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  1. Mcadams

    Telegraph Spell Animations

    Hello! This is a guide for how to add telegraphs for spell animations in your game. If you're unfamiliar with what this means, when you have an enemy cast a spell that is going to fire out projectiles, you can give the spell a casting animation that alerts the player that a projectile spell is about to be cast and that they can dodge it. I. Creating telegraph animations To make animations for spell telegraphs, you start with a 32x32 blank tile and surround it in 32x32 squares with your choice of color and opacity in the path of the spell's projectiles. You can download several telegraphs that I've made here and add them to your animations folder, or create your own to use. Here is a key for which telegraph animations go with which projectile setups. Keep in mind you can create your own telegraphs for any projectile setup, these are just a few basic examples. II. Telegraph animation setup In order to setup the animation for a spell telegraph, create a new animation. Then, select the graphic in the "Graphic" field, leave the number of frames and frame count at 1, and then set the frame duration to match the length of the spell your telegraphing. For example, if the spell being cast is 5 seconds long, you would set the Frame Duration to 5000ms, so players see that a spell is incoming until it arrives. III. Spell setup In order for the spell to utilize the telegraph, set the "Extra Cast Animation" to the animation you just created. Now whenever that spell is cast by a player or NPC, the telegraph animation will display while the spell is being cast. IV. Result Now that the telegraph animation is added to the spell, whenever the spell is cast, it will display the telegraph animation during the cast until the spell goes off. Make sure you also create a projectile for a spell that properly reflects the spells telegraph. If you need help with that, refer to the key posted in step 1. Other telegraphs available in the download:
    17 points
  2. Some stuff I've done recently ... UI Fishing, Mining, and Smithing And some skill icons
    10 points
  3. Essais de personnalisation de l’interface du joueur.
    9 points
  4. progressing slowly, today I managed to customize 95% of the character window I'm happy hehe Embedded Video Link
    9 points
  5. Trying my damndest to make a more compelling cutscene, proud of the results! Embedded Video Link
    8 points
  6. Hello all, my turn ^^ Finally finished the basics of the desertic continent . Was quite a challenge but mission complete ^^.
    8 points
  7. Hi guys! I'm newbie here. Today I was able to implement the navigation system in sea. There is still a lot to do, but I am very glad that I was able to achieve the result that I have. Embedded Video Link
    7 points
  8. So, I'm new to the community. I have a project at the very beginning, still learning a little about each thing, at the moment I'm working on the GUI, some things are out of place, but over time I'll be able to fix them. I still don't know how to compile the source, to modify things in more depth, but I intend to learn, I would even like if someone had the time to help me with how to open the source and compile correctly, I would be grateful
    7 points
  9. Aesthetic

