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froggy

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Everything posted by froggy

  1. 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!
  2. This is not very difficult, just a bit tedious. It's been a few years since i've done this, so if I'm wrong someone else should chime in. Open server folder, then resources folder, then config.json, search for "Slots" (it's child under Equipment section) And then add whatever equipment type you want. For example, mine looks like this: "Slots": [ "Main-Hand", "Off-Hand", "Helmet", "Chest", "Boots", "Left Ring", "Right Ring", "Amulet", "Accessory" Now you need to make the GUI recognize the new equipment slots. Go here: Client and Editor>resources>gui>layouts>game, open characterwindow.json. Now here's the tricky part, you need to manually add more character slots and then move them to an appropriate spot, mine for example i just copy pasted as many as I needed and moved the boxes around like this: I recommend using this to learn a bit about how the GUI is set up) So what you want to do is find "EquipmentItem0" in characterwindow.json, and then copy paste that section below the last one, change the number to for example 5, or whatever comes after the current last number. Now you need to set where the box is located (did you check the GUI Editor?) by changing the 'Bounds' part. I highlighted the parts you need to change in the spoiler. Keep in mind these 'Bounds' numbers are the location within the character window box. So use the GUI Editor to find an appropriate location and then edit them manually in your game files. I hope this works for you.
  3. Open your server folder, then resources folder, and then open config.json, search for "MaxInventory", and adjust the number to what you want the inventory size to be.
  4. Hey Eric, I'm not really active here anymore because there's no progress on the engine, but I saw you're still posting your stuff for free here, and I just wanted to say thank you, I used some of your stuff for my project, and the fact that you're still pushing out content for free after so many years is great, keep it up man.
  5. Hello, This feature is now included in the latest version, does anyone know after increasing the ""HotbarSlotCount":" in server config, what is the next step to add additional bars to the client in-game?
  6. Hey all! I've gotten a lot done with the time available. I'm going to talk a bit about class design, a new class (Templar), and overall game design. When it's ready I will post update info regarding patch 0.3, hopefully in video format. For those who have played any of the testing phases I've had, with 0.3 the game will be playable up to level 30 (quest level), this is also the point where the game slows down, just a little bit, compared to level 1-20, which can be achieved relatively fast. 0.3 will also add one more dungeon, hopefully two if I can squeeze it in. Realmshaper is designed to be equally PvP and PvE oriented. Instanced dungeons will be safe from PvP, and outside of those there are outside dungeons with elite mobs and some smaller bosses. Parties have a max of 5 players, with a traditional tank, healer, dps design. There are currently six different classes; Warrior, Tank/DPS, utilizes stances for the two roles. The tank spec is primarily tank specced, focused on reducing damage and keeping mobs attention to them, the DPS spec is a mix between PvE and PvP. Weapons: Swords, Axes, Maces and Spears Off-hand: Shields Rogue, DPS, the Rogue utilizes physical damage skills, and poison which deals magic damage. The Rogue is also the only (currently) class to be able to go into Stealth, some of the Rogue's abilities can only be used while stealthed. Weapons: Daggers or Swords Off-hand: Half-shield, or none Archer, DPS, Archers much like the rogue can choose whether to spec into Physical or Magic damage, their physical abilities are different from their magic ones. Weapons: Bows Off-hand: Quivers (not currently implemented) Mystic, Healer/DPS, semi-utility, Mystics are primarily healers, but can definitely hold their own when it comes to PvP. Weapons: Maces/Scepters Off-hand Shields or Magic stones Mage, DPS, Mages are a pure magical DPS class, focused on heavy hitting single target and AoE spells, with some crowd control thrown in there. Weapon: Scepters(1H)/Staves(2H) Off-hand: Magic Stones (with 1H weapons) Templar, the Templar can fill all three roles, with DPS/Tank being the primary roles. However, specializing in healing equipment and spells will prove a strong healer as well! The Templar is also the strongest utility class, with several buffs. Like the Warrior has two stances, the Templar utilizes two various beliefs, Zealous, and Devout belief. Depending on your belief you can use different spells. (Beliefs can be changed with a 15 second cooldown) Weapon: Spears, Swords, and some Maces Off-hand: Shield A few examples of Templar skills: Tireon's Blessing: Grant your target the boon of Tireon, increasing all stats by 5% for 5 minutes Can be used in any religous view 3 total Ranks, learned at level 20/40/60, Rank 1 cooldown is 30 seconds, rank 2 is 15 seconds, rank 3 is 0 seconds Can be used with any religious outlook Wrath: Imbue your weapon with holy power for 3 seconds, dealing additional magic damage to the first enemy hit Requires Zealot Ranks increase initial damage Bolt of Light: Smite your foe with a bolt of light, dealing magic damage with 125% effectiveness Can be used in any religous view Ranks increase initial damage. Divine Storm: Empower your weapon with the wrath of Tireon, smiting enemies in 5 cells around you with magic power at 200% effectiveness Requires Zealot Ranks increase base damage Exorcism: Forcibly perform an exorcism on your target, dealing magic damage with 25% additional chance for critical Requires Zealot Ranks increase base damage and critical % chance Judgment: Judge your target, dealing physical damage and decreasing their Magic Resistance by 15% for 10 seconds Requires Zealot Ranks increase base physical damage and amount of magic resistance reduced So for example, as a Templar Zealot filling a DPS role in his group which has a Mage and a Magic Archer, it would be excellent constantly using Judgment on bosses to increase their damage output. What I'm aiming for is to not just have to grind, but to be able to explore/pvp with your party/guild, and be able to do fun and challenging content that requires preparation rather than just plowing through a dungeon and collecting loot! That is all for now, just letting anyone interested know development is still undergoing!
