Friday, May 16, 2025

Dusk + Cheerpj = revived?

Hey again, :)

I've almost finished the demo world! Pixel art is all sourced from OpenGameArt, craftpix.net, and Jetrel gets huge thanks for his tree. I felt motivated to work on Dusk again when I saw this new tech to convert Java to JavaScript called Cheerpj. Dusk can possibly be revived! I think the performance may be fine.

I need help with this Cheerpj conversion. I'll post in their discord and maybe somebody can help or give advice what I need to do. 

I believe both client and server need to run through Cheerpj but I'm not 100% sure how to proceed. I'm like a 2/10 in Java, 0/10 in JavaScript, and 9/10 in coding DuskScript. Here's the links to my Cheerpj tests.


Here's source code.

Please forgive my nearly 200MB Dusk collection. There are a couple old game worlds in there. I will clean it up and finish licensing art.

I think I need a little JavaScript help, make changes in Java to find the file locations and maybe even a native call to Java_Bridge_Websocket for the server? To avoid using TailScale. I'm guessing here, I read all the docs and there's not enough examples for me, but this is fancy new tech still in development. Here's a pic of Dusk client in browser using Cheerpj.



If you have noticed I redone the GUI with swing components. I managed to do this by digging through the wayback machine. I found the sources https://web.archive.org/web/20010617163439/http://dusk.wesowin.org/ and merged them with the fork I had. This fixed some bugs, and I also merged some code from NotZed's fork to improve the walking animation. I've added buttons for potions, spells, and settings. I'm still improving the GUI and will probably change size to better fit into browser if Cheerpj can do it.

If you have Java installed u can play offline.
Run server with java -cp . DuskServer or java -jar Duskserver.jar
Double click the client in (www)
Click connect: 127.0.0.1 port 7474. Connect and create a player.

Take care, bye -Zach
















Sunday, April 30, 2017

My life and what's up with this?!?

Holy cow, it's been 6 months already since my last post on this blog!?! Time seems to be flying by faster the older I get. I turned 30 on march 14 and I still feel like I'm 20 but with a lot of wisdom experience points built up.

I may have done a little pixel art throughout the winter and no dusk scripting for my demo game unfortunately. Sorry dusk isn't online but I need to wrap up a bunch of unfinished quests to make it playable. I know there's fans of the old game who'd like to see it online again. Running the game locally takes some computer savvy and it isn't nearly as fun offline.  What makes dusk fun is forming your own clan with friends you make in-game and the clans compete over ownership of the castles because being part of a clan that owns a castle has it's benefits.

So basically what I am thinking about is a story mode part of the game like the SNES JRPG games with puzzles, quests, and a storyline where your the hero that saves the world, right? That's always fun in JRPG's but in dusk the story mode you have to do solo. That way the game will be interesting if there's nobody else online.

I'd like to have both the beginning story mode part of the game and one castle's worth of gameplay scripted/polished up before I ask my buddy Andy Weaver to throw it online. It's been awhile since I talked to him but I think he's still willing to host.

Anyways, I have the beginning story mode quests mostly scripted but nothing of the first castle scripted. I haven't done much with this hobby in the last couple years as life gets very busy. I have so many hobbies so little time...

If anyone that reads this is interested in getting to know me better I've started uploading videos to my youtube channel showing some things I do for fun.

Monday, November 14, 2016

Yep I'm still alive.  Working 40 hours a week washing dishes at Panera Bread doesn't leave much extra time for hobbies.  I haven't done any pixel art or Dusk scripting in like forever.

I also picked up another hobby (metal detecting) recently as a way to enjoy the outdoors.

Curious what I've found with it?  Well, I post my best finds on the whites electronics forum so here's a couple links to where I've posted so far.  http://forums.whiteselectronics.com/showthread.php?76431-New-treasure-hunter-finds-his-first-gold-ring

and a couple days ago I found this one http://forums.whiteselectronics.com/showthread.php?76605-Recent-treasures-and-Gold-ring-with-Diamonds!!-0-o

I may start filming my finds live and post on youtube some live digs.