    ManaSoul

    ManaSoul is a magical upcoming Intersect project designed by the team behind Leafling. This project is the culmination of almost a decade of Intersect experience and years of experiencing creating, running, and managing a live game made with the engine. With ManaSoul we hope to offer a unique and fun experience in the beautiful world of Valeyra! CONCEPT In ManaSoul you play the part of a young mage setting forth to start their first day in ManaSoul Academy, a prestigious academy designed to foster the best and the brightest into Mages who can take on the Collosseum. Throughout your gameplay you will learn new magicks, fight powerful bosses, explore the beautiful and vast open-world, and solve puzzles. While we do plan to have an impressive end-game content catalogue, we have decided to take a more old-school approach on levelling by catering the levelling experience to be a longer, but more engaging and fun, experience as opposed to a number generator designed to be rushed through. CLASSES ManaSoul uses Elemental Affinities as opposed to a traditional Class System. At the beginning of the game you may take a Pokemon Mystery Dungeon inspired quiz to select your Element via your personality, or you can choose manually! The Element you choose doesn't guarantee you a certain playstyle, but it does effect the type of spells in each school you can learn. FIRE - Fire Magicks focus on intensity, whether it be in the form of destruction or healing. Many Fire spells have effects that linger on a target, continuing their effect long after the spell has cast. WATER - Water Magicks are calm, serene, and focused on supportive effects. There have been many powerful offensive Water Mages however. Many Water Spells restrict enemy movement. EARTH - Earth Magicks are strong and stable. Typically requiring the longest casting times, Earth Spells pack a punch in any form, though they excel at defensive magicks. WIND - Wind Magicks are flowing and free, boasting the fastest casting times. Wind Mages are jacks of all trades, being able to excel in most Schools of Magick. Sub-Classes There are also a variety of Sub-Classes players can unlock via in-game methods. These Sub-Classes offer 3 unique spells that players can mix and match into their builds. On release we expect to have the following Sub-Classes: *Draconic Magick *Light Magick *Dark Magick *Time Magick *Nature Magick *Magma Magick *Ice Magick *Arcane Magick *Spellblade Magick *Trueshot Magick *Guardian Magick FEATURES We currently no hard-coded custom features as a big goal of this project is to focus strictly on game design and stretch the base features of the engine to their maximum where possible. We do however have a host of custom systems and features created through other means: *Fully Open-World map with plenty of handcrafted content scattered throughout *Gacha System for additional loot with no way to spend real world money on them, enjoy the fun of Gacha without the wallet pain! *Create your own playstyle with our point buy levelling system. Each point can be spent to improve in a different School of Magick *Handcrafted and instanced in-game cutscenes *Fully paperdolled equipment *Custom GFX designed off of the intersect base templates *Unique Soundtrack with over 20 tracks *Telegraphed enemy attacks, dodge! *Ranked and Unranked PvP Arena for 1v1, 2v2, and 3v3 *Guilds with Guild Wars and Guild Housing *Useable World Map item that updates with your location! *Open world exploration rewards you with chests and exp! Level to max just via exploration! *Let the game select your class based on a personality quiz MEDIA ManaSoul Academy Entrance Sapphire Path The Ruby Crag (WIP) More Coming Soon!
    7 points
  10. Brinx

