Eulora, a Linux-based MMORPG, holds first game event.
This Sunday, June the 7th, players in attendance will be given unique items engraved with their name. The items can be used to generate free in-game currency on a daily basis, which is particularly notable because the game's currency is bitcoin. I can't post a link yet; if you're interested, engage me in this thread until I get 5 posts. Or just swing by #bitcoin-assets on freenode.
Quote:
Mining is functional. You explore the environment (command /explore) and sometimes find goodies. If you find anything you obtain a (lockable) claim, which you can either develop directly (raw materials required) or trade away to another player. A total of 10 basic harvestables + 9 farming, 8 mining and 8 lumbering items (35 total) are available (along with dedicated exploration tools for each line).
Hello guys I'm new to shell scripting and I need to make a game using shell script. I want to know if it is possible for me a total noob to shell scripting to make this game.
The game concept is simple:
First thing when you launch the script you get a menu in which you select if you want to... (3 Replies)
When I run the following script at the bottom it say cards remaining=44...It should be=35.
Can anyone tell me what I'm doing wrong. I've spent hours trying to get this to work and I can't go any further until this part works. thank you in advance
Cogiz
#!/bin/bash
# Date="November, 2016"
#... (2 Replies)
Hello, I am looking to make a text based game, that runs in the command window, or a window similar. I will only need to use 1 window.
I read somewhere that there is libraries for this kind of thing? But I can't remember the name of them.. Can anyone point me in a direction?
I will be... (2 Replies)
Okay so I'm making a simple text based game that branches into different scenarios. By branching I mean branching off into whole different files with that part of the game in it. I got tired of working on scenario 1 so I'm working on scenario 2. As I get started and try to test it, I get an... (3 Replies)
Okay so Zork sparked my interest in this. I have been learning to program for the last year and a half. I've dabbled in everything from Java to Ruby to PHP & XHTML & SQL, and now I'm on bash. I really like bash scripting. Its easy and fun. I just started two days ago. Pretty much I've been writing... (1 Reply)
PRBOOM-GAME-SERVER(6) Games Manual PRBOOM-GAME-SERVER(6)NAME
prboom-game-server - Server for network games of PrBoom.
SYNOPSIS
prboom-game-server [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ] [ -x xtics ] [ -p port ] [ -s skill ] [ -N players ] [ -c conffile-
name ] [ -w wadname[,dl_url ]]
DESCRIPTION
PrBoom is a version of the 3D shoot'em'up Doom, originally by id software. It includes, amongst other things, the ability to play with
several players connected by a tcp/ip network. prboom-game-server is the `server', that is the program that passes data between the differ-
ent players in the game.
To start a network game (often abbreviated to `netgame'), first the server is started. prboom-game-server accepts various parameters to
control the type of game (the skill level, number of players, level to play, optional WAD file(s) to load, etc).
Then each player that wishes to participate runs prboom -net hostname, where hostname is the name of the machine on which the server is
running. Each copy of prboom retrieves information about the game from the server, and when the specified number of players have joined,
the game begins.
Options-N players
Specifies the number of players in the game (default 2). The server will wait for this many players to join before starting the
game.
-e epis
The episode to play (default 1). Unless you are playing Doom 1 or Ultimate Doom, and wish to play one of the later episodes, you do
not need to change this.
-l level
The level to play (default 1).
-s skill
Specify the skill level to play (1-5).
-d Set game mode to (old) deathmatch (default is cooperative). See the original Doom docs for information about the different network
game modes.
-a Set game mode to `altdeath' (v2 deathmatch) (default is cooperative). See the original Doom docs for information about the different
network game modes.
-f Select fast mode (monsters move faster).
-n Selects nomonsters mode, i.e. there are no monsters in the game.
-r Respawn mode. If you don't know what this is, you don't want to ;-).
-c conffilename
Specifies a configuration file to read which sets parameters for the game. This is in the same format as the PrBoom configuration
file (in fact, you can ask it to read your normal PrBoom configuration file if you want). Only certain settings are acknowledged:
default_skill, default_compatibility_level, the compatibility options and some of the game settings (use -v to have the server print
the options as it recognises them).
-w wadname[,dl_url]
Specifies a WAD file to play. This is added to the internal list that the server keeps. When a client connects, the server sends the
list of WADs; PrBoom will then add this to the list of WADs specified on its command line. Optionally, an url to the file can be
given too; if when PrBoom connects it cannot find the named WAD, it will attempt to retrieve the file from the given url, extracting
it if necessary. See prboom(1) for information about the supported url types and compression formats.
-t ticdup
Reserved.
-x xtics
This causes extra information to be sent with each network packet; this will help on networks with high packet loss, but will use
more bandwidth.
-p port
Tells prboom-game-server what port number to communicate via (default 5030). Note that if you change this from the default, then
all the clients will also need to specify this number when they try to connect (the default programmed into prboom is also 5030).
-v Increases verbosity level; causes more diagnostics to be printed, the more times -v is specified.
More Informationprboom(6), boom.cfg(5)
For more information, see the README that came with PrBoom.
Doom is a registered trademark of id software (http://www.idsoftware.com/).
Author
See the file AUTHORS included with the PrBoom distribution. This man page was written by Colin Phipps (cph@moria.org.uk).
local PRBOOM-GAME-SERVER(6)