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TheDoddlerRO Profile
TheDoddlerRO

@RoDoddler

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Rebuilding Ragnarok Online in unity/C# for fun, making an RO-like playground for solo/friends. Not a proper pserver. Unaffiliated w/gravity. Unlikely to finish.

Joined October 2019
Don't wanna be here? Send us removal request.
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@RoDoddler
TheDoddlerRO
10 months
It's finally out! My feature length(!) visual tour of the maps, areas, and music of early (pre-Juno) Ragnarok Online. Sit back and relax as you fly through the world of Ragnarok and revisit the place you may once have called home.
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@RoDoddler
TheDoddlerRO
3 months
I was going through the custom animations that the international RO client doesn't play correctly due to an issue with one of the config files, and I feel an obligation to highlight this is a unique animation that is supposed to play when a Yoyo uses provoke.
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@RoDoddler
TheDoddlerRO
4 months
Gravity did always want to make this work, there are screenshots from around the time of the beta when they showed off a work in progress day/night cycle but eventually had to abandon those plans. Unity does make it easy to make something presentable.
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@RoDoddler
TheDoddlerRO
2 months
I'm testing the WebGL build of my project for a little bit so for a (very) limited period of time you can mess around with it if you want. It downloads sprites and map data on the fly so be patient for things to load in the first time.
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@RoDoddler
TheDoddlerRO
3 months
Have you ever caught yourself thinking "I wish orc dungeon was actually a disco"? Well, do I have just the thing for you.
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@RoDoddler
TheDoddlerRO
4 months
Digging up absolutely ancient RO videos from 2005. Crazy to think I did this for over 80 hours to get lvl 98->99.
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@RoDoddler
TheDoddlerRO
10 months
There are very serious crimes against geometry happening over in the distance to make this work, but it does look pretty nice.
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@RoDoddler
TheDoddlerRO
18 days
Found some more of my old woe videos. Kinda nutty how many players were involved in some of these fights, the servers really didn't stand a chance huh.
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@RoDoddler
TheDoddlerRO
2 months
Alright, I think I have my movement and pathing issues fixed. Moving while in hit lock works fine and monsters seem to resolve paths correctly again.
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@RoDoddler
TheDoddlerRO
3 months
So I was checking the clocktower high orcs map and wanted to see why it made a whole bunch of light probes as I didn't remember any animated elements on the map, and it turns out there's these weird ducks on all the walls that move? What?
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@RoDoddler
TheDoddlerRO
20 days
See the fun part about building this from scratch is I can just make whatever the heck I want
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@RoDoddler
TheDoddlerRO
18 days
When I say I am good at the Tatami Maze I do mean exceedingly good, it's one of my many useless talents.
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@RoDoddler
TheDoddlerRO
2 months
I guess I can't put this off forever, so it's UI time.
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@RoDoddler
TheDoddlerRO
2 months
It is no longer miserable to attack a moving target.
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@RoDoddler
TheDoddlerRO
20 days
Since it is technically a skill I can make it work for the player too.
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@RoDoddler
TheDoddlerRO
22 days
In RO all sprites have 8 directions, but monsters and player battle poses only have unique sprites for 4 of those directions, the rest are copies. In order for sprites to appear to be facing the right way then, you need to shift the angle on 8 direction sprites by 22.5 degrees.
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@RoDoddler
TheDoddlerRO
2 months
I have mixed feelings on hyper-rare items in RO, but the one time we got an MVP card while in competition against several other players and groups for each spawn was such an insane rush that I'm not sure if I can hate it. Also damn, 2005...
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@RoDoddler
TheDoddlerRO
1 month
I accidentally made a change that turned out really cool... normally when you click off into an invalid part of the map you'll path to the closest spot to that point, but now it actually shows you where it's picked for you to go.
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@RoDoddler
TheDoddlerRO
3 months
I was able to test with a real RO client, adding a non-broken version of monsterskillinfo.xml results in monsters using their unique animations in game. In theory this should work in any version of RO.
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@RoDoddler
TheDoddlerRO
21 days
Can't stop adding useless (but cool) features.
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@RoDoddler
TheDoddlerRO
2 months
The first signs of things working properly are here~
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@RoDoddler
TheDoddlerRO
1 month
Looking at the map data it strikes me as incredibly likely they had intended to animate the Juperos elevator to look like it was moving, the pieces are all on the map for it to work, they just didn't set it up.
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@RoDoddler
TheDoddlerRO
2 months
Fun fact about Mammonite that I just learned, the sound that plays isn't actually a single sound file. When you hit a target with the skill, it actually spawns 5 coins that fly out in 3d space and trigger a random tinkling sound when they bounce on the ground.
