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  1. Pixellife

    Diee's item box

    Here are my first self pixelated weapons and other icons wich I will use in my game and share with the Ascension Game Dev community. You can use all icons for non-commercial or commercial projects, you can edit them but you are only allowed to use this icons with the Intersect engine and you are not allowed to sell the original or a edited version. Please credit me if you use them. ################################# ## Multi-Purpose Graphic Splitter 1.0.0 ## ################################# Weapons (My weapons have gems so you can upgrade them on a crafting bench) Tier1 - Stone & Wood + Iron Tier2 - Steel & Gold Misc Spells Paperdolls Time Fantasy Compatible Paperdolls More will follow if you like them.
    4 points
  2. We have nothing built into the engine. We don't see the need to recreate the wheel. There are many updaters/patching projects available to use free of charge. I recommend using GoPatchit by our own @Chronos. (Offline now) I recommend using the updater I designed that uses Google Drive for the update storage.. learn more here: https://www.ascensiongamedev.com/topic/2297-jcs-game-launcher-updater-easiest-youll-find/?page=1
    2 points
  3. Development Road Map Intersect is getting closer and closer to release by the day. This summer has allowed Joe and I to dedicate an unprecedented amount of time to this engine and as a result of that we are ready to provide this road map starting now during Alpha 1.5 all the way to Release. Alpha Plans (Complete!) Alpha has gone really, really, well. You all have been absolutely amazing with all the bug reports and support. We love how you keep us on track and moving along. At the time of posting we are on Alpha Version 1.5. so here is what we have planned heading into beta. Beta Plans (In Progress) Once we reach beta we will increment the version number to 2.0. Starting at Beta 2.0 we are going to fix up the remaining systems for epic games. Open Source! (Beta 0.6.2.X) Shortly after Beta 6.2 (devs) start deploying we will be open sourcing the engine! Final Release v1.0.0.0 (Steam) After we open source the engine we will work on user enhancements, bug fixes, overall stability, and eliminating performance bottlenecks. Our ultimate goal is to launch the engine on steam but we will need a project management control panel type app in order to make that viable. The engine could use a bit more polish, and we are exploring ways for people to host in strict networks without port fowarding or paying for a VPS. Right now our goal is for a smooth open source release. We will get together and make a list of goals for a Steam release soon! Everything above is subject to change but that's our hope. We hope you like our plans moving forward and we will see how well we can stick to them as time goes on. As always this thread is open for discussion, feel free to drop us a note below Check github for latest info > https://github.com/AscensionGameDev/Intersect-Engine/milestones
    1 point
  4. Brief Economic Overview for Online Games 30/08/2016 - V0.1 Note; It is not just for this Engine, it applies to all Online Worlds. Things here are a rule of thumb and a guide, not a law. 1. Introduction MMorpg's or Massive Multiplayer Online Role-Playing Games are different to traditional games, we all know this. It's a game that is played concurrently by many players around the world, all interacting in the same game world. While people do not need economic degrees to play these games, it is often advisable to have a fundamental understanding of economics when designing the virtual environment. Through this simple guide I hope to give you a basic understanding of the concepts that you need to address and look at, as well as some simplistic approaches you can apply to your own development chain to save you time down the road. Often players create items as they develop the game or "on the fly"; This practice should be discouraged as it increases development time significantly and can give rise to inconsistencies. 2. The cost of Interaction A player in a virtual world must have some costs. If a high level player can take down higher-tier dungeons/bosses with little to no cost you are doing something incorrectly. There must be a cost/benefit ratio. Examples are paying for gear to be enchanted, repaired or paying for an instanced version of the encounter with in-game currency. This is essential to offset the influx of higher level equipment into an economy. Some games require players to buy food/water to survive etc. If something is beneficial in a game it must be balanced. The law of supply and demand could have an entire article dedicated to itself; It's defined as "the amount of a commodity, product, or service available and the desire of buyers for it, considered as factors regulating its price." What the hell does this mean? It means that the more that a good is wanted the higher its price will be, and the less that a good is wanted the lower the cost will be, simple! How does this affect our worlds? If we have a high tier weapon the demand will be high so the cost will be high, but if this item is easily attainable then the cost will drop and so will demand, this could potentially break our economy as players suddenly have access to higher gear very quickly, with MMorpg's it's often hoped that the influx of new players will offset this as more people will always need this higher end gear. This often isn't the case, and eventually the market will become saturated with this item, so we must find a way to either remove the item in a fair way ( item degradation? ) or continue to introduce items scaling in power and difficulty to obtain. I'll throw in an example quickly. If