Live version of popular MMORPG MU Online. Prototype.
It’s a Diablo like game. I like it and make this.
Game site:
http://mu.volodko.org/en.html
Controls:
ESC - Menu
I - Inventory
C - Characteristics
Live version of popular MMORPG MU Online. Prototype.
It’s a Diablo like game. I like it and make this.
Game site:
http://mu.volodko.org/en.html
Controls:
ESC - Menu
I - Inventory
C - Characteristics
Good job! I’m developing a rpg game too
Nice looking demo you got there. Do you have anyone else working with you or is this a solo project?
This is pretty darn good so far! My only real crit is that I hate the walk then run over time thing, I’d much rather have a run button, or just make him run if the cursor is closer to the edges of the screen. And obviously there are bugs I’m sure you’re aware of like dropping loot your character also moves.
lol i’ve played mu since it first global launch. but are you going to make whole mu the same or are you going to do different places etc.
but it looks good so far
when you attach the armor parts, how do you ensure they animate nicely?
I’m working on an inventory, and i foresee a problem when attaching cloths that follow parts of the body thus requiring them to have animations.
anyone got an idea about this?
This a solo project. I think about future of this project now and exactly dont know it. I made this game just for fun.
You Feeble Saga looks great !
All my items have a skeleton, when player wear cloth, bones synchronize.
Would that skeleton matching also work when using locomotion? like make the locomotion bones parent?
//FOR wear cloth
function wear(what,cTyp,onObj,delArr) {
if( cTyp=="Body" || cTyp=="Gloves" || cTyp=="Pants" || cTyp=="Boots" || cTyp=="Cap" )
{
//Clothes
what = Instantiate (what, onObj.transform.position, onObj.transform.rotation);
delArr.Add(what);
what.transform.localScale = Vector3(1,1,1);
what.transform.parent = onObj.transform;
var tmpSkin = what.GetComponentInChildren(SkinnedMeshRenderer);
var tmpArr = onObj.GetComponentsInChildren(SkinnedMeshRenderer);
for(var bon in tmpSkin.bones) {
for(skn in tmpArr) {
for(var bons in skn.bones) {
if(bons.name==bon.name) {
reset2(bon,bons,delArr);
}
}
}
}
}
else if(cTyp=="LR") {
// Weapons
what = Instantiate (what, onObj.transform.position, onObj.transform.rotation);
delArr.Add(what);
what.transform.localScale = Vector3(1,1,1);
if(clothes[currentItem.GetComponent("Item").newPosInClothes].transform.localPosition.x>0) what.transform.parent = lHand.transform;
else what.transform.parent = rHand.transform;
what.transform.localPosition = Vector3.zero;
what.transform.localRotation = Quaternion.identity;
}
}
private function reset(obj) {
obj.localPosition = Vector3.zero;
obj.localRotation = Quaternion.identity;
for (var child : Transform in obj) {
reset(child);
}
}
private function reset2(obj,obj2,delArr) {
delArr.Add(obj);
obj.parent = obj2;
obj.position = obj2.position;
reset(obj);
for (var child2 : Transform in obj2) {
for (var child : Transform in obj) {
if(child.name==child2.name) reset2(child,child2,delArr);
}
}
}
thanks for the script. i’m affraid it goes a bit over my head, but i’ll give it a try when i can.
Will you release this game anytime soon? what are your plans for it?
At this time I have not plans to release, maybe in future.
Good start.
I did some killing, but then it locked up when I was fighting a spider, and I had to close my browser. Using Firefox.
A fullscreen option would be preferred, since otherwise I can’t see everything. The health of my character is at the bottom, and the health of my enemy at the top, and no way to see both at once.
Why not automatically pick things up when you walk over them? Is there ever a time when you see treasure and don’t want to grab it? Or have that option toggled of course, since you might not want to pick up junk too far beneath you, but keep your inventory open for better things. Still pick up gold no matter what.
Looks great! I too am developing an RPG with help from redcap right now. You’ve got some good work going on in this.
I wish this project luck!
There is a fullscreen option just press “esc” there you have a fullsreenmode button
After switching to full screen, and putting the equipment on, I hit esc again, and it crashed on me.
Anyway, just a lot of monsters to fight, and be killed by, right? Is there anywhere to explore yet?
Good start for a game though.
I fix memory bug. Now the game became faster.
Found an interesting bug. When you click a destination and the character is killed before reaching said destination the character will try to go there again, and again. Also noticed that arm changes size between the walking and running animation.
Hi there fellow mu-fan!
I’m also trying to create a similar solo-hobby project about mu online when I found links and references to your’s. I must say I’m impressed with how similar your project had been to the original game, specially the character movements, gui look-an-feel, inventory even the player-vs-mobs system. Overall its a nice job and I congratulate you for your hard work perseverance in making this
I’ll be sharing you my noobish game, I hope you could give me some tips advice on how to make the character movement better as I’m still quite new to Unity3D, with a few basics learned and also a bit of a beginner in 3ds max. Here it goes
http://tarrent.webs.com/wizardsquest/
I’d like to ask you for some advice on how to set-up the character animations movements (with animations models ripped from the mu client ) or better yet, how to create your own custom 3rd-person character in unity with custom textures and animations? If you have noticed, the character and monster (Bull) keeps going back every complete step/run :c
I hope you could shed some light on me for this dilema. Thanks!
Looks like Awesome Game…
Can someone tell me how to get the models from MU into Unity? I tried exporting using pentium tools into other programs and exporting from there to a format Unity supports but all I get is a model without textures or animations