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PostPosted: Mon Jan 25, 2010 6:45 am 
Dexterous Droid

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Home page: http://www.netgore.com/

NetGore is a free, open-source 2D online RPG engine written in C#. It is cross-platform and supports both top-down and sidescroller games. NetGore comes with a large amount of the fundamental MMORPG components built in which allows you to focus more on designing your game.

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Purpose: The idea behind NetGore is to provide a strong foundation to build a game off of, and to provide the implementation of all the fundamental components involved in 2D online games. That way, people can spend their time with what makes their game unique and stand apart from the rest. For the past few years, the focus has been on performance, flexibility, and advanced features. Recently, the focus has shifted to making it even easier and faster to create your own game with NetGore.

Target audience: NetGore is intended for online multiplayer 2D games only. Although the focus is mainly on real-time RPGs, most any kind of multiplayer 2D game is fine. Some users have already implemented shooters and turn-based combat. We also focus especially on indie developers in numerous ways, such as by including a lot of the features for you and providing a fully-functional base game to work off of.

Features: A detailed list of features can be found on the About page on the NetGore site, but in short, most of the basic (and some more advanced) MMORPG features are built in to the engine. More features are always being added as well based on the demand for them.

Any feedback is appreciated, either here or through the NetGore forums.


Last edited by Spodi on Wed Nov 24, 2010 8:43 pm, edited 1 time in total.

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PostPosted: Mon Jan 25, 2010 4:44 pm 
Funky Monkey

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Very nice work, Spodi ... looks like it's coming along well.

How does the server component work? What's needed to host a game using this system?

-Matt

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PostPosted: Mon Jan 25, 2010 5:13 pm 
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Very interesting. I look forward to seeing an example game made with it :)

I'm reminded of that old Amiga program: SEUCK. That allowed people to make vertical scrolling/push scrolling shooting games without any programming.

NetGore sounds like a generalisation of that, with network play added as a bonus. :D

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PostPosted: Mon Jan 25, 2010 7:48 pm 
Dexterous Droid

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Thanks! :)

Brykovian wrote:
How does the server component work? What's needed to host a game using this system?


The server is built to be light-weight. It has a dependency on XNA, but a very weak one - mostly just a few value types. Other than that, it should be able to run on Linux through Mono. I try to build most things in the engine cross-platform friendly (other than XNA, of course) just so that way XNA is the only thing really standing in the way. And with the server, you can just remove the XNA reference, add the few used data types manually, then rebuild for a Mono-ready app.

You'll also need MySQL and the MySQL .NET connector for the server, but that is about it.

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PostPosted: Fri Mar 05, 2010 7:02 am 
Dexterous Droid

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Version 0.1.1 is out with a lot of new features such as quests, guilds, grouping, lighting, and more.

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PostPosted: Fri Mar 05, 2010 11:11 pm 
Obfuscation Ogre
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Looks really interesting, Spodi!
Do you plan on making a binary release, too? I don't have Visual C# installed...


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PostPosted: Fri Mar 05, 2010 11:13 pm 
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binGore? ;)

I think it's called NetGore is because it's .Net, just as vbGore before it was built in vb.

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PostPosted: Fri Mar 05, 2010 11:18 pm 
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Sure, but when you compile it, you should get a binary executable, no?
Or am I missing something obvious? :confused :)


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PostPosted: Fri Mar 05, 2010 11:39 pm 
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I thought own C# game code would still need to be added to the engine before compiling.

Unless all game logic can be programmed in scripts? I don't know how much work the engine will do for the developer.

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PostPosted: Sat Mar 06, 2010 4:53 am 
Dexterous Droid

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There is no binaries included just since it raises the size 2 or 3 times the current, and you have to be able to build the solution anyways to use the engine. Though in the future, I may include a way for people to check it out without having to install anything.

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PostPosted: Fri Oct 15, 2010 9:04 pm 
Dexterous Droid

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NetGore v0.3.0 has been released, containing tons of new features. We also improved the visuals quite a bit and added some sample shaders such as refractions (see water in second screenshot).

Image Image Image Image

The engine has come a very long ways and is still being improved upon every day. There are already some games being developed with it, and we hope to see more!

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PostPosted: Sat Oct 16, 2010 4:13 am 
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Spodi LIVES!!!! :D


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PostPosted: Sat Oct 16, 2010 7:24 am 
Dexterous Droid

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:)

I don't really visit forums other than my own much anymore these days. I spend waayyy too much time programming instead. :P Its a desperate push to get as much done as possible before I finish school and go job hunting.

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PostPosted: Tue Oct 19, 2010 9:18 pm 
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How much time have you invested in Netgore so far, Spodi?

For me, if a programming project goes on longer than two or three weeks, then I start to get tired of it. I'm not sure I could commit years to one program.

I expect I'd lose track of how it worked too, and then get in a mess with my code, as that's happened to me before. :) If it were a team project I might feel different, but those we've tried here sadly don't seem to be very successful.

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PostPosted: Wed Oct 20, 2010 5:19 am 
Dexterous Droid

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Not sure how much time, but I do know its way too much. :P I started it about 3 years ago, but there were a few times where I'd stop working on it for a few weeks at a time completely, or slow down a lot. SVN stats are probably the best indication of how much work I have put into it, but even that fails to take into consideration the fact that I only started using SVN after about a year into it.

http://www.ohloh.net/p/netgore/contribu ... 2991962562

Trust me, many times I do regret starting this project. But stopping now would just be a huge waste, and I think it'll be worth it in the end. :) I know I wouldn't have been able to keep interest for so long if it wasn't such a vast range of programming topics involved, which was one of the main reasons I started working on online RPG engines in the first place.

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 Post subject: I know what you mean
PostPosted: Thu Oct 21, 2010 3:53 pm 
Once you get yourself invested in a project, it can be very difficult to justify dumping it in order to start something new. This isn't always how I've felt about projects I've worked on, but its definitely how I've felt over the last couple of years. I think it also matters on how large in scope your original vision is. If you believe you are starting down a road that will be long and challenging and want to continue, you are already committing yourself to the task. And after awhile, when you want to jump ship, you look back at all of your glorious code and cringe at the idea of scrapping it.


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 Post subject: Re: I know what you mean
PostPosted: Thu Oct 21, 2010 3:54 pm 
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Anonymous wrote:
Once you get yourself invested in a project, it can be very difficult to justify dumping it in order to start something new. This isn't always how I've felt about projects I've worked on, but its definitely how I've felt over the last couple of years. I think it also matters on how large in scope your original vision is. If you believe you are starting down a road that will be long and challenging and want to continue, you are already committing yourself to the task. And after awhile, when you want to jump ship, you look back at all of your glorious code and cringe at the idea of scrapping it.


-- I wrote this thinking I was logged in. Guess I wasn't. :(


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PostPosted: Tue Nov 02, 2010 6:29 am 
Dexterous Droid

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Version 0.3.2 has been released. :)

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PostPosted: Thu Nov 11, 2010 12:41 am 
Dexterous Droid

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Version 0.3.3 released, and the size of the download has been shrunk significantly (to ~3.5 MB) to make it easier to quickly check out.

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PostPosted: Wed Nov 24, 2010 8:41 pm 
Dexterous Droid

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Version 0.3.4 has been released.

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