we have 10 of item X entering the economy every 12 hours, than we need to ensure there is adequate demand for these. If more than 10 people are after these items we are okay, the price will hold or increase. That's great! Now if we only have 5 people who need this item what happens? The price of the weapon suddenly goes down as sellers need to offer a lower price to convince buyers to purchase one. When this happens the value of the item drops and we have a surplus of this item. On its own this isn't a major deal, it happens in real life all the time, the problem with a virtual economy is this can have a landslide effect onto other goods and you can see a game economy enter free fall in the space of a few days. 3. Adjusting Demand How can we adjust demand for an item in a way that suits our purpose and is fair to the players? This mechanism will have to be adjusted to suit your own particular project. In a fantasy project you might introduce a mechanism whereby if you have 5 swords you can merge them to create a slightly more powerful sword, this will reduce the number of original swords in circulation and create demand for a more powerful sword. In a sci-fi game you could create perhaps a more powerful fuel source that works by multiple quantities of the original commodity, once again the purpose is to create fairness and to increase demand and reduce market saturation reasonably. The sci-fi example uses a good that is perishable so it's slightly different to the fantasy example but operates fairly similarly ( It's a Geffen good which basically means some demand will always exist however, think of food). The main idea here is to make an item be used more or less so it affects the price/value in the way that suits us as developers and the player in the long term. 4. Money Sinks For dealing with currency, games introduce systems such as gambling, repairing and perishable goods. This will always exist and will require players to spend money on them, removing their currency and helping curb the accumulation of excess wealth to a degree. Most games revolve around capitalism, so we always assume that a small percentage of players will have large stores of wealth. If too many have wealth, or too little than you've designed your game with inconsistencies. If Player A decides to go to a dungeon that's high tier than how do we balance this? If there's no costs for him than he'll just accumulate wealth rapidly. So we introduce that for instance he will have to pay to repair gear if damaged, He might have to purchase potions because he wont be naturally strong enough to beat the boss; We introduce party systems that split the wealth accumulated proportionately and reasonably to stop low players accumulating wealth unfairly; We make him pay costs for a timed instance, where if he wants a shot at getting large rewards he hasto pay for that opportunity. This might come across as not that much, but long term it greatly affect everything. If a boss is swarmed with players fighting over one piece of loot than it's better for us then 100 players fighting 100 instances which could generate loot much quicker. 5. Proportionate Costs This is where a lot of indie/amateur game developers hit problems. Decide early on a formula for calculating a base introductory cost into an economy. A tier 1 sword should not be more expensive than a tier 3. The costs and attributes must mach the increments in power. If a weapon is cheap relative to it's strength than we create the supply/demand issue, demand for other items will drop, raising their prices and suddenly a tier 1 sword is more expensive than a tier 3! I always write down my items/spawns on paper first, and see do they make sense by comparing costs and values and the percentage that their various attributes differ. If it works on paper it will usually work on your game, as long as existing items are taken into account. Items with identical attributes should not differ in price unless there is an aspect we don't consider such as additional affects/aesthetic appeal etc. When it comes to money sinks the same principal should apply. A higher level dungeon should cost more to create an instance of than a lower level dungeon, proportionate to the loot that can be accumulated from such a dungeon. There can be exceptions made such as if we see a particular area is deserted and another more heavy we can attempt a de-centralization policy whereby we decrease the cost temporarily or increase the loot that can be obtained at the more deserted one within the perimeters of the dungeon. ( Let's not throw super gear into a weak dungeon ) This approach must be monitored of course, don't forget what you've done and don't make it permanent or to the extent that it can damage your economy. 6. Short/Long term adjustments Short and Long types of adjustments will make up the most part of your development as they will account for most tweaks, medium term do exist but are less common. 1. Short term is any adjustment with immediate effect that is designed to temporarily increase supply/demand before fading. 