it's cool every now and then, I could definitely see it's use in a game like this, heh. Emotes like Zenonia 2's would be nice in this case.
I'd just like to understand the general use, emotes are a very... precise and unexact science, it's hard to appeal to a certain crowd and usually takes a certain style about it.
If you like roleplaying, you're probably not going to use emotes, most roleplayers I see either enjoy emotes that are robust (and even then are super fucking picky ; i.e. ragnarok online), are actually the character's facial expressions (i.e. maplestory [yes the game is shitty, couldn't think of another one, damn]) which seemingly would be silly since we have no faces, or you use text instead such as *Laughs*. Then again most roleplayers I know including myself either do it hardcore or not at all.
If you want it because emotes are a cool way to casually express yourself, then I understand that and it's cool every now and then, I could definitely see it's use in a game like this, heh. Emotes like Zenonia 2's would be nice in this case.
I'd just like to understand the general use, emotes are a very... precise and unexact science, it's hard to appeal to a certain crowd and usually takes a certain style about it.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Emotes
Jumping, Bowing, Waving, Pointing, Sitting (on the floor) lying down
Personally I'm more keen on body movement than facial emotes
Personally I'm more keen on body movement than facial emotes
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Cheswin
- Posts: 59
- Joined: Tue May 11, 2010 10:22 pm
Re: Emotes
You bring up a very interesting idea.. if such movements were to be implemented.. it would give birth to other actions such as movements for digging, harvesting, building, smithing, etc. etc. etc. But it could be a very big strain on the server.theTrav wrote:Jumping, Bowing, Waving, Pointing, Sitting (on the floor) lying down
Personally I'm more keen on body movement than facial emotes
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Emotes
Not if it was client side which is the only logical explanation.
Basically the client just says 'oh I'm harvesting? Let me put up the harvesting emote along with that'
Nothing would really change besides a list that would say "If doing said action, use said sprite".
I could be completely wrong and the server-client relationship here is awkward, but that's standardly how it works, sprite changing is almost fully client side. Server would just tell us what it's doing, client decides what to display.
Fairly sure it's possible with an edited client actually... I could be wrong, feel free to correct me if someone knows better, I haven't dealt with java much in this regard.
Basically the client just says 'oh I'm harvesting? Let me put up the harvesting emote along with that'
Nothing would really change besides a list that would say "If doing said action, use said sprite".
I could be completely wrong and the server-client relationship here is awkward, but that's standardly how it works, sprite changing is almost fully client side. Server would just tell us what it's doing, client decides what to display.
Fairly sure it's possible with an edited client actually... I could be wrong, feel free to correct me if someone knows better, I haven't dealt with java much in this regard.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Emotes
It's not impossible, however the way the client current acts is more like:
* server sends client list of action identifiers
* client display list of icons mapped against identifiers to user
* user selects action icon N
* client tell server action identifier N was invoked
* server tells client user has moved to position P
* client show user moving to position P
* server tells client to display image H (hourglass) at position P2(middle of screen)
* server tells client to display image H2(sand at n%) at position P3(in hour glass)
* server tells client to stop displaying old image and now display image H3(sand at whatever new % completion is)
* repeat last two steps until complete
* server tells client remove Obj O from play (field or whatever you were interacting with)
* server tells client new items I have entered inventory (whatever produce there was)
It's all very generic, and there's no clear "you are now harvesting" message. It probably wouldn't be to hard to change it so that you get "now harvesting" messages, or even to have the client remember the last command and process the new ones with that state in mind, but it's not trivial.
Really though, the biggest blocker is not the coding, it's the fact that jorb would have to do a TON of extra animations, and he'd have to do them for all the different pieces of equipment that your hearthlings can wear.
* server sends client list of action identifiers
* client display list of icons mapped against identifiers to user
* user selects action icon N
* client tell server action identifier N was invoked
* server tells client user has moved to position P
* client show user moving to position P
* server tells client to display image H (hourglass) at position P2(middle of screen)
* server tells client to display image H2(sand at n%) at position P3(in hour glass)
* server tells client to stop displaying old image and now display image H3(sand at whatever new % completion is)
* repeat last two steps until complete
* server tells client remove Obj O from play (field or whatever you were interacting with)
* server tells client new items I have entered inventory (whatever produce there was)
It's all very generic, and there's no clear "you are now harvesting" message. It probably wouldn't be to hard to change it so that you get "now harvesting" messages, or even to have the client remember the last command and process the new ones with that state in mind, but it's not trivial.
Really though, the biggest blocker is not the coding, it's the fact that jorb would have to do a TON of extra animations, and he'd have to do them for all the different pieces of equipment that your hearthlings can wear.
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Resture
- Posts: 276
- Joined: Sat May 01, 2010 7:41 am
- Location: Forest
Re: Emotes
stfu.kralmir wrote:wow resture you sound just like a little child not getting his way, but i dont wanna waste more time on this so this pretty much applies to you aswel:
Well you know what I meant. I really don't even give a shit if they implement any movement at all for the sprites.. just in the area chat being able to change it from a form of talking to a form of action. Even if it's only text. Like you said bowing... Resture bows. That would show respect in a community to a leader. Or Resture nods. Would show someone acknowledging something. Some people would rather show actions rather than words. I am one of those people so I suggested it. Most game have some form of emotes. And this game would be perfect for roleplaying in my opinion. It has all the characteristics for a roleplaying game... towns, cities, farms, governments, traders, murderers. You can't really roleplay much with only words.theTrav wrote:Jumping, Bowing, Waving, Pointing, Sitting (on the floor) lying down
Personally I'm more keen on body movement than facial emotes
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Cheswin
- Posts: 59
- Joined: Tue May 11, 2010 10:22 pm
Re: Emotes
MUDs. But I digress.Resture wrote:You can't really roleplay much with only words.
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Resture
- Posts: 276
- Joined: Sat May 01, 2010 7:41 am
- Location: Forest
Re: Emotes
MUDs have /me usually... or emotes.Cheswin wrote:MUDs. But I digress.Resture wrote:You can't really roleplay much with only words.
