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Found 13 results

  1. Step-by-Step Quest Creation in Intersect Date Modified: 6/27/2017 Engine Used: Intersect 3.1 The following guide will show steps to create a quest which will allow the game developer to take advantage of all the great features Intersect has built in. After reading this guide, the developer should have a good grasp of the ways by which the quest system is set up. The guide uses Intersect 3.1. Pre-req: You should have some basic familiarity with the Intersect Engine, how to access the Quest Editor and the Events system. You should know the basics of the Event editor commands hierarchy system. You should understand the basics of the Animation editor if you want to add the "!" and "?" symbols above the head of your quest-giver in the Optional Precursor. Requirements: You should download Intersect 3.1. You should have some sprites to use for your quest-giver event, as well as some monsters set up in the NPC editor. Basic stuff! Precursor (Optional): For this guide, we will be using quest animations specific to the point in the quest which the player has reached (The "!" and "?" symbols above the NPC's head). Step 1: Figure out what you want the quest to do. Step 2: Let's create the quest itself! Step 3: For this part, we'll need to create an event (an NPC) who will both give the quest and act as a return point for when it is completed. So I hope this winds up being a help to some folks who are trying to get to know the Quest Editor system a little better. Rest assured I'll try to keep tabs on this thread and improve/add to this as necessary. That in mind, I may have forgotten some things, so if you find an error, etc., let me know! Thanks and happy questing!
  2. before u see this tutorial you need know this remove the female character Embedded Video Link Youtube Link
  3. Hello/ My default location (locations are not connected) looks like this: m - default map in engine (32x26) ------------- m1 | m2 m4 | m3 ------------- Because of this events do not work correctly for all location. Can I change the values for my game? Will there be problems with B5+ or any?
  4. PVE Arena Using Events and Quest System Posted: 31/01/2018 Written during Beta 4.7 First of all sorry for my English, I know it's not the best but I think you can understand me. I was testing functionalities of the engine and its potential and I managed to create a PVE Arena so I decided to share this here. You talk to a NPC and he gives you the quest to enter the Arena. If you already had the quest taken he asks you if you want to enter. Then you're teleported to the arena. Only one player is allowed to be in the arena at the same time. There are 3 possibilites to exit the arena: 1. Be killed 2. Kill the monster 3.Run out of time(so you can't stay forever and block other player's entrances). Uses events and the quest system. When the monster is killed the task is finished and therefore you can run an event and do anything. There are two known bugs because of the limitations of the event system (or maybe my own limitations, if anybody knows how to fix them without editing source code just say it): Video: The player in the left had already entered the arena before (that's why you see the quest in the quest log is already yellow). The player in the right hadn't. You can see that no player is able to enter the arena if there's already someone in and the 3 ways to exit the arena (die, kill the monster or run out of time). When monster is killed the player gets out of the arena and can enter the reward room. Tutorial: For this tutorial I have two separate maps. The first one is the Lobby and the second one is the Arena itself. First of all we're going to use the following: A Player Switch called "Player in Arena", a Global Switch called "Arena", initially False (will be True if a player is in the arena), and a Global Variable called "Arena Timer". This last one variable doesn't need to be a Global Variable and can be a Player Variable instead but if its Global it could be used for letting other players know how long they will have to wait. Now let's go to make the Quest for this: Follow the image: Green is for optional, Red is for mandatory, Yellow is for anotations. As you can see you can't quit the quest because if some player quitted the quest while inside the arena, then he wouldn't be able to exit by killing the monster (he would still exit the arena when the time goes down so you can actually mark the option but it would be extrange). Then you have to choose the task of killing the monster you want to be in the arena. Then, on task completion event you have to warp the player outside of the arena and set the "Player in Arena" and "Arena" switches to false so other players can enter the arena. Then you can choose to finish or not the quest and reward the player. Now let's go to the Lobby and create the NPC that will teleport you to the arena: Everything is explained in the image "Arena False" and "Arena True" condition list are only formed by "Global Switch Arena is False" and "Global Switch Arena is True".The second page of the event is what will appear when there's a player inside the arena. Note that in this example I've done it this way, with a NPC, but it could be done in a lot of different ways. Last but not least, you might be asking why is the Player Switch "Player in Arena" for. This switch is used now! This is used for when a player dies in the arena, the arena gets reset so other players can enter. Create a Common Event and follow the image: In my case now I have a NPC called "Guard" that after you've completed the quests lets you pass to the rewards room, but you can make it different. The best thing, if the quest can be repeated, is to give the reward at the event that is called on task finished. You can do almost anything you want to! That's the power of Intersect. Your PVE Arena should by ready by now! Let me know If I missed something, if you have any problem/suggestion or if you know how to fix any of the bugs I mentioned above! Thank you!
  5. Hey ! I'm here asking a question : How to make a idle npc animations? you know.... like a woman washing her hands. And how to make a npc with constant animation, like a flying butterfly on the map?