Soon the ground will be frozen and I'll be indoors a lot more and I hope to play with this hobby more at that time.

Saturday, June 4, 2016

Demo of the WIP art assets

Yesterday I spent a few hours mapping with some of the art I've been slowly tinkering on.

I've been lazy working on my Dusk demo game.  Instead I've been poking a little here and there doing pixel art and looking for cool music on the Internet.

This pixel art is mainly still WIP but I think I have some stuff finished so I'll start making that available on OGA when I get around to it.

I also made a WIP topic on OGA so the good old boys there can see what I'm up to.


Tuesday, April 26, 2016

My music playlist

I joined Soundcloud and made a few songs available there that I managed to find on youtube.  Songs from one of my favorite movies growing up (still is) called Weekend at Bernie's and Weekend at Bernie's II.  I was born in Florida on a island and those movies are filmed in a similar islander environment so it brings me back to my childhood.  I shouldn't have any troubles uploading those songs because they were available on youtube first, right?  They are so rare to find it's a shame to let them RIP.  I want to share the love!

If I ever decide to try my hand at mixing music (with LMMS) I'll be sure to post it there.

I've been organizing a playlist here for my own convenience but to also share with my buddies.  If you don't like the same music as me, well then the hell with ya!  Just kidding.  The world is full of variety- that's why it's so beautiful and exciting.  I like all kinds of music.  That's just a small taste of what I listen to and is not limited to just that.  I'll keep adding to the list when I stumble upon something particularly cool.

*update 5-16-16* I found one of my favorite FF VII songs that is not on soundcloud (someone has a remix there) but I want to share the origional so here it is.  Under rotten pizza

Monday, March 28, 2016

Working on a pixel tree


I'm drawing my first pixel tree from scratch.  The other trees I've worked on before are derivatives of an existing tree.  I've got the outline of the trunk and foliage done.  Now comes the hard part of pixeling the details.  I'll keep posting my progress here so you can watch how I put it together and how it evolves into a completed piece.

*Update april 5th*  I got yesterday and today off work.  Spent yesterday pixelating this tree.  *Phew* it was alot of work!  Today I have to go for a bike ride and get out of the house.
I just got internet at the house a couple days ago so I haven't done any work on my Dusk game yet.

*Update april 6th*

Screenshot of Tiled on my Ubuntu 15.10 where's the damn Top Tool Bar???
Figured it out and feel a little embarrassed I over looked it because I asked for help on Tiled's IRC channel and wushin at https://www.themanaworld.org/ was nice enough to help me out.  New technology takes some time getting used to and I just installed the latest version of Linux Ubuntu a couple days ago.  They made the top tool bar invisible from the program's window and you only see it if you have the mouse hovering on the top of the screen.  Doh!  Silly me for over
looking these new features.

Tuesday, March 8, 2016

I'm still alive!

I've been gone for a couple years.  Life got in the way.  Unfortunate things happen.  I haven't gave up on this quest.  Never will until I feel I've accomplished what I set out to do.  I'll be updating this blog when I can but for now I should enjoy the nice day outside.

Monday, January 20, 2014

BFW water animation converted for 32x32 tilesets

Here's a quick post because I feel I've been neglecting my blog here and I am anxious to show a bit of what I've been working on.

This is BFW's (Battle for Wesnoth) water animation which was made (by Rhyging5) for a hexagonal tile-set that has a high over-world type view.  By recolorizing it using DB's32 the waves are more obvious which helps make it match the genre of games that use 32x32 tilesets.  All I did was re-colourized it and made it tile-able for 32x32.

I think this looks AWESOME!!!  You can see the water animating through the alpha bank nicely even though I threw that alpha blended bank together quickly. 

Check out the link in my last post if you want to see all of the massive amounts of re-colors I've been doing.

Okay I've gotta run and try to save my dad's life!  Peace-Zabin

Friday, January 3, 2014

Dusk's applet fixed by Andy Weaver! & I've been addicted to DawnBringer's 32 colour palette!!