    Driemmo

    Good afternoon! I came across this engine a while back, and recently very interested in trying my hand at a very simple yet pleasant 2D mmorpg. My Goal with Driemmo is to be as simple as possible, yet have fun and entertaining game mechanics that set it apart from other games that have been brought with this engine. Gameplay: You're a Hunter ( well once you pass a Hunter Exam hah) This game will heavily rely on Chanting, these chant spells will power your character physically and spiritually i.e, Attack, Defense, Ability Power and even Speed. Based on a tier system these spells will be dropped from Bosses/Dungeons across Dreimmo. Of course there will still be the usual RPG equipment, but i want to keep it very simple. Weapon/Armor/Accessory. There is going to be an overworld to easily traverse the game, nothing will be level locked (except the chants) Areas will not be blocked due to low level or quest requirements, though quests will vastly improve your character in Experience and also sometimes aiding in giving juicy Chant Spells for your continued journey. I'll be posting here frequently, although I am actively working on this, i will leave it as concept for the time being until i have content to show you wonderful people, Thanks the stopping by and reading. I am very open to feedback regarding my plan, thank you! Need to revamp the whole GUI eventually.
    7 points
  11. Wanna take a lift ??
    6 points
  12. Hello I have dabbled with making extra gfx for the classic Intersect Tileset, feel free to use them in your project no credit required except to AGD. I will probably add a few more over time. Cheers, Vio Christmas Tree Winter Tileset Winter Lodge
    6 points
  13. Hey there ! I've been looking a way to resize every tile in a tileset but didn't find any tool, so ... here is a script to do it : from PIL import Image import os tileBaseSize = int(input("Tile base size ? (ex : 48)")) tileNewSize = int(input("Tile new size ? (ex : 32)")) for x in os.listdir(): if x.endswith(".png"): # Read the image im = Image.open(x) width, height = im.size newim = Image.new(mode="RGBA", size=(width, height)) i = 0 j = 0 for w in range(0,width, tileBaseSize): for h in range(0,height,tileBaseSize): # Image size size = (tileNewSize, tileNewSize) bx = (w, h, tileBaseSize+w,tileBaseSize+h) print(bx) # Resize image out = im.resize(size,box=bx) newim.paste(out, (i*tileNewSize,j*tileNewSize)) j = j+1 j=0 i= i +1 #newim.show() # Save resized image newim.save(str(tileNewSize)+"x"+str(tileNewSize)+"_"+x) Prerequired : Python3 Pillow library Usage : Put the script in a folder with tileset to resize, it will resize every tileset in folder and create new ones in the folder. For instance : I put my 48x48 tilset in my "ToResizeFolder", also my script in "ToResizeFolder". I want my tileses to be 32x32 so I launch my script (on windows : python.exe .\ResizeTile.py) It prompt me wich size is my base tileset so it's 48, press enter and which size I want my tileset instead, I enter 32 then press enter. Here it is. Your file is named 32x32_thebasename.png Well, cheers ! Tchaly
    6 points
  14. New about the game development! Open Alpha is now closed for the next couple of weeks while I prepare to go into Open Beta! It's been a wild ride so far and I've been enjoying every second of it. We've had over two hundred accounts created over the course of 8 weeks and fixed around 80 bugs. The players tested nearly everything there was to do in this open alpha with users getting close to 60 hours of playtime before running out of content. It's really something amazing to see considering I've been developing Grande Azure for close to three years now. Open Beta will last roughly 2 months and will feature most of what will be available on official game release, minus some events and other minor things. This will give me a final overview of how things are going and let me prepare at least 2-3 major patches ahead to make sure I keep a good pacing on content updates. I want to thank the AGD community for helping me and giving me their two cents on my ideas! Patch notes for the open beta content should be coming in the next few days.
    6 points
  15. Just a little status update to report that the game is certainly not dead: I am currently working on the next major content update, introducing 3 new areas, a new class rank, a 5-level increase to the cap, new mobs, resources, tier of gear, etc. Embedded Video Link Here's just a fun little minigame I made as part of that update:
    6 points
  16. The Southern Reaches In the mystical land of Ambardia, the Southern Reaches unfold as a wild expanse of untamed beauty. Lush jungles teem with vibrant flora, concealing the elusive secrets of the land. Roaring lions prowl through the dense foliage, while giant spiders weave intricate webs among the ancient trees. Amidst this untamed wilderness, the lizard men, a formidable and enigmatic race, move with primal grace. At the heart of the Southern Reaches lies a center walled village, a sanctuary for the intrepid souls navigating this perilous realm. The village, fortified against the surrounding dangers, stands as a testament to the resilience of Ambardia's inhabitants.
    5 points
  17. Here is the mainlands of Ambardia. There are six other large areas as well. Ambardia's main land unfolds as a harmonious blend of nature and civilization. At its heart lies a center garden, an oasis of tranquility adorned with vibrant flowers, winding pathways, and a charming gazebo where residents gather for leisure and contemplation. The air is alive with the hum of activity as busy inhabitants engage in various occupations. Fishermen cast their nets into crystalline lakes, bringing forth a bounty of aquatic treasures. Miners delve into the depths, extracting precious metals and gems that enrich the land. The rhythmic echoes of wood cutting resound through dense forests, where skilled artisans shape timber into structures of both function and beauty. The jewel of Ambardia's main land is the capital city, Amber Castle, a bustling hub of commerce and culture. Towering spires and majestic structures define its skyline, reflecting the prosperity and sophistication of the realm. Beyond serving as the heart of the main lands, Amber Castle acts as a pivotal trade center, connecting the other five lands in a web of economic exchange. Merchants from distant realms converge in its vibrant markets, fostering a diverse tapestry of cultures and ideas. Ambardia's main land, with its abundance of natural resources and the pulsating energy of Amber Castle, stands as a testament to the harmony forged between civilization and the enchanting wonders of the natural world.
    5 points
  18. oday's progress, trying to make the interface more pleasant Embedded Video Link
    5 points
  19. Making it so the game server can server pages/static assets in addition to the API. This is to make it easier for someone getting started to serve updated assets to multiple computers/people for a small dev team. I added a basic leaderboard to make it so the home page wasn't completely barren though.
    5 points
  20. Working on a custom UI
    5 points
  21. Very early preview of some skilling/profession stuff I'm working on. I made it so I received a lot of materials for the sake of the video — obviously it will be slower in the actual game.
    5 points
  22. Messed around with telegraphing spells today
    5 points
  23. Working on some non-human entities
    5 points
  24. Some paperdolling and attack animations stuff
    5 points
  25. Cooking up some new stuff
    5 points
  26. froggy

