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  1. Hi guys, it's me again, so motivated by wanting future changes to my game and not having money to pay, so I've searched and I will seek knowledge about programming, and c# I learned a lot of basic stuff about a lot and sought some knowledge using the source of the intersect also to create a simple program that can help you with balancing (i hope) this is the RPG Balance System Explanation of what I tried to do: 1 - Player Area The maximum level is what will define the amount of rows in the tables, you can increase or decrease as you wish to be in your game. Basic status values (attack, defense, etc) which are the basic values you will put in the Intersect class editor. Base HP and HP Inc by Lvl% - so you can track how much hp the player will have at level x (unfortunately I only did it by percentage, maybe I'll add it by points in the future or or i quit the program here) Exp Base and Exp Factor(%) for you to follow the player's leveling, to know how to distribute exp among your monsters at the player's level x. Points to be distributed at each level and Maximum points so that you do not exceed in the distribution Base damage (I'll always consider unarmed combat because that can already shed light on how much base damage to add to weapons and spells) Scaling Status and Scaling Factor, work like the intersect (I think) Critical Multiplier 2 - Builds Area This here has to do with the distribution of points Balanced - It will take the points gained in each level and distribute it among the 5 stats (for this reason it only works well if you put points per level in multiples of 5) Strong - Will try to simulate a crazy player who takes all his points and puts them in attack, in which case the points will go to where the ScalingStat is selected. Tanker - Will put all points on defense (so if you change the formula, use defense) 3 - Enemy Area Pretty much the same as the player, but the stats are by percentage, when i did this i thought "how many percent do i want the monster at level x to be stronger than the player at the same level" That's why I didn't do it for points too The hp is also in percentage, you choose how many percent will be more than the player's hp 4 - Functions Area Update will update the tables according to the data you entered, add/remove rows and so on. Save will save the 3 tables in an excel file. You choose where to save, the 3 tables will be on different sheets in the file. Information will show this warning: Player/Enemy/Summary will switch between tables 5 - Formulas Area This is for you to change the formula any way you want The critic is not necessary to add to the formula because I calculate separately in the summary table Intersect works with a Random(min,max) value in formulas, which I have separated into 4 formulas Min True - Min value obtained for true damage (no defense interference) Max True - Max value obtained for true damage (no defense interference) Min Real - Min value obtained for real damage (with defense interference) Max Real - Max value obtained for real damage (with defense interference) I called it real damage to differentiate the name. And as the formula (usually) is the same for physical damage or magic damage so I called it real damage. 6 - Summary Grid Well, here is a summary of damage and hits Player level and monster level for you to compare damage and hits of both on the same level True damage and real damage showing minimum deferred and maximum player damage on enemy and vice versa (so in game damage will be between these two values I believe) Critical (min, max) to also monitor what will be the critical Hits True and Hits Real that shows the amount of hits that the player must take on the enemy to kill him I use approximate value because "maybe there is some life left, right?" Here is the download Here is the source: https://github.com/WeylonSantana/RPG-Balance-System Credits: To me - That I almost gave it up a hundred times @Blinkuz - Who solved many doubts for me while I was building this thing My Gf, @Daniele Santana - Program Icon Intersect Engine - Some formulas and functions (like customizing the formula) I took directly from source, studied a little and made it work even without understanding much Anyone who wants to help and improve, feel free. If you find bugs you can report it, but I don't guarantee to fix it because I'm soooo new to programming Thanks <3
    13 points