2. Long term is any adjustment with a lesser immediate effect that will over time create supply/demand and remain steady if other policies are taken into account. If we see demand of an item is soaring we need to examine why this is happening, is this what we intended? A short term adjustment is to raise the spawn rate or ability of the item to enter our game world, and while short term it might curb the price, long term it will be detrimental. This is damage control. It can also be used to test an idea before a larger roll out. We can create quick money sinks, such as adjusting the rate at which a piece of armour degrades or introducing a special requirement to use. A long term adjustment would be to look at the amount of places spawning and other factors such as why do players want this? We could increase places it can enter the world or reduce the number of places, adjust spawn rate and/or attributes. The difference here is the item is adjusted to take into account the long term economic plan, whereby a short term effect is just a quick fix to limit damage, this long term implementation should take time to see full effects, but once complete should over-ride the short term fix and stabilize the issues. It takes into account data acquired from the short term fix. If you are fixing long term strategies with short fixes you will run into issues down the road. Do it once and do it correctly. 7. Attribute balancing This is slightly off the topic from the main article, however similar concepts apply and so I will address this topic while I'm here. There are a few things to bear in mind when designing these attributes using the principles of economics. 1. Players must level proportionately on a steadily increasing curve, sometimes this skews at the end to make higher end players increasingly more powerful. 2. Attributes must be useful and serve a purpose, not because they sound cool. 3. Appropriate Strengths have Appropriate weaknesses. If magic is overpowered compared to melee for instance than more players will opt for this route ignoring melee; having detrimental long term effects. This is simple, but it will work. Using a pen and paper I want you to write down completely how you want players to increase in strength, and writing out what attributes should roughly be at each level, using this we can design how we want players to increase over time, accounting for how long we want each level to take roughly etc. These numbers are guides however, as environments with lots of players will be subject to great variation. Doing these tasks while taking overall design into account leads to smarter game environments. And it's an area we can't ignore while developing the economy we want these players to interact in, as we're essentially creating the consumers as well as the products! I strongly encourage developers to develop graphs and charts while taking all of this into account, visualization is better than any amount of writing! Using player information we can develop a general model of how players are allocating points, creating an average player which can then be used to create predictions on where players will be at certain levels, this can be used when creating furhter content. Conclusion Thanks for taking the time to read, it's a very simplistic article but I hope I even got people more interested in this type of content, it's not an after though and is a very important part of online game development. A lot of these ideas are ones that I have used before when balancing my own projects, and I'm sure many people have many different approaches. I certainly haven't covered them all and this guide is nothing more than a child when compared to the plethora of resource available, what the purpose of it hopefully has been is to get you thinking more as a developer and perhaps to shine light on something you hadn't thought of before. There's bound to be mistakes and the likes, and if you spot any please shoot me a PM and let me know so I can change it, I'd like this to be a decent resource one day. All the best. -Craig Brady
    1 point
  5. Author: Craig Brady Version: 0.1 1. Introduction So you want to build your own Online world, like many who have come before. Let me start of by saying you've a long road ahead of you; Not to discourage any potential developers, it's just this line of work is backbreaking. There's an old figure I remember reading saying you will need to put in over 10,000 hours of ground work before you have something that can be considered a solid release. While this figure isn't an exact science by any stretch of the imagination it's important that we respect the amount of work will be required. Different people will have different development times, different software/skillset/experience all contribute to this. MMORPG's differ to traditional games as we all know. The games operate under perfect market conditions generally when it comes to in-game economies, you have hundreds, if not thousands of players who could possibly stumble upon something you didn't anticipate and break your world. Not to mention we need content that the players engage with and enjoy, while providing them with a reason to come back. ( After all, they pay the bills! ) What is the best thing about MMORPG's that no other game has to offer? It's simple, social interaction. These games are worlds inhabited by many players, who engage with each other to further themselves in the game or just to socialise. It is an outlet, and often due to the nature of these games characters can be designed to be co-dependent on each other; With teaming up and forming groups essential to complete tasks and quests and so on. They allow us to tell our story, a magnificent world in our eyes that we want others to experience and enjoy. ( Or you could be in it for the money, I don't judge ) The average person will play an MMORPG for 1.9 hours at a time for 5 sessions a week on average. I imagine this statistic fluctuates greatly and is a mathematical average as opposed to the statistical average. And your content will have to cater for not only them, but for players who playtime can greatly exceed that! Is it possible? Yes. The trick is to do it in a way that hasn't been done before, make yourself unique and stand out. Every great developer started off where you are now, it's completely possible. 