Merry Christmas and happy new year everybody!  I'm a little late saying that as I don't have internet access where I live, yet.  Unfortunately I was rather poor during the holidays and couldn't even pay my phone bill to call up the family.  So if any of my family is reading this here, I love you and miss being near you.  I just got paid so I'll call you guys soon!

Dusk applet fixed by Andy Weaver!

I helped my buddy get a motel room for the night because he was without his wallet and his ID.  So I decided to take advantage of the $2.99 motel internet service to merge the second contribution to my Dusk files on GitHub by Andy Weaver.

Andy Weaver fixed the problem which caused a large percentage of computers to fail loading the images from the applet online (showing -1 images loaded).  He fixed this and made a pull request over 2 weeks ago and I finally got around to merging it in.  The reason for the delay is because of my lack of access to the internet and my recent addiction to re-colourizing all of the art assests I've collected using DawnBringer's 32 colour palette.  More on that below.

It's awesome Andy fixed that problem because now every computer with Java installed (regardless of version) will be able to play the Dusk applet online with no problems.  If you encounter a problem with the Dusk applet not working at Andy's site here , I'd appreciate the bug report (you can also get to his site to play Dusk online by clicking on the "play Zabin's Dusk demo hosted by WeaveMN" button to the right -------->).  If you do log into Dusk online from Andy's site I should let you know that he hasn't cloned my latest script files on GitHub yet as he's waiting to do the convert when I have (wrapped up)/completed a decent first release.

In other words DUSK IS REVIVED!  Thanks to Andy Weaver and me :D  I should be busy wrapping up a decent amount of gameplay for everybody to run around and explore in Dusk BUT I've been busy working on pixel art instead!

I'm addicted to DB32 colour palette! :P 


All this art is still WIP!  I figured I'd update you on what I'm currently working on.  It's a pipe dream of mine that Dusk will be improved upon (code-wise) and be able to use this art in the future.  NotZed's work on DuskZ has motivated me to get better at making pixel art/animations.  Even though his fork of the Dusk server may be a dead-end project.  I just can't help but bring together this art just in-case his Dusk fork does reach a playable state.  I'm doing this for the dream of using it in Dusk, but also because I love open-source and would love to see some open-source games that look like this.  With the limited colour palette I'd say it looks a bit like Seiken Densetsu.

I've never limited myself to a colour palette before.   So just for the hell of it I figured I'd test out a limited colour palette to see the benefits of the limitation.  I became aware of DB's32 colour palette thanks to Surt on OpenGameArt.  I've got to admit that sticking with a set palette definitely help's to make the assets match globally.  Especially since I've been keeping the foliage and wood colours consistent.  I've tried my best to strictly stick to only the 32 colour palette but occasionally I'd get stuck and can't find a proper colour and had to add a few of my own colours to the palette.  I've added 8 colours so far- so it's a total of 40 currently and I think that it won't expand past that.  The colours I've added I think is a good extension to the palette that even DawnBringer may say is a good extension to the palette.

About 2 months ago I attempted to make all these assets to better match each-other by doing a automatic contrast bump on the assets.  Which is frowned upon in pixel art and messes it up.  When I compare that stuff to this new re-colourized stuff using these 40 colours, I'm trilled to see that it all matches and looks professionally done.

So I've basically taken my favourite art from OpenGameArt and made it all work together by re-colourizing using a limited palette.  I've been busy with this for the last 2 weeks and I'm getting close to saying that I've organized enough assets to do the outdoor terrain for a "Seiken Densetsu" or "Secret of Mana" type game.

If you want to look at the tilesets and see how far 40 colours could go check out my Dusk files on GitHub and look at the DBcolours folder. 

Wednesday, December 11, 2013

Dusk script hacks on the 'onBattle' script. Puzzle script's and flans to eat. Dusk news and Lou's Dusk Tactics. More water animation work.

I hacked a 'onKilled' script into dusk using the 'onBattle' script in Dusk.  So I am a hacker now! :-)  I referred to it at first as being sneaky with the dusk's scripting language but the developer 'NotZed' said and I quote, "In programming we'd call that a bit of a hack - not that there's anything wrong with that."