  7. There is no direct function for that, but you can work around it with something like this: So in the same common event where you announce the death of the NPC, do another row with the 'Wait...' command, set the amount of time until the NPC respawns, then do another global message. Example: Row 1: NPC Dies & Global Message Row 2: Wait for xx seconds (monster respawn time) Row 3: Announce boss spawn global message Or if someone else has a better way..
  8. Shouldn't be necessary with a video or images.. a short step by step: 1. Create Common Event 2. 'Add Chatbox Text' under command, make it say what you want when the NPC dies, typing \pn will call the name of the player who killed it, set Channel to: Global. For example: \pn has killed the boss of death! 3. Create NPC(boss) 4. Bottom part of the NPC Editor, select your common event 'For Killer' or party if you want.
  9. 1. Create a common event, run that event when the NPC is killed, make it say (global) something like: "\pn has killed *boss*!" 2. I haven't played around with guilds that much, but you can do 'Player Death' conditional events along with condition 'Map Is', next part perhaps by using variables, though unless you want to edit the source I would recommend keeping this feature very simple, high risk for errors. 3. Editing source would be the best way to do this, you can probably work around it if you simplify it. Are you talking about a quest where you deliver items to an NPC? If so, a item that uses spell transform with a timer would be simple, and make the items drop upon death (I believe that's a setting in the item editor) Overall, making edits to the source code is your best bet for question 2 & 3.
  10. Hello! Server is back up, to play you need to download the updated client: Download And link to Discord: Realmshaper Discord I received a lot of quality feedback during the first testing phase! Patch notes Realmshaper 0.0.2: Moved Westhaven further south towards Rookie's Beach Moved things around in Westhaven, centralized the locations of the Tavern, Crafting, and Trade shop Also added additional paths in Westhaven to give a more natural flow when walking in or out of the town. Added dialogue to NPCs in Westhaven, Forest Garrison, and parts of Riverwind City. Finished up some Alchemy crafts (Lesser Goblin's Blood, Medium Mana/Heal) Added cooldown groups for potions and elixirs (separate groups) Added cooldown groups for Food and Drinks, they are on separate groups, also reduced the cooldown from 50s to 45s Increased base regen for classes: Archer: hp3/mp3(prev. 2/2), Mage: hp2/mp5(prev. 2/3), Mystic: hp3/mp4(prev. 2/2), Rogue: 3/3(prev. 2/2), Warrior: hp5/mp1(prev. 4/1) Reduced the cost of the three gathering items from 35 silver each to 15 silver each. Rewrote and added more thorough explanations to the 'In Progress' descriptions for many quests. Slightly increased the droprate of the quest item 'Water Heart' Changed Mystic's Frostwave ability to 'Piercing' Thickened the rope graphics leading to the Pygmy Cave outside of Westhaven Added Sounds for a lot of things, such as: Equipping items, drinking potions, leveling up, buying items in shops, using tools, attack sounds for enemies, crafting success, etc. Added Paperdolls for all human NPCs Added graphics for Gloomvale Added graphics for Arid Hills Changed crafting costs for food and drink consumables, so that while it may take a bit longer to gather the resources yourself, it yields more rather than buying them from a shop, balancing it out well, with crafting them yourself coming out slightly on top Up next I will be focusing on finishing Riverwind City, and rearranging some parts of it. After that the northern part of the Arid Hills will be finished, Arid Hills is a two part zone located south of Riverwind Fields, with quests ranging from 18 to 23 in the northern region. After that is Gloomvale, located east of Riverwind Fields, which will contain quests from level 20 to ~27.