2. So what should I do first? Take a deep breath and put the kettle on, what you need to do is take out a pen and some sheets of paper. This is known as a brainstorming session. What you need to write down are basics, we need to decide some things. I often compare this session to planning a fantasy novel, because that's what it is. This should serve as an example for developers. I do not pretend to be an omniscient authority on the matter by any stretch of the imagination, and some people have different development methods. Humor me and give it a shot. 1. Where is our story located? Talk about the world, sketch a crude map. Design map features like forests, mountains, rivers, hills. Don't throw them in to look cool, they all were created for a reason and they effect the world. Humans developed settlements near rivers because they needed water, etc. 2. Who are the main intelligent species of the world? What's their population, their government type? Their average Age, height and unusual characteristics? How will this work with the game play you had in mind? 3. Now that we have some races tell me their faction backstory, their leadership type and their long term goals and short term goals. 4. Tell me about the sub-intelligent species, the animals, the monsters. Get personal, draw sketches no matter how crude. Where do they come from? Why are they there? Who first discovered them? Describe them in detail and the role you want them to serve. 5. What has happened in the world up until now to make it the way it is? Has there been war, famine, a magical curse on the land? Tell me the driving force that's creating and shaping your world. What's so special about the world that it makes a player want to join at it's present state. 6. Decide about magic, decide if you want it, who uses it, how it's used and how you want it to affect the overall world. The general rules on magic are don't make it over powerful and don't use it to explain everything you can't think of a good backstory to. Think Lord of the Rings, Gandalf was more than powerful enough to take on mordor by himself ( Tolkien fanboys don't hurt me I love gandalf! ), but he never used magic unless it was an absolute neccessity, a gentle touch. 7. Fill in the finer details. Government types ( Who rules who?, class systems( is there a large wealth divide? ), Down to the type of vegetation you expect to find flourishing/ not flourishing in certain areas. 8. What makes your world unique? What type of game-play are you going to include? Does this make sense in the context of the world? This process shouldn't be rushed, it's going to be your figurative Bible. What you create here is what decides if your world will make sense to some degree or fail. What you need is something unique, something to grab players attention about this world, make them connect and want to re-visit and engage with the world. The reason being thorough here is important is that we don't want to revisit constantly to correct details, adding details within the parameters you have set is perfectly acceptable, but if we want to tackle the monumental development task than we might as well do it correctly. 3. Other types of planning. This is the part that's more the technical side. The approach most people are familiar with is the "Scrum" approach. Basically what you do is set out a series of goals to be completed over an iteration of time (Weekly/Monthly) You work and finish these goals, marking your progress as you go. Breaking the project into manageable chunks you can monitor your progress and man hours, you can see when you're productive and when you aren't and make changes accordingly. Diving in and tackling the "fun stuff" isn't a great use of your time, might be fun, but it's not what will get you finishing that game. You need to think about the following 1. What software does my team require? Do we all need a licence? Is there a free alternative? 2. Do I possess the required skillset or do we need to bring additional personnel on board? Can we afford them? Can I learn the required skills? 3. Do I have any contacts in the gaming industry? Is there anyone I can ask for advice? 4. Is the capital we have enough to see the project through to completion? Do we need an investor? 5. Is the project income from the project greater than the estimated expenditure? 6. Do I have the time to devote to a project right now? Should I join another team and gain experience/develop my skillset? When you hopefully finish your project you will also have other worries such as Marketing, hosting and management. I'll cover them another time, you don't need to know about these just yet and you're a long way out from them just yet! Earlier I advised you to create your world on paper. Now what I want you to do is break down creating your world into manageable chunks of work. This is going to be boring, but it's crucial. I want you to tell yourself the order in which you will tackle creating every aspect of the world, how the work will be distributed and estimated completion times. These can always be adjusted, but when working off a plan you'll find yourself much more focused. People are drawn to this focus and this drive, and it stops yourself reaching the stage of not being bothered to work on a project anymore, I mean you have your list of work, why not just tick one or two things off on a slow day? You'll find your enthusiasm coming back when you see that big list of completed work, and as the list ticks down you'll find your project firing towards completion! I highly recommend further research into this area, into things such as business plans and software development models. These are topics that require their own article entirely. What I wanted is to give you a quick idea into how much planning goes into creating your world on paper. Yours in development, -Craig
    1 point
  6. jcsnider