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@RoDoddler
TheDoddlerRO
3 months
Digging through my old videos, I have almost no raw war of emperium clips, especially those with voice coms, so it's fun to have stumbled onto this one.
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@RoDoddler
TheDoddlerRO
18 days
I forgot jRO made a nighttime version of Amatsu to use for events.
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@RoDoddler
TheDoddlerRO
9 months
Embrace tradition, return to ledge sniping argiopes
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@RoDoddler
TheDoddlerRO
12 days
We have the technology
@elfposting10p
Unhinged Elfposting VENGEANCE
12 days
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@RoDoddler
TheDoddlerRO
3 months
I've mentioned this before but my favorite bit of texture weirdness is this building in Juno which for some reason retains part of a sign reading "Robert B Schambach Attorney & Law Notary", a real practicing lawyer in LA in 1999.
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@RoDoddler
TheDoddlerRO
1 month
It works! Well, the character facing is still a little messed up, but otherwise it works.
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@RoDoddler
TheDoddlerRO
10 months
You know, mixing the perspective correct sprites on the torches with the always vertical sprites on monsters actually works pretty well.
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@RoDoddler
TheDoddlerRO
11 months
Experimenting with doing map flyovers strictly for the purpose of nostalgia baiting
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@RoDoddler
TheDoddlerRO
12 days
Not going to win any awards but it's functional enough and suitably RO-like. I don't enjoy working on UI much so I'll have to take functional!
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@RoDoddler
TheDoddlerRO
7 months
Still not sure how you can be nostalgic for firebolting geographers but here we are
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@RoDoddler
TheDoddlerRO
1 month
I fixed up the mouse movement stuff, now if your mouse cursor isn't over any walkable ground it'll use the scene geometry to pick a spot. Also fixed it so that your cursor will correctly select walkable tiles even if they're obscured by non-walkable ones (like the tops of walls).
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@RoDoddler
TheDoddlerRO
2 months
Now we're starting to feel authentic.
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@RoDoddler
TheDoddlerRO
12 days
It's not surprising 150 porings each with a trail 25 sprites long would cause fps to dip, but it's not as bad as I expected.
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@RoDoddler
TheDoddlerRO
8 months
You know, jank as it was, I think old Payon is probably the better town map.
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@RoDoddler
TheDoddlerRO
1 month
Living out the unrealistic power fantasy of mobbing Juperos on a mage.
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@RoDoddler
TheDoddlerRO
3 months
It's only a little broken, it's fine.
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@RoDoddler
TheDoddlerRO
3 months
The more I tighten up the character movement and timing the more I realize that the sins of the RO client are actually thought out compromises for the sake of visual cohesiveness and the technical limits at the time. Just constant "ooh, that's why it's like that" moments.
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@RoDoddler
TheDoddlerRO
6 months
With the assistance of some helpful comments on my youtube video, I have tracked down an old 2003 client that has the missing old payon models. Also a minor but interesting fact, the 2003 version of Prontera doesn't have the arch in the north square, I forget when it was added.
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@RoDoddler
TheDoddlerRO
8 months
This emblem is actually from a real guild on jRO Baldur probably in the 2003~2005 range called "Helm of Gemstone", their leader was a knight who socketed a mistress card into a helm. Or so the story goes, I've only seen screenshots of the legendary item myself.
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@RoDoddler
TheDoddlerRO
4 months
I have a bunch of old RO bgm remixes, but one I was never able to properly source was this ridiculous login screen remix. I'm think I got it from a forum post discussing a jro april fools event where they replaced the login theme with a different rock remix, but I have no clue.
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@RoDoddler
TheDoddlerRO
1 month
Just a random fun thing, because the animation of the plants starts when they come on screen you can create waves when walking in a specific direction.
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@RoDoddler
TheDoddlerRO
9 months
I haven't mentioned it yet but I really appreciate all the kind words I got in the comments on the World of Ragnarok Online video. I can say that little has made me as happy recently as seeing everyone get so emotional over revisiting the game world. So thanks everyone.
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@RoDoddler
TheDoddlerRO
3 months
Multiplayer networking is crazy because you lie through your teeth on where the player and everyone is so it feels responsive, then you make interactions between the lies of different players feel natural usually by lying about the result of those interactions.
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@RoDoddler
TheDoddlerRO
2 months
There we go, that's all the important cursors looking decent. Actually got quite a bit done today.
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@RoDoddler
TheDoddlerRO
24 days
The recent changes to the pathfinding was to enable the ability to reverse an existing move in progress. The pathfinder correctly weighs the cost of returning back to the cell you started on and if it's worth it your character will turn on a dime. It's easy to see in slow motion.
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@RoDoddler
TheDoddlerRO
1 month
As much of a strange and pointless tangent this is, at least I'm getting better at re-creating the visual effects.