    Realmshaper

    Hello everybody! Since I work on the project on and off whenever I have time and feel motivated, and just about everything for the first few zones is finished I don't see the harm in having the server open to the public for anyone who wants to play, since the server is almost always up. I've updated the first post with a download link, (or click here: Download ). I'm not gonna make a super lengthy post like I usually do, I just wanted to say the server is public and I hope you enjoy playing/testing the first few zones. Current quest level is about 20, but you can reach 25 with the first dungeon and some other elite quests/areas if you want. The next zone (second part of the teaser below) is almost finished, and spans level ~16-26, the next zone after that is Gloomvale (first part of the teaser), which is about level ~25-30, Gloomvale is a bit further from completion unfortunately. Oh and please please if you find any bugs, errors, spelling errors etc, please do let me know here, in PMs, or on the Realmshaper Discord I'm trying to push Arid Hills to completion so that area is accessible as well! *EDIT* I forgot to add, for those interested in testing out the Templar from the post above, it is just about good to go, but I still need to do some more internal testing before i unlock the class. And if you've read my previous posts here I really enjoy posting screenshots and teasers, so I will of course do that now as well! First part is the town of Ebonwatch in Gloomvale. Second part is entering Dusthill Crossing in the Arid Hills. Sorry for the low music volume! Embedded Video Link And here are a few random screenshots from both existing and upcoming areas: Thanks!
    5 points
  27. The Champion Update is out now! Head to the Slayers' Mansion on the western edge of Vennerwood to get started on your champion journey. Champions are variants of normal overworld mobs that drop exclusive crafting materials. These materials can be used to boost your accessories and prayers at the Fountain of Champions within the Slayers' Mansion. To fight champions, one must have a monster's bestiary entry completed. You can then check if that mob has a champion by scrolling to its loot section, which will tell you the champion's spawn chance if there is one. While killing that mob, you can then proc a champion spawn! They can be quite tough, though, so bring some friends. You can disable champion spawns at the mansion, if you so choose.
    5 points
  28. Step 1: You would need to modify the client's source to do this, adding a button to your main menu (Intersect.Client.Interface.Menu.MainMenu.cs), like so: private readonly Button mWebsiteButton; mWebsiteButton = new Button(mMenuWindow, "WebsiteButton"); mWebsiteButton.SetText(Strings.MainMenu.Website); mWebsiteButton.Clicked += WebsiteButton_Clicked; _______________________________________________________________________________________________________ Step 2: Then, also in (Intersect.Client.Interface.Menu.MainMenu.cs), add a button event, something like: private void WebsiteButton_Click(object sender, EventArgs e) { // Launch browser to ascensiongamedev... System.Diagnostics.Process.Start("http://www.ascensiongamedev.com"); } _______________________________________________________________________________________________________ Step 3: Lastly, in (Intersect.Client.Localisation.Strings.cs , find "public partial struct MainMenu") add the JsonProperty: [JsonProperty(NullValueHandling = NullValueHandling.Ignore)] public static LocalizedString Website = @"Website"; _______________________________________________________________________________________________________ Feel free to modify and customize the new button under "WebsiteButton": { , this piece of code will be in your client's resources (yourClient\resources\gui\layouts\menu\MenuWindow.json) Sadly, you need source modifications to add a new button, so if you have some coding knowledge, load up visual studio and follow the steps above. If not, sorry that I couldn't help you
    5 points
  29. Tomeo