    Intersect Engine

    Version Beta 6

    59,848 downloads

    Welcome to Intersect - The Free 2D ORPG Creation Toolkit (aka MMORPG Maker) This Engine Brings 2D ORPGs to a Whole New Level Offering: Seamless World Design Powerful Events for Unique Player Experiences All of the Expected RPG Elements No Coding Required! Modern and Open Source C# Codebase (if you do want to code!) Free Updates with New Features, General Improvements, Bug Fixes and More! We also have an amazing support community and resources - there is no faster way to design and release your game! Feel free to check out the screenshots above. You can download Intersect on the right - it is completely free!
    1 point
  7. Intersect Custom Graphics Fundraiser Hello everyone! It's no secret that we've been hoping to Greenlight Intersect in the near future. With Steam Direct on the way our timeline has expedited a little bit. Our biggest concern at this time is gathering new resources to distribute with Intersect by default. Macks graphics (that we currently use) are great, but they draw too many similarities to RPG Makers VX graphics for us to be comfortable releasing alongside the engine moving forward. Joe and I have commissioned our own @Murdoc and @Zetasis to help develop this new graphics pack. These graphics are drawing inspiration from both Macks graphics and the free assets created by @George and @QuoteFox. (See here and here) Our new graphics will have a retro feel. We will also have as much or more content than the set we are currently distributing with Intersect. So without further ado let's show you what we've got so far Tilesets Macks does a very good job of organizing graphics and we want users using Macks to have the option to upgrade to our custom set when it is complete. As such we are following their template. An example can be seen below. Macks are on the left.. and @Murdocs are on the right -> Characters @Zetasis has primarily been working on game characters, creatures, and paperdolls thus far. The character base is below Along with the base he has already created dozens of different hair styles, eye colors, clothing options and more. We will include tons of pre-built characters to be used in your game but all of these generation components will also be available to create your own entities. When this graphic set is released we will also provide you all with a character creation tool (WIP screenshot below) that will allow you to build your own character and customize each layer with different color hues and more Items @Zetasis has also found and created several item and spell icons that we will use in this graphic set. Bringing It All Together Quick map done by @Kibbelz It is our goal to make sure users can create beautiful games using this graphic set. These graphics will be available to our entire community free of charge and will not be restricted to any specific engine. Although we don't have any examples yet, this will be a complete set of graphics with paperdolls, animations, resources, and much much more. Fundraising Joe and I are hoping to raise $600. @Murdoc and @Zetasis have done an amazing job so far and we want to compensate them for their work. We are launching a new donation goal for this fundraiser that will run through March. All proceeds will go to @Murdoc and @Zetasis. They are doing us a huge favor, so I challenge you all to go above and beyond our goal! If we earn more than $600 they will receive the excess as a tip Please click the icon below and support our fundraiser! Donations made will count towards the new donation tiers and perks we just announced! We will be posting progress updates here as we have them. As always please feel free to comment and ask questions below! Thanks so much everyone!
    1 point
  8. Donation Changes and New Perks: Introduction When we started AGD we never expected the amount of support from the community we have received, especially when it comes to donations. Thanks to you all AGD has recovered all of the initial startup costs that Joe and I fronted and the site has accumulated savings to run itself for ~5 years if all donations were to stop coming in today. Without donations from you all the road to where we are now would have been a lot more challenging. If we didn't have donations I don't think we would own freemmorpgmaker.com, I don't think Intersect would be this close to release, we wouldn't be planning to Greenlight on Steam, and we wouldn't be working on commissioning new graphics to distribute with our engine. Donations go a long way and we are extremely grateful to all of those who've helped out. That said there are a lot of expenses on the horizon and we want to make sure we are covered. Below are a few ideas of expected expenses: Greenlight Intersect ($100) Commission Our New Graphics ($600 estimate) Host a UI Design Contest ($100) Host some site-wide contest every other month (Programming, Mapping, Graphic Design, etc) ($100 prize each contest) New Site Features/Upgrades (~$100) (For example, an awards system would be nice to have for site contests) New Site Theme Maybe? (God only knows how much that'd cost) Starting soon, we are going to start posting new donation goals for our community. These goals will be more specific and often have larger targets than we've seen in the past. With that being said we are going to make a few changes to our donation system. It is our hope that these changes will provide incentive for more members to donate to our site. (As long as they can do so responsibly.) These changes consist of us being more transparent