Eat Flans for breakfast

The first mob I wanted to run an onKilled script for was the flan.  There's 'hunger' and 'thirst' conditions in Dusk and I remember somebody complaining about them so I decided to make a mob that once killed would remove the 'hunger' condition from the player if they had it.   Here's an explanation and links to the scripts on how I did this.

Flan mob  -  Here's what a mobs format looks like.  Notice the onBattle script on the bottom

flan_brain  -  (Script) I used the onBattle script here to give the player 2 conditions: 'flanfood1' is the first regular condition which initiates the first conversation, the condition 'flanfood' is more complicated.

flanfood  -  (Condition) The flan_brain either gives or takes this condition away from the player every round of battle.  So it's basically telling the player to run this script 'eatflan' every turn the mob has in-battle.

eatflan  -  (Script) This script runs every single click in battle checking if the mob is less then 1hp and if the player has the condition 'hunger'.

That's it!  2 scripts and 2 conditions twisted together to imitate a 'onKilled' script which currently doesn't exist in Dusk.  (Note: this will only work fighting 1 mob at a time with this kind of brain.  So these mobs can't have "factions"- this makes mobs aggressive and charge the player if they are on the faction list.)

Now you can get rid of those negative hunger points anytime you see a Flan, just eat it!

Kick a ball around mushrooms to solve a puzzle

I've been trying to bring more 'RPG features' into Dusk since my blog is called 'duskrpg' and I don't want to be false advertising because Dusk was designed as a GMUD game of the late 90's.  A RPG game has features like puzzles and character management.  Dusk has the player management features but no kind of puzzle's so I decided to script a puzzle in my Duskmoon demo game.

The idea or inspiration of the puzzle was taken from Bertram's awesome JRPG Valyria Tear , it's a puzzle where you have to kick a ball around obstacles (mushrooms & dead mushrooms) till it lands on the trigger.

This puzzle took me probably ~30 hours to script!  I poked at it gradually over the last 2 weeks and now it's finally finished.  It would have been easier if Dusk was an offline game but as it's an online game it's necessary to clean up the puzzle in-case somebody logged out or died during it.  So I basically scripted a 'scripted event' in Dusk which makes Dusk WAY more RPG-ish.  Every possibility is scripted except for 2 and one is scripted but in the form of a punishment to the player for kicking the ball obviously the wrong direction.  Here's how I did this.

The ball's 'technology'  -   This is the boss script of the whole puzzle.  This is what took the most work.

Clean-up main   -   The main clean-up script that removes any possible conditions from the player.    

Clean-up last  -   This is the last script that has the smarts to know where to properly send the player.  (See the check for conditions close to the end if your a 'ballidiot' you get sent to the GarbageMan to die ...)

Plus about a zillion more scripts but those are the main ones.

This puzzle is part of a quest to save Krista's dad/ Kristina's husband.  The quest is available after doing Krista's quest and it's given by Krista's mom who is bed ridden in their house.



Here's a screenshot of the puzzle.  The whole area doesn't fit in-screen so if you want to see the rest you're going to have to play the game to see it!

If you just want to check out the puzzle quickly and not play-through hours of the game to become strong enough to get here, then you can log in as 'zabin' and password 'wassup', he's there at the beginning of the rabbit-hole surrounded by hallucinogenic mushrooms.

(If you find a bug in the puzzle -I haven't tested every possibility- please let me know about it!)

Dusk news and known bugs
 
-  I scripted a mob 'rocks' that once attacked will cause the player to flee unless a pickaxe is in their inventory.  I wrote a funny dialogue that says flint or something got in your eyes and suggesting to use a pickaxe.  I'll blog more on that later as I still have to setup a furnace for smelting and anvil for blacksmith.  So the scripts for mining, and blacksmithing is just beginning WIP.