    Broken Bridge Online

    Introduction Discover a world full of mysteries and legends in "Rise of the Broken Bridge"! Embark on a vast and wondrous continent where rival factions, the Kingdom of Light and the Dark Empire, have been fighting for control of their territories for centuries. The origin of the broken bridge dates back to ancient times when a catastrophic war divided the two factions. Armies clashed in an epic battle that shook the land and unleashed uncontrollable magical powers. The bridge, which once united the nations and was a symbol of peace, broke in two, separating the kingdoms and leaving a scar on the landscape that still endures. As players explore the continent, they will discover ancient ruins, forgotten temples, and enchanted relics that tell the story of a powerful artifact called "The Gem of Union." According to legends, this gem was created by the gods to maintain peace and harmony in the world. It is rumored that the gem is fragmented into multiple parts, and its reunion could be the key to restoring the bridge and uniting the factions once again. However, danger lurks around every corner. Fierce magical creatures wander the forests, ancient guardians protect ancient secrets, and the seas are infested with fearsome pirates. These pirates, led by a mysterious captain known as "The Shadow of the Abyss," are said to seek power and riches, posing a threat to both the Kingdom of Light and the Dark Empire. In this vibrant world, players will have the opportunity to forge their own destiny. They can choose from a wide variety of races and classes, each with their own abilities and roles on the battlefield. As players progress on their journey, they can unlock new skills, upgrade their equipment, and uncover the hidden secrets behind the conflict and the broken bridge. Furthermore, the game encourages social interaction and cooperation. Players will be able to form guilds and join forces with other adventurers to face greater challenges and conquer strategic territories. Diplomacy and strategy will be key to forging alliances and ensuring success in RvR battles. In "Rise of the Broken Bridge," the choice is yours. Will you rise as a brave hero in the Kingdom of Light, fighting for justice and peace? Or will you join the Dark Empire, ready to conquer and dominate in search of power? The fate of the continent and the broken bridge are in your hands. Dare to immerse yourself in this fascinating world of fantasy and leave your mark on the history of "Rise of the Broken Bridge"! What is Broken Bridge Online? Broken Bridge Online is a fantasy MMORPG set in an era where confusion and filth reign, in a distant continent that was once ruled by the King of Candol, who had dominion over Serolf and Nidraj, kingdoms that later separated to form their own governance and maintained a hostility between them, the Serolf-Nidraj war. Embark on an adventure to fight both on land and in water. Why a 2D project in a world where AAA+ games usually prevail? I have been involved in the world of MMOs for many years, and quite a few in Mobile Games Online, and honestly, few have met the expectations of their communities. My goal is to recreate a game that caters to the needs of ALL users, taking their best suggestions and incorporating them into the game. Some of our objectives are as follows: Absolutely non-pay-to-win game. Potentially active community from both the staff and Discord users. Daily updates. Hardcore gameplay in terms of leveling and equipment instances. No end-game; a new story is released every year to experience. What makes it different from the rest? There are no classes; you will be what you choose to equip on your character. For example, if you equip a staff and a shield, you can be a mage with high resilience, or you could even equip a bow and cast spells. In Broken Bridge, there are no limits to choosing your combat strategy. Different PvP modes: Closed PvP (Ranking or League system where you can climb different tiers, from bronze to master, earning points in 1vs1 battles and Free-for-All). Open PvP (You can fight against others in open-world caves and lawless places. Event PvP (PvP event system like Guild vs Guild, Faction vs Faction war, capture the flag, and many modes revolving around clan wars, bring your army to support each other). User Houses, Cities, and Guild Castles. Even Guild Houses. Equipment and consumable crafting. Professions/Jobs that shape the game's economy: Forget the classic mode of killing monsters to earn money, gather your team and work together to earn money. You can be a Blacksmith and create both coins and equipment, while another player can be a Miner and gather resources for you to mint coins. Someone else can fish and give the fish to your friend, the Cook, to create delicious feasts, while another friend works hard gathering natural resources in the forests and fighting beasts, not forgetting the potions made by your cousin, the Alchemist. The economy is built by the players themselves or a team by minting coins. Unique Enchantment system where cards dropped by monsters provide benefits when embedded in items. Pet system by obtaining eggs that drop from the same monsters you kill. You can raise them and make them your adventure companions. A user book where you can track your progress in terms of professions, the number of monsters you have killed, how many players you have slain, and much more information. Seasons system where you will find new content every year in an endless lore. Each year, you will experience a different story. Unlock maps that will tell you the story of the current Season and its events (Season 1). Help the king with various tasks and explore the vast world of Broken Bridge while doing so. From sailing ships to recovering sacred relics! Sail ships across the world and battle other pirates with your own pirate crew. Pet battles system, gambling games, casinos, bars where you can play the music you want. Character rebirth system starting from level 225. You can be reborn up to 2 times at the moment. Maximum character customization, from eyes to skin tone and hair. Availability on Windows and Android devices. Many more features that you can discover on our social media channels Media (Old Version) Our game was playable on mobile since we ported from Intersect to Unity at the time. Currently it can only be played from PC until porting is done again. Embedded Video Link Media (New Version) Development Team Sudaca (Founder, Compositor, Content Creator ingame) Blestro (Programmer, Pixelartist) Joak1ng (Mapper, Content Creator ingame) Stan (Content Creator) Octaviofg (Content Creator) Daniel (Community Manager) Lafu (Moderator) Social Networks Discord: https://discord.gg/UrjEy8KcDc
    5 points
  30. once again moving in a different and more zelda-esque direction with caves
    5 points
  31. happy little flowers
    5 points
  32. Pentacle