about where your donations go and providing cosmetic perks on the site for those who continuously donate over time. Donation Transparency The first set of changes we are considering is being more transparent about donation goals. Instead of setting a generic $50 goal each month we would setup goals and swap them out as they are met. In theory, monthly goals would show up in this order and as each goal is met the next one would be revealed: Site Costs ($30/month) Contest Savings ($50/month) -- new contest with $100 prize would be ran every other month Random Goal If Needed (We would have a topic explaining what this goal is actually for like commissioning graphics, or some upgrade to the site -- we are really hoping to be very transparent here) General Donations (See Below) If and when each of the monthly goals are met we would open up a final donation goal. The final goal would be more general. A portion would go into site savings to ensure site longevity and Joe and I would share the rest. (So far we have never taken a cut out of site donations) Donation Perks Users who contribute significantly to our site are thanked with colorful user names, the tiers are as follows and are based on the sum of all your donations: Contributor ($5+) Ascending Contributor ($60+) Super Contributor ($150+) Elite Contributor ($250+) Every time you donation you will receive an icon next to your name for 30 days. (Like: ) Implementation Plan We are almost ready for all of this to go live. Over the next few days I will be upgrading user groups and you all will start seeing some of these colors on the site. Monthly perks will also be activated for anyone who donated in January. Within the next week or so the donation system should be back online. We are going to trial these changes through Marsh and then Joe and I will meet with the mods to see if this is a step in the right direction. As always feel free to comment or post questions below. We're looking forward to bringing this all online
    1 point
  9. Note: The service, website and certain areas are very much a work in progress. Any feedback you can give me on the workings of this website is more than welcome. https://my.gopatch.it/ (The main website is still a work in progress on my end, so no fancy stuff just yet!) A service designed to get your games updated with as little effort on your side as possible! Upon logging in you will find yourself in a management interface much like this one: Here you can add new games to your account, upload a new version to your game and download a key file to use with a basic updater I have written so you can get your users the latest version of your game without the hassle of setting up a webserver or anything of the sorts yourself! Of course, now you ask me? How do I get started with this? Well! It's simple! Just follow these steps: 1. Register an account and log in (https://my.gopatch.it/ ) 2. Click the blue + icon on the bottom right of the page. 3. Enter your game's name and click Add Repository* 4. Click the Upload symbol () and upload a *.zip file containing your entire game. 5. Wait for the system to e-mail you about the progress of your update. This generally takes a minute or two. 6. Download the patcher. (http://www.ascensiongamedev.com/resources/filehost/4bb64656d9e2c4e5efcf8c6567f50795.zip)** 7. Edit the LauncherTitle and ClientFile parameters in Options.Json to your game name and executable name. 8. On the website, click the Download symbol () and place the file downloaded next to the updater.*** 9. Launch the updater and watch it go! *= While there is currently only a free option, I am debating on whether or not to add paid options for more space or rely on Donations. **= Still working on proper API documentation so you can write your own, sorry! ***= This file contains all the necessary information to run the updater application for that specific game. For any future updates, just make a zip file of ALL your game files (not including the updater) and upload it much like you did the first time, the system will determine what has and has not changed and your clients will automatically be updated the next time the updater application is ran! There are currently a few pages that are not accessible, and some things may seem unfinished. Please do not hesitate to ask me any questions about the service or provide feedback on what you would like to see made or changed about this.
    1 point
  10. Boa rapaziada, belo trabalho, eu sou do Brasil (onde se fala Português). Entendo Inglês também, mas é sempre bom ter suporte em nossa lingua nativa, muito bom!
    1 point
  11. Man, that's so fucking amazing, keep the good work you two!! As soon as everything is ready I'm going to make a good donation, of course, it's the least I can do, thanks!! I did a small donation for now, I look forward to the next updates =D
    1 point
  12. Yes i just realized this, i'm so clumsy lmao. Thanks
    1 point
  13. @CharmingClyde You're setting the wrong Animation. You have to go into the section where it says "Weapon Properties" and change "Attack Animation" to your animation.
    1 point
  14. Made something new, unrelated to my project. However, some of the tiles are mismatched since i haven't gotten around to editing colors and fixing edges on some tiles, so they fit together properly. Oh and i couldn't find any link on imgur for thumbnails so if this isn't allowed you can remove the post.
    1 point
  15. Absolutely. Unless you have written expressed permission from Ubisoft to use them in your project.
    1 point
  16. Refur