Here's a todo list and known glitches  Once I've completed most of the things on the todo list I'll be happy to say that my game has reached the first episode!  Before I can say that though, the game has to be playable online and that's where the main problem is currently.  This is a problem I can't fix because I have no knowledge in Java programming.  The Dusk applet isn't loading images online (rarely it does work) because Java doesn't support the old loading method Dusk uses.  I think that's how Andy explained the problem.  The only thing I can do to fix this problem is by posting about this Dusk project on freegamedev.org, seeking Java developers who may be interested in working on an open-source game like this.  I don't want to pester NotZed (this problem is in the old Dusk files that run my Duskmoon demo) because he's busy with his fork 'DuskZ' and other hobbies he's into (DuskZ probably doesn't have a problem with the applet loading since he's upgraded to all new Java).

Dusk Tactics

Dusk Tactics  Lou's site, I've kept a link to it on the side bar ------->  .  This is Tom's old Dusk website "dusk.wesowin.org" but the name of the game there now is subject to change as this game is not the Dusk game that used that address back in the day.  It appears he's been updating it for almost a year but I never seen it until now.

Dusk inspired Lou to get into game development and he made an upgraded version of Dusk back in 2006.  I tried my best to get my hands on his upgraded files but he lost them unfortunately.  He told me a year ago he bought the old Dusk website in order to revive the old Dusk game.  He was working on a new version of Dusk (again).  I'm afraid he might have been using the buggy SourceForge files and I told him they were buggy(which may have caused his abandoning Dusk again).  We communicated a few times through email but then his Dusk forums went down and he never answered anymore of my emails.

Back then he told me about his new game 'Dusk Tactics' so I figured he was just too busy working on that and didn't have any time for Dusk.  I see his new email on that site and I hope he answers my email about possibly helping fix this problem in Dusk.  Hopefully he is still willing to help revive this old Dusk project.  Lou might be curious in NotZed's work on his fork.

Check out that Dusk Tactics link, it's very exciting and interesting!  I am looking forward to his new game and hopefully he still has interest in reviving the old Dusk game!  He's looking for a pixel artist to help create units and basically all art assets because the art he currently has is placeholder.  So email him if your an interested pixel artist.

(Update:  Found this link to more Dusk Tactics info and read about another game called Island Forge which also looks very interesting)

Water animation update

NotZed talked about making a tool which would show animated tiles in motion in the Tiled map editor.  I couldn't wait anymore so I built this test(which took me way too long) so I could see what the mouth of the river would look like.

I feel pretty good about the beach waves crashing animation.  The things that definitely need to be polished are:  the river's shallow/deep water animation, and the sand's alpha transparency fade is a bit too pointy where it blends at the mouth of the river.


The river may look better if that animation was slower but it doesn't look smooth at all so I'm going to work on that part of the animation again.


The water edges have been alpha blended so it'll work for a variety of ground tiles.

More Dusk ramblings

I wrote a bunch in the 'onStart' script though I may decide to take most of that out because it doesn't really belong there.

I thought it'd be nice to mention all the games I look at for inspiration and motivation for me to work more on Dusk.

DuskZ-(2013) -

Michael Zucchi aka (NotZed)'s fork of the old Dusk engine.  The old Dusk engine has recently seen some new life.  NotZed's work on DuskZ: completely rewritten the client/server with new Java/JavaFX for the client.  Almost every feature I had on my wish list for Dusk he's implemented in his DuskZ.  Animated tiles, animated damage bubbles, layers, players not getting resized, and better walking animation.  Those are some awesome new features in DuskZ but there's hardly any game content left as he's changed the scripting language from the old Dusk script to Javascript.  He started converting a few game scripts while testing his new Javascript system and he says he may still change it.  There's no point in converting the existing scripts until he has solidified his new scripting system.   He put together a runable version of his latest code (it's currently on googlecode) so I could check out the cool new features.  I thought his new version felt slick, new, and was obviously using new Java technology which was nice to see from such an ancient game!  I enjoyed seeing his upgrades though his new game is very incomplete and still needing more work, and polish till it's at a playable version.  Dusk is a big project and it's a lot of work.  I remember him saying that he isn't promising anything (so he might not finish a compatable/complete version of his Dusk).  But if he does it will be excellent!  If he doesn't oh well that's why I love open source, somebody else could learn from his work and possibly continue it.

