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Showing content with the highest reputation on 03/22/2017 in all areas

  1. Intersect Beta 3 Released! March 21st 2017 News/Updates Editor is completely dark themed now. No matter where you look darkness will surround you Multi-Language support for our Non-English speaking friends. Pretty simple. Open the resources/languages folder in the client, editor, server, or migration tool after running for the first time. Copy the Client.English.xml, Editor.English.xml, Server.English.xml or Migrator.English.xml and change English to you language of choice. Open your .xml files in notepad and replace the English strings with your language. Finally open the Client, Editor, Server, or Migrator resources/config.xml and add this line but replace English with your language. <Language>English</Language> The correct language will be loaded automatically when running Intersect programs. You can allow players to walk through each other (or not) based on map type. These settings can be found in your server/resources/config.xml file. You can change whether or not players should be able to walk through each other on different map types. You can change paperdoll rendering order based on direction players are facing. These options are also now available in the server/resources/config.xml. Feel free to change them however fits your game best! Bags are now an item type for players to have extra item storage. In the item editor you can set items to be bags and you can set their capacity. Users will then receive what looks like an extra inventory when using bag items: Projectile shot spells and weapons can require ammo! These options are found in the projectile editor Dynamic Requirements Dynamic requirements lets to make several lists of conditions to use items, cast spells, start quests, and farm resources. Each of those use cases may have 0 or many condition lists. Condition lists allow you to create multiple sets of conditions that would allow using the item, casting the spell, etc. While you can have several lists of conditions, only one list has to be fully met to allow whatever action to occur. So for example in the past you were able to say that an item required the player be level 10 and the player must be a warrior. Now you could create items that require the player to be a level 10 warrior, or a level 5 tank, or a level 20 mage, or they have completed X quest. Dynamic requirements uses event conditional branches under the hood so you can permit or prohibit interactions with items/spells based on event switches, server settings and more. It will take some practice, and we will have to work on documenting this feature, but the scope of Intersect games just expanded significantly. Download If you are currently using Intersect Beta 2 click upgrade! Otherwise click clean install. Upgrade Installation Clean Installation As always, feel free to post comments and questions below!
    7 points
  2. For the base, however, Kibz has a point very few people have graphic sets with 8 dir sprites. It is possible to do 8 dir movement in such a way with a 4 direction sprite but then it comes down to the question of would 80%/90% or more users benefit from 8 dir movement? Probably not :/ I would definitely expect 8 dir movement to be around shortly after release of the engine but as a source tutorial or as a feature users will likely try to sell.
    2 points
  3. YES!!! Been waiting for this one. I think I am going to go ahead and do a clean install and just start from scratch at this point. What I really want is 8 directional movement. Once source is out this will be my number one priority. An engine as great as this should have 8 directional movement. You guys are slowly moving us out of the stone ages (VB6) so how about moving us out of the horrible 4 directional movement as well. Great job on B3 everyone. More tutorials will soon be added
    2 points
  4. Maybe I'm missing something obvious, but I can't think of an efficient way to manage locked doors. I can do the mechanics of a door opening and closing, with the door as an event, using either animations or sprite direction, and using move route to set walkthrough on & off. My problem is triggering the event to do this. There would be various reasons why a door would be locked or not, example having a key, completed a certain amount of quest progress or interacting with an event(person). The best way I can think of, can't actually be done. That would be to set the self switch of the event door via another event. One possible ways would be to do it via a global switches or variables, but having this for every single door in a game with 500+ doors is not efficient or easily managable Another possible way is to do the door mechanics not on the event door, but on the trigger event via move route method onto the event door, but then this needs to be implamented onto every trigger often with variation.
    1 point
  5. The only 8 direction graphic sets im aware of that can be used comercially are the reiner tiles that @Ambard and @Agoraphobic used for Ambardia and Laberinth Hearts respectively.
    1 point
  6. All my character sets include 8 directional movement as well as attacks, deaths, casting, etc. Once source is out we will have 8 directional movement within a short time.
    1 point
  7. This is exactly why Player Switches/Variables and Global Switches/Variables were created. It will be time consuming.. and you might be able to speed it up (slightly) once you have the source but that's pretty much the way to go.
    1 point
  8. Looks really good honestly. Im glad to see you're going for a multi purpose traditional gaming console as oposed to running a single game. Looking good.
    1 point
  9. Omg, I'm in love with you guys haha, amazing job! Now I can test the spells sounds without loop?
    1 point
  10. Yes code will absolutely be released when the engine is complete however we do not have plans for a guild/clan system. See here for our planned development steps to get to a release stage:
    1 point
  11. @jcsnider KISS ME, YOUR BEAUTIFUL. well, loved the new features. @SPQR Panda was a great aquisition to the team. I've got one question, you guys will release the code when the engine is complete? do you have plans to a guild / clan system? I'm also making a project in this wonderful engine, but I have no topic yet. soon I will make a topic, see ya guys!
    1 point
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