    Nimue

    Thanks!, the feedback you gave me help us a lot @Kibbelz
    1 point
  17. Animations were quite buggy in 3.0 should be fixed for 4.0
    1 point
  18. Kibbelz

    Nimue

    The sprites relative to the size of the tiles looks a lot better this time @Refur
    1 point
  19. James

    Nimue

    Looking good
    1 point
  20. Didn't think so, but figured I'd ask! And perfect, eagerly awaiting the source! The engine is already incredible and once open source I am so excited about the possibilities. Definitely gonna throw money at you guys soon for all the awesome and hard work!
    1 point
  21. Nope, sorry. Our banks are programmed much like those of runescape. That wouldn't be too challenging to custom code later one though.. when the source is out.
    1 point
  22. Refur

    Nimue

    @PhenomenalDab I’m glad that you like it,we hope to release an alpha test soon
    1 point
  23. Phenomenal

    Nimue

    @Refur I want to play this game so bad
    1 point
  24. Refur

    Nimue

    º UPDATE º - New trees with new resize and male character have a new hair choice -
    1 point
  25. jcsnider

    Fog

    Moved to resource requests.
    1 point
  26. Aesthetic

    Running / Dash?

    I was under the impression he was looking for a sprint system, where you hold a button down to run faster until you let go.
    1 point
  27. going to work it out more, and will make you a short video how it works.
    1 point
  28. That dungeon Browser system looks pretty sweet
    1 point
  29. Btw, i just though that for the time being, you could make so that the normal attack do minimal damage (such as 0 or 1) thus rendering them useless. Just my two cents here
    1 point
  30. Short answer: Yes. Long answer: Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees. I looked around to be sure and it doesn't look like you can change it now, it will certainly be possible when the source is released in 2049 the near future.
    1 point
  31. Python Panda

    Where to start?

    Past few days with the influx of people coming here I've noticed the same questions over and over. Where do I get Visual Studio, where should I start, etc etc. So I'm making this thread to link to resources for everyone to start. This is for a windows PC. I will make a second post about Mac and Linux in a few days after I gather links for them. First is the Software. Be it @Damian666's Orion+ or the soon to be @jcsnider's and@Kibbelz's Intersect, you will need to download install Visual Studio. This is a free software developed and maintained by Microsoft. You are able to get the download for the most recent version here. I've also noticed people asking what language to start with. As there are many languages out there for you to choose from, I really only suggest two. I suggest C# as number one as it is what the main Game Engine this site is about is written in. You have many members here that will be able to help you out along the way of learning it as well. Second language is VB.NET. This is because of Orion+. Also you will have a great resource from this community with help just as you would with C#. Next are tutorials. Each and every person learns differently. For me it is easier to learn from going through the code reading it, then attempting to do it myself. For this I usually go through GitHub. That link to Github goes to C# open source games. To learn the basics I suggest using Dot Net Perls. It covers every basic think you will want to learn and many advanced things as well. Youtube Videos Where To Start with AGD? Hope this helps many of the newer people coming to this site.
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