I plan to make a video showing off the cool new features in his DuskZ but I haven't got around to making any new videos yet.

The Mana World-    

Great open source MMORPG. I mapped the starting village in Duskmoon to resemble TMW Hurnscald, which I believe was mapped in TMW by Crush.  The farmer quest to kill the pinky's and rewarded the farmer's kaiser blade (in TMW)- inspired the bug hunting quest in Duskmoon.  Monster points idea (TMW) inspired me to do the same in Duskmoon.

I haven't played this game since 2008 but I like to check in on their progress once in a while.

Valyria Tear-

Bertram's excellent JRPG.  Watching him revive Hero of Allacrost (HOA) with his fork of the game (by himself) inspired me to revive Dusk.  Ball, triggers, and giant mushrooms blocking (Bertram's puzzle idea) inspired my own version of the puzzle in Duskmoon.

I really enjoy seeing the art I make being put to good use in his game!

Battle for Wesnoth-


Huge excellent open source game with tons of excellent art all licensed under a open license (GPL) some of which is used in Duskmoon.

My dad plays this game ALOT and I don't blame him as the battle system could be quite addicting.

 Wyvern GMUD-

I was searching the internet looking for a game that resembled Dusk and I found this gmud.  It's not open source and I haven't played it yet because the guy who made it is currently not hosting it online (hasn't openly licensed it either).  So no one could revive it besides him.  I was reading through their forums and noticed everybody there were old players who miss the game and are anxiously waiting to play the game again.  Which is how I feel about Dusk.

Monday, November 18, 2013

Installing Ubuntu 12.04 on a Lenovo Windows 8 tutorial!

My Ubuntu 10.04 computer got stuck at the boot screen because it was filled to the brim!  (I ended up fixing it using my new Ubuntu 12.04 computer by googling for the fix.  I'll explain how I did this after I explain how I managed to boot this new Windows 8 with Ubuntu 12.04.)

So, Yesterday I decided it was time for a new computer.  I bought one from Staples for ~500$ with Windows 8 pre installed.  I thought it was going to be easy to dual boot Windows 8 and Ubuntu 12.04.  In the past I've installed Ubuntu in 1 easy step:  simply place a cd/dvd in the disc drive that has the version of Ubuntu you want to test and restart the computer.  That's how easy it used to be!

Now I have to follow what seems like hundreds of work a rounds and searching google for problems that I in-countered trying to follow these directions.  This was quite a difficult task because Windows has this 'secure boot' which effectively prevents any other OS being installed on the system.

Instructions how to dual boot Windows 8 (pre-installed) with Ubuntu 12.04:

Here's the ramdom instructions I followed to dual boot Windows 8 and Ubuntu 12.04:

I skipped to step 2 because I had nothing to backup.  Didn't have luck with the Unetbootin so I went here to create the bootable usb drive.

Turning off fast boot was easy following those instructions but I had to look up these instructions to disable secure boot.

(I wrote this yesterday during this crazy process):  Ok, wow!  I have to mention that somehow I've already got these pop-ups on my Windows 8 using Internet Explorer just trying to follow that tutorial ... damn windows sucks.

I had originally planned to keep Windows 8 by dual booting but after getting those pop-ups I decided F*%^$ Windows!   There was about 4 pop-ups, I forget the names but it would take the computer ~5 minutes to turn on because they kept 'not-responding' and if I tried opening Internet Explorer it wouldn't respond either for a good while until I shut off all that malware crap!  When this happens I get sick to my stomache.  How can people use windows when that happens so quickly?  Honestly within 10 hours of owning it, it was rendered unusable!

There shouldn't be any other problems following that tutorial to complete the dual boot but I took the easy route and just erased Windows 8 completely :D!


Fixing Ubuntu 10.04 login loop.