    Star Wars Extinction

    Sorry i use google translate Désolé j'utilise google translation Hello Community ! Salut la communauté ! I started mapping again Mos Eisley. The city goes from 9*9 maps to 14*14 maps, bigger and more shops. Je recommence à mapper Mos Eisley. La ville passe de 9*9 maps à 14*14 maps, plus grande et plus de magasins. The famous Cantina, but also Gunshop, Combat Arena, Bank and other surprises in preparation. La célèbre Cantina, mais aussi Gunshop, Arène de combat, Banque et d'aurtes surprises en préparation. 3 races will be playable, Zabrak, Rodian and Human and the Duros in preparation 3 races seront jouables, Zabrak, Rodien et Humain et le Duros en préparation.
    5 points
  33. This is my first city of my project. Still need to add details.
    5 points
  34. Today, i've tried to contribute the following enhancements for the intersect engine: - Show/hide the chat log by pressing a button. - Show/hide the chat log by by using chat action keys (enter/esc) - this is optional ; game settings -> interface ! - A button that clears the entire chat log. Embedded Video Link If you like what you saw there, feel free to give it a try and contribute with feedback while it's under development / review here ! Also, this week i've finally decided to jump into the fun of what instances are capable to do for ASO. Embedded Video Link
    5 points
  35. Embedded Video Link Here's a teaser for a content release slated for next week:
    5 points
  36. Today i do some rework and added new pixel arts on my graphic set
    4 points
  37. The Clan Wars Update will drop tomorrow, March 20th at 5PM EDT! With it comes a host of updates to Clans and PvP, both structured and unstructured, to hopefully give a better balance of playstyles moving forward and to give Clans (guilds) a better sense of purpose and progression. Clan Wars Clan Wars is a new game mode that takes place on a separate instance, on a separate map: the Battlelands. On the Battlelands, players fight to take over territories, much like in Guild Wars' World vs. World game mode. Teams are broken up by clan, and points are earned for... - Taking over a territory - Holding a territory (every 10s) - Killing territory attackers - Killing territory defenders - Killing an enemy In the Battlelands, outside consumables are prohibited with the exception of Potions. A HP-healing consumable and an MP-healing consumable are provided for free at each of the 4 respawn zones, but taking them will take some time. You'll have to decide when you have enough to go fight, or if you want to prioritize a fast respawn to go deal damage without resupply. There are also a variety of bonuses earned from capturing territories beyond just the bonus points to your clan score! Participating in Clan Wars will earn your clan Valor Coins, a unique currency that is automatically deposited into your clan's Clan Bank on termination of a clan war. Valor Coins will have additional ways to earn in the future, but for now are only earned via Clan Wars. Clan Halls Clan Halls have been added, with one in Fenwyndell by default, and another that can be bought in Korach. They are instanced to you and your clan members and contain the ever-useful Clan Bank. Additionally, with valor coins and other resources, you can start to upgrade your Clan Halls. In Fenwyndell, the Portal Room contains portals that can be built and maintained to allow quick, free access to otherwise un-warpable locations around Asgodia, such as the Norsche Cave's Dragon's Nest. In Korach, the Buff Fountain will allow clan members to craft buffs that all Clan Members can snag. So, come check it out! It only costs 4,000 Gold to form a Clan, and you and your buddies can participate in a Clan War and start working on your halls! Additionally, if you participate in the inaugural Clan War, you will receive a prize of 20k Gold Coins and 1k Scraps! All for free, so hope to see you there!
    4 points
  38. Finally after 1 year and 9 month, Malumias' world base is finished. So happy about the result.
    4 points
  39. In case anyone got tired of generating paperdolls for their characters, I wrote this auto paperdoll generator. if you provide it the path to your: item/items you wish to generate paperdolls from character to overlay for masking settings file to dictate how much and in what direction to rotate/scale/mirror it will generate paperdolls for each/all items. more directions in the github repo. https://github.com/swiftsword94/paperdollop
    4 points
  40. Pretty stoked for my new dragon tower.
    4 points
  41. I'm pleased to announce that the Strange Places update will launch this Thursday, December 21st, 2023! See the OP for details! The game is still totally free, so hop on and try it!
    4 points
  42. TheMeq

