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Found 10 results

  1. Hello everyone, I am delighted to share my new web platform with you, designed to allow you to manage your Intersect game server directly from your browser! Please note that this is not a tool for creating quests, items, or maps. Instead, it is a server management tool that operates using the Intersect server's API. Over time, I have optimized all the API calls I could to provide a pleasant and fast user experience. I have combined all the latest knowledge and optimization advancements into this project! But what can you do with it, in practical terms? Information : It's not a server hosting but an plateform linked to your game server api for people who don't know how to use api and more. Languages supported is : French and English more can comes soon. Similar to Intersect Tool, you will be able to: - Manage user accounts (ban, unban, mute, unmute) and access the necessary details for game management. - Manage player characters (view details, inventory, character bank, and the ability to send/retrieve a certain number of items from their inventory). You can also manage character variables. - Manage player guilds (details and member lists, for now). - Manage server variables. - View items, NPCs, etc., in your game (without the ability to make modifications; this is a work in progress). All of these features will be available at its launch in a few hours/days. However, there is more to know. I will offer team-based server management, and for this, I have two offers: a free one, which includes one server and one additional team member besides yourself, and a paid annual subscription for one server and four additional team members. A "more" option will be available on a case-by-case basis (via Discord and PM) starting at €2/month to add one server or one team member to your account. Subscription offers are provided via payment links with the secure "Stripe" platform, ensuring that no data is transmitted to the platform. Furthermore, if you already have an "Easy Team" subscription, it applies to all your servers, allowing you to combine the "Easy Team" and "More" offers as needed. The surprise with Intersect Management is the arrival of the WordPress extension. This extension will enable you to synchronize your game users with a web-based WordPress account, perfect for a cash shop. Yes, the extension will allow you to use the WordPress plugin "WooCommerce" to create your shop, where you can sell anything you want as long as you configure your products correctly. The extension is currently undergoing testing and will be available later. All the news related to Management and Tools and future Intersect-related tools will be available at: https://intersect-connect.tk/ As for Intersect Management itself, you can access it at this address (under maintenance): https://manage.intersect-connect.tk/ It's important to note that, while the features are currently the same for both the free and paid offers, with the arrival of future tools and especially the WordPress extension, certain functionalities in these tools will be restricted to users of the paid offer. I hope to see many of you using this new tool. If you have any questions, feel free to ask them here, in private, or on the Discord server (which you can find in my signature or on the Intersect Connect website). Stay tuned for more information and updates! Enjoy your game !
  2. Hello everyone ! For several months, Intersect has now requested the use of HTTPS to be able to use the Intersect API for your website or other existing management applications (such as: Intersect Tools, Intersect Management, Admin Tool or Intersect CMS). So I created a small script which will allow you to use your server and its API from outside, using the script itself is simple, generating the SSL certificate and the key is something else, but you can easily find your answers from Google or even ChatGPT. You need to have Nodejs and your Intersect server installed on your machine (Windows, Linux) of course. You need also generate a SSL files (certificat.pem and private-key.pem). Replace the data in the .env file with yours and then launch the script with "node index" and your api is ready to use. You can see more detail in the Github repository, if you have some question, answer below, or use private messages. And.. you can download the script here : https://github.com/Intersect-Connect/intersect-proxy/releases/tag/1.0.0 Enjoy for your next possibility !
  3. Update at 2023-09-27 Hello everyone, Intersect Connect is evolving, a brand new site has been created for this occasion. So, what's the beauty of all this? The first is Intersect Management, an online service that will allow you to manage your game server with your team. The service will offer all the functionalities linked to the Intersect API and will be compatible with most old and new versions. The Store changes URL and goes under https://store.intersect-connect.tk/ The new site remains available at this address: https://intersect-connect.tk/ Intersect Management will offer a free and paid plan for teams, this service will be launched soon (if some want to test the features already available and the one that I could not test due to lack of data in my test database, can already appear in replies or private messages.) This will be a long-term project. I hope to have your support and see you using Intersect Management. Enjoy ! ----------------------------------------------------- Hello everyone, I present to you my latest application "Intersect Connect". This application will allow game developers to publish their games on the platform in a simple and free way, to allow players to download and play many games in one place, the application requires no registration for players as well as developers. The features of the application are basic for the moment: list of games, List of games installed, Install a game, Uninstall a game, View game news No game update functionality has been implemented and is not currently planned, so you will need to have your own means of updating. If you are a developer, you can watch the submission tutorial for your games by create an account here Download Intersect Connect now !
  4. Hello everyone ! I'm doing a little project for this community, having a WebSite for your own game server ! This CMS use my own base code for other CMS game website and work like a charm, I just edit it for make working with Intersect / MySQL ( And maybe SQLite too if i'm motivate to do sqlite jdbc connection ). But I'm a bit frustate about something.., I have a problem about my login form ( B-E code ) exactly about hashing password result., If my password in clear is : Dragon123 and my Salt is : 357EF1FF2A9A5EAF893CBCE985FE667ACB1547669761E7CDBD0483DC43E0C188 It's making the hash form like this = Dragon123357EF1FF2A9A5EAF893CBCE985FE667ACB1547669761E7CDBD0483DC43E0C188 Right ? My Password collumn saying me, the result it's : 7DE02F71146E0BA0B33BFB7BBA8C99A258DEEF71FD83C401F5CD240C2A1F8352 I have try to go here : https://passwordsgenerator.net/sha256-hash-generator/ and do my clear password + Salt. ( cf : Dragon123357EF1FF2A9A5EAF893CBCE985FE667ACB1547669761E7CDBD0483DC43E0C188 ) and getting an other hash : 309407CFBF0798BB31795E88384B4482F2A296C54CA1FEB8AD52A7AFCA5B0CCA You can try it .. and you can see it's not the same result / hashing. So here it's my first problem and after read the docs by @jcsnider ( https://www.freemmorpgmaker.com/docs/en/Advanced_Topics/Database.html ) No doubt about the password encryption ... it's in PHP/PDO. Here it's my page about the connection (asking if value are correct and be able to logon the site): And as you could see, I do the same procedure... but not working, someone know why ..? - Arius
  5. Hello, any one know how to edit this line of code so i can add the word "From" infront of the imported price variable {% include 'product-price', variant: product %} Thankyou
  6. I've proven out my game engine/framework and I now need your help in defining the core functionality to program into it. You can freely contribute to the document below: https://docs.google.com/document/d/1qc_GzFmv5OsqJs0IDwe4wJR0lJg5uLpnS_SQE6CTzd4/edit?usp=sharing Now that I've built the underlying engine and am now just focused on building out features, I expect that this engine will actually be completed.
  7. Gwendalin