Here's the problem I had with my Ubuntu 10.04

I fixed it when I found these instructions:------------------------------------------------------------

First, you need to get the grub menu to show when you are starting your machine. Hold the shift key until the grub menu displays.

Then, instead of selecting the normal boot, use the arrow key to select to boot into recovery mode.

When recovery mode starts, you will be given several options. You probably want to use Command Prompt with Network Support (I think that is what it is called).
--------------------------------------------------------------------------------------------------------------
I Figured that my problem was because I was out of disk space so I booted up the Command Prompt and navigated to where I had a movie and removed it using these commands:
cd
ls
sudo rm

Those are basic commands any Linux user should be familiar with.


Testing Ubuntu 12.04 with different versions of Java:  

I'm trying to get the Dusk applet working at Andy's site(no success, yet).  It's no surprise that it's not working, Dusk is over 10 years old!  I documented my attempts here.

 I followed these instructions to get the latest java with javafx included.  The old Dusk game applet at Andy's site popped up and I attempted to log into Dusk but nothing happened :(  I used the command they provided in the instructions to remove it and also used the synaptic package manager to remove what was still there.

Then I installed Java6 following these instructions.  The applet at weaverscrazytown didn't pop up so I installed the "icedtea plugin" via Ubuntu Software Center.  I don't think it worked but I thought "oh yeah maybe I should restart the computer for the changes to take effect".  After reboot the applet popped up but this time logging in I got -1images loaded.

Here's what java -version shows:

java version "1.6.0_27"
OpenJDK Runtime Environment (IcedTea6 1.12.6) (6b27-1.12.6-1ubuntu0.12.04.2)
OpenJDK 64-Bit Server VM (build 20.0-b12, mixed mode)

Then I deleted all the openjdk stuff I could find in the Ubuntu Software Center and synaptic Package Manager.  Rebooted and then ran java -version and got this:

java version "1.6.0_45"
Java(TM) SE Runtime Environment (build 1.6.0_45-b06)
Java HotSpot(TM) 64-Bit Server VM (build 20.45-b01, mixed mode)

http://www.maketecheasier.com/install-java-runtime-in-ubuntu/

Removed all Java stuff
http://askubuntu.com/questions/84483/how-to-completely-uninstall-java

installed Java this way.
http://askubuntu.com/questions/21131/how-to-correctly-remove-openjdk-openjre-and-set-sunjdk-sunjre-as-default

Duskmoon news:

I started working on a quest/puzzle (scripted event) which is highly inspired by Bertram's 'Valyria Tear' puzzle involving mushrooms, a rolling ball, and triggers.  I'm excited about this because it incorporates a bit of the RPG genra into Dusk.  So I'm making Dusk a hybrid of GMUD with RPG elements.  So basically when anybody says to me, "that's false advertising, Dusk is a gmud- not a rpg."  Which (believe it or not) has happened, so now I can prove them wrong.

NotZed's DuskZ:

He's still poking at it a bitCheckout NotZed's developer notes on the right side if you haven't noticed he's poking at it again.  He put together a runnable copy for me to test but since this last bit of a run around I've had (trying to get my computers back up to par), I haven't got around to testing it yet.  I am very excited to see his work in action though!  Maybe Tomorrow I'll find the time. 

Friday, October 11, 2013

DuskMoon plot ideas and some info on scripting

I wrote all this offline because I still don't have internet where I live- yet.  I saved it in Zabin'sScriptCollection in the helpfiles section of my DuskFiles/Dusk2.7.3.

I had some git headaches today trying to get my latest files merged.  I ended up figuring it out and felt like a goof that I didn't get it quicker.  The problem was a couple files exceeding 100MB.  You learn from your experiences, so next time it'll be a piece of cake.

There's a few more quests implemented in my DuskMoon world and more mobs, though it still needs to be all tied together.  Which lead me to writing this...

