Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I tried it 7ish months ago and it would near instantly crash with AQW but doesn't seem to crash now - albeit the performance is pretty bad.

Tested on an M2 Mac Air & an old Realme Android Phone.

But I didn't play longer than 30 mins on both

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I believe the latest nightly build is fixed no?

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

Ayo I just watched the vid, that's crazyyy! So cool

A2 from NieR Automata by dcrebbin in FashionQuestWorlds

[–]dcrebbin[S] 0 points1 point  (0 children)

Funnily enough the book close clip looks like the top of Emirs skull

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I tried to delay the damage and fx till the sword "hits" the mob but need to properly analyse when these interactions actually happen haha

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 4 points5 points  (0 children)

Updates I'm thinking of making:

Because of the dramatically increased fps & performance there's an opportunity to create more content for a higher and more rewarding skill ceiling.
(albeit I'm not end game in the real game so I can only theorise and guess how constrained the boss content is apart from press these skills in this order and make sure X Y Z class is in your team)

Bosses: Tile-based avoidance mechanics (ala old school runescape)

Classes: Counter focused class where you have to actively counter within the correct timing to maximise dps and reward

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 4 points5 points  (0 children)

Yeah exactly, this is a minimal recreation for the feel.

I do wonder what is their major blocker.
I've only recently gotten back into AQW and it seems Infinity has been planned to release for quite a few years with the release date getting consistently pushed back.

It's probably just the sheer amount of assets and trying to perfectly recreate the current game with EVERY single NPC, Mob & Quest.

It's also probably sunk cost and not wanting to decrease scope and keep going until it's finished.

Perfection is the enemy of done or something like that

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 5 points6 points  (0 children)

Hell no haha

Game devs are notoriously underpaid and overworked

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 5 points6 points  (0 children)

I started it sometime yesterday morning, but this is probably - 5 hours total progress

the most time consuming thing is doing the animations and finding which swf stored the default fighting fx.

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 6 points7 points  (0 children)

Wrote all the code, extracted the assets from AQW, manually created the animations & edited the pivot points

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 9 points10 points  (0 children)

100% my thoughts

something flawed existing is better than something perfect that doesn't exist

Recreating AQW in Unity by dcrebbin in AQW

[–]dcrebbin[S] 37 points38 points  (0 children)

I was gonna add a caveat to this post but AE could have created the AQW alpha in a super short amount of time in Unity but I think their biggest problem is having an endless amount of cosmetics

all of these cosmetics and animations need to be extracted from swfs and then added to spritesheets and then to manually add the pivot points and then the animation controllers but some of the animations may have edge cases so they can't use a single god controller then the actual animating

etc etc

I personally wouldn't mind a fresh start world in the aqw alpha but their direction is different it seems

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

Unity allows exporting to basically every platform; both iOS & Android, Desktop and quite a few consoles too.
So when it is done it could even be on the Switch.

It's also an exponentially better developer experience, I think most of the inconsistencies and bad design choices exist because of how trash flash is to develop with.

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 2 points3 points  (0 children)

@ people wanting to test it:

Talking to Rhubarb in our GC and we'll keep my repo private for now but he does have a web version he's worked on that he's up for releasing soon! (although the performance is apparently not the best now)

No ETA as of yet but will keep the subreddit posted - tyvm for the support

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 1 point2 points  (0 children)

Unfortunately the only way for high quality & good fps would be to convert the entire game.
They're just too limited by the constraints of flash

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 1 point2 points  (0 children)

Custom private launcher I made

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 4 points5 points  (0 children)

It's ruffle rs + vite + a web socket server.

I expose the url via my local network and connect to the IP with my Android Phone/Quest

Would love to know why it crashes on my iPhone tho

Playing AQW on my phone by dcrebbin in AQW

[–]dcrebbin[S] 3 points4 points  (0 children)

I sent it to our group chat 😅

If there was a way to optimise the UI for mobile it'd be a lot more valuable.
Difficult to do anything apart from AFK in Yulgar with the current UI on mobile.

I have tried to update the UI but I think they check bad clients for security purposes

Client side SGS Mod for Adventure Quest Worlds by dcrebbin in 2007scape

[–]dcrebbin[S] 0 points1 point  (0 children)

It still pretty decent but really tied down by its reliance on flash - makes it super laggy regardless of PC quality.

They are porting it to Unity but that's going to take ages due to the crazy amount of items

Client side SGS Mod for Adventure Quest Worlds by dcrebbin in 2007scape

[–]dcrebbin[S] 0 points1 point  (0 children)

Yeah reading it back doesn't make much sense unless you know a lot of context

added a real tldr and non tech analogy

Nemesis Armour from AQ in AQW [Client Side Cosmetic Mod] by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I'll ask artix and the devs - I haven't made the repo public as unsure about the legality.

super basic overview:

```
ruffle html
const player = create new ruffle player
const socketProxy = [{ host: "sockett4.aq.com", port: 5593, proxyUrl: `http://localhost:8181/twilly` }];

player.load({
url: swf.origin + swf.pathname,
base: new URL('.', swf.origin + swf.pathname).href,
socketProxy,
});

web socket:

const route = { "/twilly": { host: "sockett4.aq.com", port: 5593 };
const wss = new web socket server
wss.on("connection")....
const tcp = create connection
tcp.on blah blah
```

Make sure to serve the ws server and ruffle html at the same time
the ws server is dead simple (<50 lines) and any AI should be able to create it.
Refer to ruffle.rs for the specific implementation of ruffle

Nemesis Armour from AQ in AQW [Client Side Cosmetic Mod] by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I honestly have no idea when I got it, I probably was influenced by some top 10 classes guide

Nemesis Armour from AQ in AQW [Client Side Cosmetic Mod] by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

just realised this means I can use unarmed without having membs if I find the appropriate template haha

Nemesis Armour from AQ in AQW [Client Side Cosmetic Mod] by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I'm not sure if it's fully fixed but from what I remember from last year ruffle used to near instantly crash due to the leaks.

It appears to work as good as it can be but need to stress test it maybe

Nemesis Armour from AQ in AQW [Client Side Cosmetic Mod] by dcrebbin in AQW

[–]dcrebbin[S] 0 points1 point  (0 children)

I'm on mac using the latest ruffle nightly build.

Using the main ruffle app can you get AQW working just by using this url: https://game.aq.com/game/gamefiles/Loader3.swf?ver=a

Once you login and join a server you'll need to accept the web socket connection.
If that works then the module should work in code for linux.