    TheMeq's Font Converter

    Version 1.23.8479.846

    386 downloads

    This software will allow you to select a font from your installed fonts and convert it to an XNB file. This is an ALPHA test version so any feedback will be appreciated. Please give it a try and see if you get the correct outputs. The software will list all font families, but you must choose the root font (Ie, Don't select SemiLight or Condensed fonts, just choose the family font). I'm working on removing these in the next version. Please do let me know if this works for you or not.
    4 points
  43. Tomeo

    Samuraï MMO

    About me and how my project was born. Hello everyone, let me introduce myself. My name is Joaquín, and it is necessary to tell you a little about myself so that you understand the reason for this project and its concept. All my life I was a fan of Naruto, many times I also tried to re-create the world of Naruto in a game since Intersect gives us the possibility of fulfilling our dreams to all of us who have little knowledge about programming After many attempts and my lack of skill in PixelArt, added to that, I understood that possibly making a game of this type could cause some problem with copyright, although it is unlikely, I want to avoid it. Thus a project called Samuraï MMO was born, which is basically based on the Naruto universe. This project aims to re-create the world of Naruto but adapting it to the Samurai theme. What will Samuraï MMO be like? Players will begin their story where they will face a cruel reality, a world subjected to an endless war between two great factions, on the one hand, the Sabaku Village and on the other, the Yamano Village. In both villages there are various families or clans, however, in both there are two clans that stand out from the rest. On the Sabaku side there is the Harukaze Clan and the Aokawa Clan and on the Yamano side there is the Fuyusora Clan and the Yurei Clan. What is the story behind each Village? Sabaku Village (also known as the Desert Village) is hidden between a wall of desert mountains. There are approximately 1500 inhabitants and among them a little more than half are Samurai. Generally, their territories are usually painted red, that is, their roofs and other places where the members of this village frequent. Yamano Village (also known as Mountain Village) stands out for preserving nature, the love of life of all living beings (vegetation and animals). It has approximately 1,200 inhabitants and among them, they only have an army of 300 Samurai. Generally, their territories are usually painted blue, that is, their roofs and other places where the members of this village frequent. What is the projection to reach the world of Naruto? We know that in Naruto there are: Elements, Ninja type specificity, Ninja Ranks, Chakra, Mission Rank, Clans, among other things. I will break down the changes that will be made to fit the Samurai. Elements: The main elements that will exist in Samuraï MMO are the following; fire, water, wind and earth. At the moment I do not plan to add combination or the so-called elemental "Kekkei Genkais". You can choose the type of element that you will master when you start your adventure and then when you reach a certain level you can choose your second mastery and even a third, depending on the element you master you will be able to unlock certain skills. Ninja type specificity: In Naruto we have for example: Medical Ninjas, Taijutsu, Ninjutsu, etc. In Samurai this will be limited, since only a Samurai can choose between being a ranged Samurai (uses bows) or melee, as well as choosing to be a medic. Ninja Ranks: Ninja ranks start from Genin, Chunin, in Naruto. In Samurai there will be a similar rank system which starts from Deshi and can reach Daimyō (Village Feudal) Chakra = Dantian in Samuraï Mission Rank: Similar to Naruto's mission rank system. Mission are given by the Daimyō's assistant (NPC) or given by a Daimyō. Clans: The clans, as in Naruto, have passive abilities that will highlight each other, however, each of the Villages has a passive ability similar to that of the enemy Village's clan. Some content YAMANO VILLAGE (COMPLET, I ONLY NEED TO CHANGE THE RED ROOFS FOR BLUE.) SABAKU VILLAGE (INCOMPLET)
    4 points
  44. A teaser of things to come... Embedded Video Link
    4 points
  45. A bit about my project, it is based on the style of old Final Fantasy games or games made with RPG Maker. It uses a world map and offers content for solo players, groups, and guilds, as well as open maps for everyone. As the story progresses, new maps are unlocked, and the game also features many secrets and mysteries in secret quests and hidden items on maps. The game is an MMORPG Dungeon Crawler. I'm sorry for the English.
    4 points
  46. v0.8.0-beta.144 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    3 points
  47. Embedded Video Link The sprite selection event is now fix.
    3 points
  48. Tomeo