Duskmoon plot ideas:

My Dusk demo was pretty much a skeleton of a game for a long time, though just recently it's been growing some meat as I've been adding more side quests.  As I'm scripting these side quests I started thinking about the main quest and who's going to be the main antagonist/bad guy.  The first bad guys in my Dusk demo were Shades and I placed them around inside the city.  I was thinking about the name of the game "Dusk" and a dark creature like a "Shade", the time of day 'dusk'- which would be the opportune time of the day for shades to do their hunting.  So the main quest is to exterminate the shades, but how? 

Then I was trying to think of a name for my Dusk demo and I figured the planet that's being taken over by shades is 'planet Dusk' and the shades are coming from a moon that orbits the planet.  So "DuskMoon" is what I'm calling my Dusk demo world as of now.  The planet is called Dusk because the only habitable part of the planet is where it's always dusk.  It's always dusk because the planet doesn't rotate and sits idle in space.  Kinda like how we see the same face of the moon that orbits our planet Earth every 28 days.  The sun never moves in the sky of planet Dusk.  Where the sun is always shining it's too hot for life and in the dark it's freezing cold.  The planet orbits it's sun with the same side always facing the sun.  The way people on this planet measure days is by the orbit of the moon around Dusk.  The moon makes a complete orbit around Dusk every 47 hours. 

During the eclipse of 'Dusk's moon' shades are able to travel to Dusk (through the shade being cast upon the planet) by the use of a magical dark crystal that powers their teleportation technology.  No one really knows how these shades originally came to Dusk's moon but it's a new threat that could cause the extinction of every race inhabiting the planet. 

So the main quest could be a long adventure searching for a magical light crystal that is used in a genius inventors "beacon of light" or "giant lighthouse" that will shoot up light and block the shades from travelling through the darkness of the eclipse.

This little game plot idea is better then any other idea I had up until now so ..., now I just need to implement that idea into the game...

Dusk's scripting and a little on what NotZed accomplished in his fork:

Here's lots of Dusk scripts I picked out of previous Dusk world's which I plan to use/edit for my Dusk demo.  Having a existing working script helps to prevent me from writing bad scripts.  Unfortunately I am not a programmer but I do understand enough of Dusk script that I should be able to make a fun demo game showcasing all of Dusk's features.  I've always been an artist and working on my Dusk demo got me into pixel art, which lead me to submitting the art to OpenGameArt.org and using that website to bring some attention to Dusk.  I wrote a Dusk blog about my Dusk demo and the art I've created/organized, in the hopes to revive this old project. 

Luckily a couple Java developers found interest in this old graphical mud and it's been hosted online by Andy Weaver 'WeaveMN' and the Dusk engine has been forked by Michael Zucchi 'NotZed'.  March-April was a eventful time for Dusk, it was the first time my Dusk demo was hosted online and I saw Andy in-game and we talked about the neat things NotZed was implementing in his fork.  Andy said he was looking forward to hosting NotZed's upgraded version of Dusk.  He also had a question about how the scripts are placed into the game and if he should just git clone my Dusk files everytime I added to my github.  I explained to him that since I'm the only one working on my Dusk demo it's easier for me if he just cloned my files when I pushed in new stuff. 

About how scripts are placed into the game- back in the old Dusk days all game creation content was done in-game which consists of mapping, scripting quests, ect. 

Mapping was especially tedious having to type ">NumberOfTile" in-game as god for each and every tile.  Now I have 625 tiles in my Dusk demo so using a map editor is necessary.  I'm using Wildern's map editor, so if there was more people working on mapping we would have to take turns mapping because the whole world is on 1 map.  That's where NotZed's adding multiple maps is a huge plus in his fork of the DuskServer.  Another awesome thing NotZed implemented was layers and Dusk's map being compatible with 'Tiled', which is the best open-source map editor.

Scripting is done in-game as a HighGod or MasterGod (there's 3 lvl's of privledges for Gods), a regular God can only map and place monsters/merchants.  HighGods/MasterGods have access to all of the game files with a simple command (ex. view nameoffolder nameoffile) and edit it in-game and submit it by clicking the 'submit' button.  Whenever a god makes a change they need to type 'save' otherwise it isn't permently saved in the game files.