    Other XML question

    Does anyone know how to read an xml file in C#? Specifically a certain tag? I have an xml document that has the following information <game name="Arctic Zone (Europe)" index="true" image="a"> <description>Arctic Zone (Europe)</description> <cloneof></cloneof> <crc>f88f2d25</crc> <manufacturer>Commin</manufacturer> <year>1993</year> <genre>Action</genre> <rating>HSRS - GA (General Audience)</rating> <enabled>Yes</enabled> </game> I am able to read the inner nodes like the <crc> but I cant figure out how to get the information in the start element. I need to get the <game name="name"> part at the top.
  8. In the past, I have always written games/engines in full-on OOP, but I stumbled upon an architecture that purports to be widely used when it comes to games, which I'm sure you are all aware of, but I was not. Entity/Component architecture is supposed to help with issues of having large hierarchies of inheritance when it comes to entities, like a character. Following this article from Gamedev.net (https://www.gamedev.net/resources/_/technical/game-programming/implementing-component-entity-systems-r3382), I've recreated what I understand to be an Entity/Component architecture in JavaScript. First of all, the article created a core World object that contains a list of all current entities in the game, and then weak maps (I'll explain this momentarily) of the components of each entity. In JavaScript, this looks like the following: import Position from '../components/position'; import Size from '../components/size'; import Texture from '../components/texture'; const { Map, Set, WeakMap } = global; export default class World { options = new Map(); state = new Map(); entities = new Set(); components = new Map([ [ Position, new WeakMap() ], [ Size, new WeakMap() ], [ Texture, new WeakMap() ] ]); } As you can see, components is a Map of <ComponentClass, WeakMap>. What a WeakMap allows, is that if the key exists nowhere else in memory, the WeakMap will allow it to be garbage collected. The WeakMap is essentially <Entity, Component>, so if the entity is deleted from the world's entities Set, then it will automatically be garbage collected, preventing memory leaks. The second part of this architecture is a Component. Components are strictly made up of data, and combined together as a group, make up an Entity. A simple example of one in JavaScript would be as follows: export default class Position { constructor ({ x, y, z = 0 }) { this.x = x; this.y = y; this.z = z; } } The third concept, of course, is an Entity. Now, an Entity isn't actually anything more than an identifier that components reference in order for services to work (I'll cover services next). Basically, Entity/Component architecture prefers composition, so I have a create method that takes configuration, and creates components. In JavaScript, this looks like: import Position from '../components/position'; import Size from '../components/size'; import Texture from '../components/texture'; export default class Character { static create (world, { position, size, texture }) { const character = new Character(); world.entities.add(character); world.components.get(Position).set(character, new Position(position)); world.components.get(Size).set(character, new Size(size)); world.components.get(Texture).set(character, new Texture(texture)); return character; } static delete (world, character) { world.entities.delete(character); } } You can see that Character is still a class, and is instantiated inside of the static create method, but this is simply to create a unique entry in memory that the services can correctly find all of the components of an entity. The most complicated (it's not complicated) part of this architecture are the services. Services are just functions that you call that act upon entities. An example of a render services looks as follows: import Position from '../components/position'; import Size from '../components/size'; import Texture from '../components/texture'; export default function render (world) { const { components, entities, state } = world; for (const entity of entities) { const position = components.get(Position).get(entity); const size = components.get(Size).get(entity); const texture = components.get(Texture).get(entity); if (!position || !size || !texture) { continue; } state.get('drawContext').drawImage(texture.data, texture.clip.x, texture.clip.y, texture.clip.width, texture.clip.height, position.x, position.y, size.width, size.height ); } } As you can see, for each entity, it checks if that entity has the required components, which in this case are Position, Size, and Texture. If all three exist, it uses the data from those components to draw the entity onto our canvas, using the drawContext. To all who are familiar with this architecture and OOP; does this seem right to you? Have you used Entity/Component architecture before? Do you prefer OOP?
  9. I just saw a classmate using this dungeon generator for D&D, I thought it was really cool and it is open-source. http://donjon.bin.sh/d20/dungeon/ If no one tries to port it into one of these engines anytime soon I am going to take a crack at it.
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