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Aesthetic

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Aesthetic last won the day on July 1 2023

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  1. You may want to try creating a Time Global variable that gets stored. Its really ghetto but you can create an account that only you have access to, warp it to a special map where no one can interact with it, then use that character as an anchor for global events to ensure they go off properly and only one time. Using that character as your anchor you can increase "Server_Hour" by 1 every in game hour until it hits 24 then you reset it to 0. The reason I suggest that is because Time-Based events simply don't work 99% of the time in Intersect, I'm not sure why but its been like that basically since there has been events that can reference that time. I'm sure it'll be fixed in the future, but in the meantime this bandaid works pretty nicely
  2. Yup common event with the "Variable Change" trigger and run conditions set to "Server_Time = 00:00"
  3. Not sure if theres a cleaner way than mine but how I did it was creating a Global Variable called "Server_Day_Count". Everytime the server time hits 00:00 i increase that global variable by 1 to mark a new day. For daily resets, you create a Player Variable called Player_Day_Count and then on Login If (Player_Day_Count < Server_Day_Count) then set (Player_Day_Count = Server_Day_Count). Then you can set any personal variables you need like dungeon entry to 3 in the same event. Basically when the player logs in it will check to see if they are on the same daily reset as the server, and if not theyll catch up, be reset and then be aligned with server time again
  4. Casting animations are your best bet. I've made dozens, if not hundreds, of spells that use invisible projectiles and a fake overlay graphic, just be sure to note the range in tiles of your spell and adjust your art accordingly.
  5. Aesthetic

    WIP ManaSoul

    Thanks! Appreciated!
  6. Aesthetic

    WIP ManaSoul

    I really appreciate the offer, but I'm excited to use ManaSoul as a grounds to show off my massive improvements in Pixel Art, so doing the art is part of the fun for me. Thank you so much though!
  7. Aesthetic

    WIP 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!
  8. I wouldn't be against it
  9. Some of the best indie work I've ever seen in my life, can't recommend that you try this one out enough.
  10. Insanely high quality work, you should be extremely proud @Daywalkr
  11. A switch is a value that can be turned Off or On, and then events can be triggered based on whether that Switch is set to on or off. Variables store data in the forms of Strings (Text), Integers (Numbers), and Booleans (Same as switches) These tools are there to allow you to store and then call certain data you want to track for players throughout their playtime.
  12. Player Bump works by being a "player touch" tile but not being passable. If the player is standing on an adjacent tile and *tries* to move into the event that **is not passable** it will "bump" it and trigger the effect. I like using it for doors so the player walks into the door, then it opens.
  13. Recently due to some changes in my career and other life circumstances, I've put Leafling into maintenance mode. I started the game back in 2018 as a fun side project to keep me occupied and it quickly became something really fun that I wanted to expand upon. After a year and some change in development, I felt the game was ready to show to the world in a minor early access. I applied for the Steam Partner Program, got in, and released my game in early access. Throughout the last few years I've learned a tremendous amount that many people will learn too late, and I would like to share that with the community. 1) Extensively bug test your project I know this one seems rather self explanatory, but it really cant be understated. No matter how much you test you will never find all of the bugs in your game. Players will always play your game in unexpected ways or do things you would have never expected, and this will always lead to unforeseen circumstances. Your job is to narrow down how many bugs that can be found by the playerbase as much as possible. In specific make sure you pay extra special attention to things that drop/grant items, affect a player's ability to progress, and grant one player the ability to negatively impact the experience of other players. 2) Design for the future - Now One big roadblock in development I constantly hit was short-sightedness. Often we think of cool new features, items, and systems that fit perfectly into your current game. Often, however, things that work well now may not work so well a year down the road with the inclusion of other systems, items, ect. Some of the most important advice I can give you is to plan your game in full detail from the very beginning of development, and if you are already in development consider what changes you can make to future proof your game. This will save you literally thousands of hours of development re-doing old content or reworking old systems in what can quickly become a spiderweb of systems. 3) Do something no one else is Even if you're making a game that falls into a more generic fantasy RPG theme, you can add appeal to your game by focusing on niche systems, ideas, or concepts that other games aren't doing, either in the gaming space as a whole, or just in the indie space. For Leafling I tried to focus on having the most fast paced, high skill ceiling, and engaging combat I could while also heavily leaning into an extreme level of player customization, however you can set yourself apart in a million ways, you just need to find what works for your game, be creative! 4) Players are not your friends After releasing your game you may start to build a respectably sized community. When this happens youll be exposed to a myriad of people with differing ideologies, personalities, and cultures. It can be easy to find someone you get along with a form a sort of internet-friend bond with them, however remember that once your game releases you are your brand image. What you do and say represents your game and vice versa. If you do or say something many people do not like your game will suffer from it. Be careful what information you share and with who, and what you say in certain company if you are trying to maintain a commercial project as any of it can be used against you in the future, even out of context, or twisted in dishonest ways. 5) Feedback is important - But only sometimes When your game is released you'll undoubtedly receive an enormous amount of feedback from an equally enormous amount of sources. Listening to player feedback is one of the most important things you can do as a game developer, but so is sifting through good, and bad feedback. When considering making changes based on player feedback try to focus on things that the majority of your core playerbase wants first and always weigh how one change can affect the gameplay experiences of different types of players. For example, we often had 1 or 2 very vocal players pushing for changes and since they were so vocal it was easy for their feedback to drown out more popular, yet less vocalized, feedback. Also always remember that you will never make everyone happy, so strive to make as many people happy as possible. 6) Weigh your publishing options While Steam is a popular and powerful publishing option, other choices like itch.io and others are just as valid. If you're confused about what publishing you should choose, consider the following pros and cons. Steam: Pros: *Mass Visibility *Great Networking Options *Free Included Updater *Community Hub *User Review System helps with feedback *User Friendly Dashboard Cons: *Application Fee *Terrible Support *Largely Unmoderated User Review System that promotes review bombing, dishonest reviews, and trolling/griefing *Discoverability based on unmoderated User Review System - Once you go below a threshold your game is effectively dead permanently *30% Profit Cut to Steam *If you make under $100 in a month, Steam will steal your money as they do not give payouts of less than $100. If you don't think your project will bring in a ton of money per month, do NOT launch on Steam, they will take 100% of your proceeds. Itch.io Pros: *Amazing support *Userbase is extremely welcoming and positive about new projects *Optional donation feature on game download *User friendly update panel *Free to setup *Negligible profit cut Cons: *Less visibility *More competition from similar indie games *Aged game profile screens *Not as much userbase traffic Thats all for now, if I think of anything else important I'll edit this post. In addition, I will be donating the Leafling Engine fork of Intersect to @jcsnider @panda @Daywalkr and the other current active developers to take what features they may salvage and add them to the base engine. I hope this helps someone and if you ever have any questions about anything feel free to ask here or shoot me a dm. Thanks again to jc, panda, and everyone else who keeps AGD running so people can keep passion projects like this alive.
  14. To change the background just swap out the "background.png" file located in Resources/GUI If you want to change how things are positioned there are .json files you can edit to change the size, name, and more for UI elements. You can find them in Resources/GUI/Layouts. These do not require any programming knowledge to edit but they can be a bit intimidating at first. There are a few guides around the forums you could follow to aid you.
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