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@RoDoddler
TheDoddlerRO
7 months
I put together a video showcasing my work with Ragnarok Online as well as explaining what went into making my World of Ragnarok video. This video kind of got away from me and bounces a lot between random things, but I still think it's worth checking out~
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@RoDoddler
TheDoddlerRO
1 month
I never thought much about why the geffen tower stairs were a pain to interact with, I assumed it was just that overhang that would catch input. While perspective makes it look like I'm centered with the stairs and the portal, I'm not and that makes interactions feel weird.
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@RoDoddler
TheDoddlerRO
15 days
I noticed that Grand Peco's don't have the fantastic (definitely not annoying) noises regular peco peco's make, they don't seem to have any sounds at all. I have corrected this flaw.
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@RoDoddler
TheDoddlerRO
3 months
Sure we have baked lights and a directional light, but why not also... real time lights?
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@RoDoddler
TheDoddlerRO
2 months
I should have added hit sounds a long time ago, that thwack is just too satisfying.
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@RoDoddler
TheDoddlerRO
2 months
Thanks to everyone that showed up, I'll leave the server up for a little bit for those that still want to take a look but I'll have to shut it down later.
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@RoDoddler
TheDoddlerRO
3 months
Never thought before about how all the lit windows down in the abbey basement don't make sense.
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@RoDoddler
TheDoddlerRO
10 months
There are in fact a lot of porings on poring island.
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@RoDoddler
TheDoddlerRO
22 days
Love it or hate it, the final part of the assassin guild test is certainly a room.
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@RoDoddler
TheDoddlerRO
4 months
There are some things you never forget, and for some reason that includes how to get to Amatsu Dungeon 2f.
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@RoDoddler
TheDoddlerRO
15 days
The things you can get away with as a solo developer.
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@RoDoddler
TheDoddlerRO
2 years
Did I ever show off character shadowing? Each frame a ray is cast from each sprite towards the sun and if it's blocked it gets darkened. The official game actually samples the lightmap below you to see it's intensity, but this lets you be affected by dynamic shadows.
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@RoDoddler
TheDoddlerRO
2 months
I'm really impressed the server managed to hold up during the test as it didn't crash at all. We hit 16 players, the $5/mo single core cloud vm handled it well. The big frame spikes shown were caused by me reloading server npcs/monsters to remove the 500 mukas I summoned.
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@RoDoddler
TheDoddlerRO
16 days
A problem RO has is that the client animations don't line up with the server, specifically for what point in the attack animation. Dark Illusion holds the crown for worst of all with the attack delayed by 3 seconds, but others are weird too. Going to see if I can fix that...
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@RoDoddler
TheDoddlerRO
3 months
I've posted it before but figure it's worth posting again. This is what's supposed to be playing when an orc is sitting there dealing 3 damage to itself over time.
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@RoDoddler
TheDoddlerRO
3 months
We did it, proper vertex lit sprites. My biggest mistake was trusting the code on the unity's legacy vertex lit shader to be a good example.
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@RoDoddler
TheDoddlerRO
8 months
When I stop and think about it a game who's primary gearing mechanic is stacking a huge number of 0.01% drops in order to not instantly die to anything is a pretty wild design decision, and it sorta worked? Gamers were just different back then.
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@RoDoddler
TheDoddlerRO
3 months
Some random things from around Juno: The book roofed houses, towers containing a large load-bearing book, the monster museum, and the mural outside the monster museum.
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@RoDoddler
TheDoddlerRO
3 months
It is possibly even better animated.
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@RoDoddler
TheDoddlerRO
10 months
I've solved the mystery!
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@RoDoddler
TheDoddlerRO
13 days
Making the new sprite trail system has been a bit of a struggle
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@RoDoddler
TheDoddlerRO
2 months
Cleaned up the hit lock code a bunch, as well as making it easier to switch to attacking enemies while hit locked. Before you had to reach the next tile before you'd actually attack which is an issue when you can't move. I think it's finally in a pretty good spot now.
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@RoDoddler
TheDoddlerRO
2 months
It is sometimes interesting to compare how my version looks against the original as they can be pretty different sometimes.
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@RoDoddler
TheDoddlerRO
2 months
This is an amusing oversight with my Mammonite animation... The 5 coins that spawn in world space always fly towards the camera because they're bouncing off of the character's angled collider that's normally used for raycasts to detect what's under your cursor. Whoops.
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@RoDoddler
TheDoddlerRO
2 months
You know while playing my version I keep thinking movement while being hit is still really awkard, and then I look at my old RO videos (well @ppy 's in this case) and am reminded of what real movement jank is.