  6. Okie dokie, so I've been playing with the 4.1 system for awhile since I'm curious on how I would go about making a Graveyard or Respawn system in a similar way that World of Warcraft, or almost any other MMO for that matter. I've played with some events and added upon death factors, but I can't seem to get the graveyard to work in the correct way, with the player then being respawned at the global class spawn location. Does anyone have or know of a system or way to implement something along these lines?
  7. Hey guys, I am trying to create an abilities system where you gain ability by reading a tome for example. However I found myself duplicating A LOT of work needlessly but I can't think of something different to do to minimize this. So basically let's say I have melee, ranged, magic, crafting, etc... skills and each skill needs a tome to be bought to learn that skill. I created a switch for each one of them to identify whether the player learned it or not (if learned they don't learn it again). But then I had to create an even for each one so it says text related to the tome used. Is there a way to do this similar to the code: UseTome(SkillType _type) { //Type whatever text pulled from _type information. } Basically just a generic event that I feed something to based on the item used and that would just then act accordingly?
  8. Simple Event-Driven Effects in Intersect Date Modified: 7/7/2017 Engine Used: Intersect 3.1 The following guide will show steps to create a simple map accent in the Intersect Engine. For this tutorial, we'll make some birds that bounce around on your map and fly away when the player gets close to them. After completing this tutorial, the developer should have a basic understanding of events and self-switches. This is a simple tutorial that's probably not out of reach even for beginners and I made it with relative newbies in mind. An example of what we'll be creating is here: Pre-req: You should have some basic familiarity with the Intersect Engine and how to access the Event Editor. Requirements: You should download Intersect 3.1. You will be using sprites which, as of this writing, still come with Intersect (in the entities folder, sprites 129 and 130). If you are viewing this tutorial after these sprites are no longer included and/or otherwise don't have them, you may download them, here: http://gloryhound.info/wp-content/uploads/2017/07/129.png http://gloryhound.info/wp-content/uploads/2017/07/130.png SPECIAL NOTE: The bird sprites are for learning/testing purposes only. I do believe they are RPGMaker sprites and I am not familiar with how the sprites are licensed. Therefore, I do not recommend using them in your final game. SPECIAL-SPECIAL NOTE: I hope to replace these with my own sprites, soon and will be happy to share with the community when I do. Setup If You Downloaded the PNG Bird Files: Download the bird files above, if you do not have them. Place them in the Entities folder as if they were going to be characters (which, they kind of are!) By default, the entities folder is located in: Intersect/resources/entities Part 1: Using the Event Editor and Self Switches -- Bird on the Ground Part 2: Using the Event Editor and Self Switches -- Bird in the Air You can have a lot of fun with Intersect and little details if you know how switches and variables work so I hope I did a pretty decent job of explaining this simple task and what it's telling your game to do. When you master the basic stuff, it becomes easier to write more complex story-building moments, and I think the self-switches give a lot of opportunity to do that. More to come. Happy building!
  9. So, I have an events, that change graphic. However, those only work for the person that did the event, for everyone else it's unchanged. Which is very good for some example, but awful for others. I have an house system and while home owner opens the door the rest of the players cannot see door opening nor can come in(due to walkthrough on being only local for owner). So, it is possible to somehow transmit event's effect or just nope? I mean it's not fun-killer for me, it actually makes it way easier because I don't need to worry for someone to go into someone's house or quest zone unwated but at the same time optional "change graphic globally' could be nice, or i am missing something obvious? Quick Edit -- I know I could make autorun somekind of event and set it on some global variable or switch to make events like puzzles that many people can contribute to, or somekind of bridges and stuff. But as i said in my example the opening doors are on action by player so I cannot run it on auto
  10. Okie dokie so I have yet another question. I am working on quests for my game and have ran into some issues. (Note I would provide screenshots; however, this problem isn't shown in the screen/player view itself.) So the simple problem is "QUEST NO WORK". The detailed problem is that I have tried running a quest, where the player starts the game and has to talk to the event that's in front of them. I have tried running the event in a number of ways, including running a variable to detect what quest "bracket" the player is in, completing that task of the quest (the only task of the quest), (insert the task sentence again) and then ending the quest, finally I have also tried running it so when the event detects the quest task, it rewards the player the quest reward and then ends the quest. All of this to no avail either.
  11. Hi all! Is there anyway to add a sound to the menu/click events (when you open the inventory, close windows or click the buttons games), like when you configure the background sound in the XML file? Or I should wait to the open source to do this? Regards
  12. Hello, I'm using Intersect for some times now and I still be searching for something: How does Event Editor work? How can I put a NPC that does not Walk, and a NPC who sells items? I really need answers! Thank you all.
  13. Okay so, someone mentioned something about having a quest to build a house and then having the map change to have a house there. What does this mean for player visuals? Like if Player A hasn't done the quest, would he be walking through the building for player B? Likewise if you had a bridge appear, would player A be walking off a cliff to player B?
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