  2. Hello everyone, I am pleased to officially announce the game that I have been working on alone for more than 4 years. An open alpha for testing would come in a few weeks, and in the future it is planned to launch on Steam (already in itch.io). Special thanks to AGD for their hard work these years and all contributors, you da real mvps, @jcsnider, @Kibbelz, @panda, @Cheshire, @Arufonsu, @Alrobin, @Aurele, @BabyLoves And also @XFallSeane for his work in the website and @Weylon Santana for helping with events. Game trailer will be recorded with player battles and events during a weekend (date anounced on discord and social media previously). https://meganiaonline.com/ Why a new MMORPG? During my gamer career I have played in hardcore mode more than 500 titles, and although not all of them have been bad ... in general the experience could have been improved, for example: No pay to win aspects Transparency during development (updates are released almost daily on discord) Expect titles that are announced and never come to light Continue to provide content and do not abandon it after a few months of use Endgame more durable, healthy and with variety to do Interesting leveling and not an obligation to reach the highest level Immersive adventure, here if you die you drop unbound objects What is Megania Online? A 2d mmorpg that features classic rogue-like elements and top down rpgs. Well-defined, old-school classes (Warrior, Archer, Druid, and Wizard) Cartoon-type combat animations (Boom! Zap! WoW! ...) More than 45 skills Open world PvP (in the future there will be Battlegrounds with objetives) Map rich in treasures, mazes and puzzles Allow players to own their house wherever they want Skills by class, potions and runes to get you into adventure Very dark caves and importance of torch and spells Crafting equipment and consumables Much more! Since it is a solo project, my time to record videos and upload them is limited, so I cannot provide much gameplay (I spend about 10 hours a day developing it, sometimes even more). For now I prefer to focus on advancing with the content (maps, monsters and objects, to have an alpha with quality and fun). I encourage you to join the discord (or another social network) and see the progress from there, THERE IS NO SPAM, just an image, gif or daily / weekly entry. Social media Discord: https://discord.gg/FTjmeRE2UE Facebook: https://www.facebook.com/Megania-Online-2d-Mmorpg-109441028012278 Instagram: https://www.instagram.com/meganiaonline/ Twitter: https://twitter.com/meganiaonline Itch.io: https://andical.itch.io/meganiaonline I encourage you to follow the development and contribute your ideas and impressions! See you in MEGANIA ONLINE !!! Staff: Engine: Story: Multimedia:
    10 points
  3. Embedded Video Link added some click capabilities and right click menu actions best part is that it's all client side
    9 points
  4. Hello everybody. Lately I've been working with few people on a pirate Game using Intersect Engine: Pirate Souls. I am pleased to announce that it will launch an Alpha Release the 24th July. For a fan of 2D pixel RPG, it's a bit sad to realize there are a lot of ninjas Online RPG compared to pirate ones. That's how Pirate Souls began. So people can play a fan made pirate game. You will be able to follow different paths. Be a pirate, a marine or just a sailor. Pirates can form a crew, recruit members and have a bounty. Their goals are to have the biggest bounty and to find treasures. Like you may have guessed they also want to be the greatest of all the pirates. Marines work for the government. Marine members have ranks and they can evolve in the marine under different ranks. Their goals are to arrest pirates and keep the peace in the world by obeying to their superiors and the government. Sailors are not related to any groups and can be a member of the revolutionary army. Pirates and marines can decide to be a simple sailor during their journey. Players will have the ability to use different skills to fight. Each of them linked to one of the three specializations available: swordsman, fighter and sniper. There are also special fruits that give strange powers to the one who eat them. Those are called soul fruits. More previews in the hidden contents below ABOUT THE ALPHA QUESTIONS SPECIAL THANKS We are currently 4 active staff members: Dona, Erox, Rosetta and me, Shenmue Join Pirate Souls Discord Server Check Pirate Souls videos on YouTube Follow Pirate Souls on Twitter Read articles about Pirate Souls on Indie DB
    6 points