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@RoDoddler
TheDoddlerRO
7 months
Taken a step back to decide on where I want to take the project. I've no interest in making a real server, but considering maybe aiming for a sort of streamlined RO-lite setup built to allow a handful of friends to progress together, kinda like how one fires up a Terraria server.
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@RoDoddler
TheDoddlerRO
1 month
It was about time I finally added the camera lock to indoor maps. As much as I like a freely controlled camera there's just no geometry on the backsides of the walls. I did however made it remember your camera settings when you change map types.
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@RoDoddler
TheDoddlerRO
3 months
Alright, here's the final result of baked sprite lighting. Lighting values across the map are saved to a texture, and each frame sprites look up the color value based on their map coordinates. This here is pretty close to the math used by the base client, but tweaked a little.
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@RoDoddler
TheDoddlerRO
19 days
It would be easy to fix Osiris's broken south west animation... but in a weird way it's been broken for so long it's a bit of a charm point.
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@RoDoddler
TheDoddlerRO
1 month
There was no good reason to make this effect beyond thinking it looked cool and wanting to know how it works.
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@RoDoddler
TheDoddlerRO
7 months
One of the few times where I have to take unity's side here, It's already beating expectations even if it runs at a barely usable fps. It's really hard to add maps at this point so I think this is probably the limit, but it is still fun to fly around.
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@RoDoddler
TheDoddlerRO
15 days
The authentic doppelganger experience has been reproduced
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@RoDoddler
TheDoddlerRO
26 days
I've never used visual studio's hot reload functionality before but it works pretty well actually? I don't write many non-unity long running processes in c# so I never tried it before. There's some limits to what you can change but it looks really handy.
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@RoDoddler
TheDoddlerRO
4 months
A user on github asked me if it's possible to increase the resolution of the walk grid, and the answer is yes! But not easily. I hacked this by splitting the walk map and then scaling the world up. Also for some unexplained reason I ended up with a 1.4Gb map file.
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@RoDoddler
TheDoddlerRO
23 days
Sometimes actually finding the MVP is a pain, so now I can cheat.
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@RoDoddler
TheDoddlerRO
12 days
Sprite trail renderer status: fixed
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@RoDoddler
TheDoddlerRO
4 months
I'm not sure I appreciated back then just how weird Einbroch's architecture is.
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@RoDoddler
TheDoddlerRO
2 years
So I was raiding in Final Fantasy XIV and was thinking, you know what Ragnarok Online didn't have? Exaflares! Well, I had to fix that.
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@RoDoddler
TheDoddlerRO
2 months
I'm starting to see why the RO client stops your character from moving while being hit, even at the cost of desyncing your position.
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@RoDoddler
TheDoddlerRO
10 months
Here's all the Prontera field maps combined. They all connect rather well except for Prontera itself, they clearly attempted to keep the boundaries lined up. Prontera's main issue is they wanted walls both inside and outside of the city, and the fact that the city isn't square.
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@RoDoddler
TheDoddlerRO
25 days
The new pathfinder I'm writing has some issues still
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@RoDoddler
TheDoddlerRO
2 months
Playing around with particles again, this time with sound.
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@RoDoddler
TheDoddlerRO
3 months
Alright, movement and animation delays work, this is about as fast as I can move after casting or chain cast with the current max delay of 0.5s.
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@RoDoddler
TheDoddlerRO
2 months
Somehow everything in software development is complicated.
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@RoDoddler
TheDoddlerRO
11 months
Random fun fact, the reason why the orc warrior smoking animation only worked on KRO is because text resources are only supposed to be obfuscated in the korean client, but only the obfuscated version of monsterskillinfo.xml was included on foreign builds of the game.
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@RoDoddler
TheDoddlerRO
9 months
I made some quick and dirty combo number indicators. I haven't really bothered to compare or look at how they work normally, but this'll do for now.
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@RoDoddler
TheDoddlerRO
4 months
In an effort to better understand how the map's lightmap contributes to your character's color, I have made the worst conceivable map edit.
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@RoDoddler
TheDoddlerRO
2 months
Payon test looks pretty good now, here I'm simulating a ping of 200ms and positioning remains fine. Undoubtedly having the server automatically continue your move after you've been hit makes navigating this a lot easier than real RO, but I like how it feels still.
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@RoDoddler
TheDoddlerRO
4 months
Alright, I think I can call this one done, the animation looks close enough to the real thing.
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@RoDoddler
TheDoddlerRO
7 months
Alrighty, audio system done. It should prioritize playing unique audio clips so a big pack of mobs should still allow other sounds like potions and attacks play. It uh, can't save you from the Muka hellscape though.
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@RoDoddler
TheDoddlerRO
2 months
These bugs are going to drive me crazy.
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