  11. I see! I guess I'll use the resolution I think is good and people will have to play with it? That works, kind of Thanks
  12. The UI is changing places when I change the resolution in the client, how do I solve this?
  13. Very nice! I would play it. Any more to show? What graphics are you using?
  14. Server will be down for a few days in preparation for an upcoming update!
  15. Updated first post with alpha info.
  16. I'm working diligently on finalizing some minor things, I will be able to begin closed testing this week, hopefully tomorrow if it's ready. Absolutely! I do want critique. I will PM you once it's ready.
  17. Hello everybody! The game should be playable within a few weeks, so I am intending to do an open testing phase. But before then I would like a few people to do some closed testing for me since I am the only one who has tested the game so far. If anyone is interested please send me a PM here, or PM me on Discord: dumpsterhobo#4410. There is still a few things I need to finalize before then, closed testing is planned to begin approx 11/8. Thanks!
  18. I tried editing the 'EventDialogWindow_1Response' since I assume that is what the 'Show Text' event dialogue uses? I can enlarge the window just fine, and move the response button, but when I go into the client to see the enlarged window it doesn't work?
  19. To use a shop follow these steps: 1. Create an item/s (Item Editor) 2. Create a Shop (Shop Editor) 3. Add desired item/s to desired shop (Shop Editor) 4. Create Event (On any map, Event Layer) 5. Add 'Open Shop' on 'Commands' (Event Editor) And select your shop. Here's an example where I have an NPC (Event) offer multiple choices, where one of them opens a shop. Or if you want to keep it simple just add the 'Open Shop' event command. Hope this helped.
  20. Was something changed with animations and lights with the latest build? Some of my animations resetted and when i set them to their original sizes they are way bigger than previously. Version 0.7.0.120
  21. Busted No but really, I've played a lot of RO and I love the sprite design. I used palettes from their zombies for my own zombie for example. I also think about RO world design for my maps. When you say bigger patch of trees you mean more trees? The zone in the screenshot is a fields type of zone, it isn't home to dense trees, the next zone is though
  22. I decided to push back an alpha test from late last year to just when it's ready, I wanted to overhaul some things and rework some basic gameplay stuff, mainly because I was unable to find a programmer to do some changes to the source that I feel is essential to an MMO, so even though it will require a lot of backtracking later on to revise things into how I originally wanted it I have kept going with what's available right now. What has been taking so long, apart from a full time job and other various obligations is because I have been adding the core elements of the game, things like crafting, items, various pixelart (NPCs, items, paperdolling them), adding all of the spells and ranks with their animations, sounds, music, graphic editing etc. And of course apart from that, making everything else related to the first two available zones. Once these things are completed and established I can focus on each new zone and the content therein, making progress much smoother and simpler. For now I'll show some NPCs I've made, and the first zone of the game, which is fully playable when it comes to quests, dialogues, etc. The first zone consists of ~325 outdoor maps. This is including the capital, Riverwind and excluding indoor maps, which should easily add about 100-150 more. As you can see in the capital there's some parts missing that I haven't gotten around to adding yet. The top left region is (will be) the crafting district, the bottom left is residential, the bottom right is combat/residential, and the top right is the trade district. To the west of Riverwind Fields is the second zone, Riverwind Forest. From the fields, to the east is Gloomvale, to the south is the Arid Hills, and to the north is Coldwind Pass. The territory of Riverwind consists of 7 zones (some smaller some larger) the size of Riverwind Fields, with plans to conquer and expand their territory further as you progress the story/your role. Anyhow, here's Riverwind Fields, and three types of Goblins you will encounter there! And then two types of goblins, and a type of tribe leader: They still need some editing! Zoomed 300% Very soon I'll showcase some spells and other things!
  23. Hello, Since Intersect has come a long way since i first joined in 2016, I was wondering what future updates will bring. Will it be mostly stabilization and optimization, or will we see the addition of more basic mmo features? By that I don't mean bigger systems like pets, instances etc. But rather small things that have a big impact, for example, Event trigger on mob %hp Making shops accept sellable items (without having to add them 1 by 1 to the shop) Be able to complete multiple quest tasks in no specific order
  24. Thanks! I intend to make a custom GUI, but that will have to be a bit later since it will most likely take a while.
  25. The project is progressing nicely. You might have noticed I changed the project name, I felt this was more interesting and offers more possibilities than the previous title. But knowing myself, I might change it up again before release On to actual progress, Everything is pretty much ready to begin a testing phase soon. The first zone of the game is finished, and the second zone is also pretty much finished except for a few key elements like obtainable items, craftable items, a few NPCs, some shops, a questline for each of the classes to obtain key spells/abilities, and some switches, GFX, connecting resources and item reagents to crafting and professions etc. If I were to put it into a timespan, I would say within a month, month a half maybe, maybe even earlier. I hope some of you are looking forward to it, I know I am! Oh and here is the new login screen, what do you all think? A bit simple, but I like it, of course inspired by the original Intersect background froggy
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