  5. Hello there! It's been a while since I've been developing systems on demand for some forum members, and i noticed that there is always some systems that most people ask for. Considering that, i've decided to open an Itch Io shop, where i can publish that systems for selling by a veeery cheaper price, this way, everyone is happy. Starting by one of the most asked systems of whole tile: The minimap system. (Seriously, if I made $1 every time I was asked for this system, I would have more money than the price I put in the store.) Its not a easy system to do and not very essential for users, so, most people decide to give priority to other systems instead of paying a high price on a UI element, forgetting the minimap by the way. BUT NOW THAT'S OVER! Here is a functional minimap for Intersect, where you can customize almost everything! Such as minimap size, window layout, icons color, size and pics!. Update v1.1 A new feature was added to set each tile color using the ground layer as reference automatically. This way, the minimap can be colorful or bit based mode. This configuration can be set by a boolean variable (true or false) at MinimapWindow.cs by source code. Also, you can configure your minimap however you want. Such like icons, colors, size, tiles range and more. Here are some configurations: Configuration examples A bit based minimap example using 4x4 icons where each element has a fixed color. Useful for showing attributes at big maps, such as blocks (red), enemies (yellow) and resources (green). A colorful minimap example using the ground layer as reference with 8x8 icons. Useful for highlight the map terrain and for show more quality icons. Requirements Intersect v6.2 or v7+. Git installed. Features Shows: Empty tile, Free tile, Player, Entities (NPCs/Players), Blocks and Resources. Window configured by a layout Json file. Minimap size configured by code. Icon colors configured by code. Icons customized by a png file and their square are automatically redimensioned by the file height, so you can adjust the icons size just by editing the image file. Compatible with map links. Default macro configured: M Key. Media Content The product includes: 2 git patches with the system (for v6.2 and another for v7+). A Readme.txt with installing instructions. A Quickinstall.bat if your Intersect got no merge conflicts. A License.txt A folder with default resources for MinimapWindow.Json and the minimaptile.png (icons). License With this patch you can: Publish games with or without financial intent Share your code with any member of your team With this patch you can't: Resell or redistribute any content in this product to third parties Acting in bad faith and passing or selling on a project, whether clean or not, for the sole purpose of distributing this content Terms As a buyer, you accept that: The system installation has been tested and works perfectly with a clean Intersect Engine project in versions v0.6.2 and v0.7+, if any adaptation or merging is needed, it is completely your responsibility. If you need to merge your code, the product contains step-by-step commands and a video tutorial reference to help you out. If your code has complex modifications or you are unable to merge the system yourself, or any problem with your specific project with this product will be charged a fee of $20 so that the support can perform the manual installation. This price is unique for how much systems you want (Of my shop). This fee will only be disregarded if it is necessary to modify the system for it works in your engine even if your source meets the requirements. Refunds will only be made if your engine meets the requirements and, even after the merge, the system does not work. Support For any problems or doubts with this system, add me on discord: boasfesta#8721. It will be a pleasure to help. Link to the shop: https://boasfesta.itch.io/intersect-minimap-system If Itch.Io worth it, I will be publishing more generic systems like this for sale at low prices. By the way, which system would you like to see in the store? Thanks and be safe!
    6 points
  6. Hi everyone ! I am in the process of making the category system for the articles! Issues progression https://github.com/Thomasfds/intersect-cms-unleashed/issues/8 https://github.com/Thomasfds/intersect-cms-unleashed/issues/9 More screens : New news design on home page : New all news list page : First part of this update is available https://github.com/Thomasfds/intersect-cms-unleashed/commit/4e9c5832d7034d10d2122b2957df6b8833ed3264 Read issues 9 for more detail !