    Samuraï MMO

    I wasn't really going to show this, but in the end, I decided not to. This will be the first impression when entering SAMURAI MMO; you will encounter the background, the harsh reality of war in the Samurai world, where children become orphans and only have to fight to alleviate their pain. I'm sorry, it's in Spanish. But I'll have to put it in English later, lol. On the other hand, once you choose your faction and clan, you will proceed to enter the Samurai Academy, which consists of three stages: The brown arrow represents the first phase, the "Basic Instruction Class," where you will learn the basics of the history and then must take an exam. The green arrow is the second phase, which involves a battle against a Sensei using a Training Katana. You must defeat them. The red arrow is the final phase, testing your marksmanship using the two items that a Samurai uses for ranged attacks: the shuriken and the Yumi (bow). Your instructor will guide you throughout the process. This is the basic instruction class where you will need to put your knowledge to the test. The practical part begins with a battle against one of the Sensei. Lastly, you will have your marksmanship test in this class. Once you complete it, your instructor will hand you a "graduate's box" that, when opened, contains a representative Kimono from your village and a traditional Samurai hat. From there, your Samurai adventure begins.
    3 points
  49. I've been working on the interior tileset and some mapping. Here's what will become the school. There will be two floors.
    3 points
  50. Gonna do an attempt at showing you how to use string variables for a basic eventsystem which can easily be copy/pasted instead of having to make and edit a bunch of variables and events each time. Here's a video of the result: 1. Create a global variable, make sure it's a string and empty 2. Create a map event, rename it (name must be unique per event) 3. Assign an animation or sprite to it 4. Add an event that sets the global variable (set in step 1) to \gv{nameofglobalvariable}\evtparam{evtName}- (This will change the global variable to the current content of the variable + "1-", basically adding the name of the event to the current string) 5. Click Spawn/Execution Conditions 6. Click Add List > Add Condition 7. Check the global variable set in step 1, check if it doesn't contain (Negated) \evtparam{evtName}- So anytime the global variable doesn't contain the name of the event, this page will trigger. 8. Copy/paste this page, change the sprite or animation and uncheck the negated condition 9. Change the event to set the global variable (set in step 1) to Find \evtparam{evtName}- and Replace it with an empty string. (this will remove the event name from the global variable) 10. Now you can copy/paste this event anywhere in your game, the only thing you need to do is change the event name to a unique name full video of this tutorial:
    3 points
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