    6 points
  7. Progress has continued without rest, among other novelties there are: - Monster raid system to cities - New missions - New zones Next on the list: Update interface and put some finishing touches on gear and skills
    5 points
  8. Intersect Demo Game Spawn in a small town, familiarize yourself with it's inhabitants, and proceed to protect your new friends by vanquishing the monsters all around you. Introduction This game was created by @Kibbelz in order to demonstrate: Custom graphics created by @George, @Xeno, @Zetasis, and @PixelFox which are now the defaults for the engine itself. Custom UI provided by @Aesthetic Basic features/capabilities of the Intersect game engine. Hosting quality and reliability of Intersect Hosting Solutions. Due to the nature of this game, expected playtime is only 2-3 hours. It is highly recommended that you grab a friend when trying to conquer this small world. Story There is no real story at the moment, but I can outline how the game currently works and how I hope to expand moving forward. Immediately after creating your character you spawn washed up on a beach. You have no memory of your past, your family, where you came from, or how you got to this strange little town. You don't have any money, or food, and you're lucky a random guy on the beach is willing to part with some of his clothes. You're stuck in this little town, so you better get accustomed to it. In our Demo Game you will be given various quests that lead you out into the forest to the west, the graveyard to the north, and the cave to the south. In each of these locations you have loot to find, mobs to kill, and bosses to conquer. If you look around you will find the alter-egos of many AGD veterans including myself (JC), Kibbelz, Damian, Panda, Zetasis, Murdoc, Geroge, PixelFox, and more -- we all have short little quotes about the game and our game dev community. Once you conquer the bosses in each of the PvE areas you've beat our game, but don't take on that task lightly, it is super hard to kill mobs in our game -- we've designed it this way to keep people playing/grinding in hopes that they would play longer and help us discover more bugs in the Intersect engine itself at the same time. We highly recommend you bring a friend into this little adventure, and let us know what you think in our discussion boards. Media Download Click here to download! Continued Development No further development on this game is planned/expected at this time. It isn't something I can dedicate time to with other projects I am working on alongside the engine itself.
    4 points
  9. Profanity Filter Plugin Description: This is a cut down remake of the following topic: There's currently (to my knowledge) no way to mute/ban people so I had to cut some features. What this CAN do however is pretty simple.. It filters naughty words from chat! NOTE: This plugin supports wildcards, but do be careful as a wildcard does not stop at the end of a word! For example, the filter b*tch would filter this entire sentence: Because I like streaming on twitch Features: Filter words from chat messages. Block character creation when users enter unwanted words. (v1.1+) Configurable word list. Wildcards in words. Configuration options for filtering only chat messages or character names. (v1.1+) Configure what character is used to filter words from chat (v1.1.1+) Media: Download: Version 1.1.1 [Download] Version 1.1.0: [Download] Version 1.0.0: [Download] Or view the Github repository over [Here] Installation: Download the above file. Extract the folder into your Intersect Server\resources\plugins directory. Modify the config.json file and add any words you would like to have filtered out from chat. Run your server!
    4 points
  10. IMPORTANT! You must build your apps from the most recent upstream/development branch in order to have all the fixes and usages shown in this guide so it runs properly. You must also follow all the nuances or else your plugin may not work, so I highly suggest you use the In-Depth guides first. Introduction FAQs Plugin Capabilities Plugin Overrides and Callbacks Client Plugin Script Template Client Plugin Guide w/ Discord Example Adding Custom Packets and Handlers Conclusion
    4 points
  11. Video of game in progress with semi-random dungeons (seeds), game settings/character rolling, light/food system, and general idea how everything plays.
    4 points
  12. UPDATE v1.1 An optional feature was added to use the ground layer as reference to set the minimap tiles color. Improving the map terrain rendering.
    4 points
  13. Custom Web Buttons Plugin Description: This plugin lets you configure custom buttons that can open a website anywhere* on the existing GUI. It's configured through a relatively simple configuration file that simply stores all the buttons and their properties and will on-runtime create all relevant buttons that it can. *= Objects that are not named in code (such as the main menu background) or are generated at run-time can not be used as a parent control. Basic rule of thumb is, if you can find the NAME of an object as a Json file or IN a Json file you will be able to use that as a ParentControl! Features: Add buttons to your GUI anywhere! Configure the website these buttons open at will. Customize the location, alignment, size and image of these buttons. Media: Download: Version 1.0.0: [Download] Or view the Github repository over [Here] Installation: Download the above file. Extract the folder into your Intersect Client\resources\plugins directory. Modify the config.json file and add any buttons to your UI as desired! Place the button images in the supplied Assets folder. Place the button sounds in the default Intersect sounds folder Run your client and witness your new buttons! Objects that are not named in code (such as the main menu background) or are generated at run-time can not be used as a parent control. Basic rule of thumb is, if you can find the NAME of an object as a Json file or IN a Json file you will be able to use that as a ParentControl!
    3 points
  14. Been working on a wikipage for my game Not completed yet as some parts is not complete and some graphics will be changed.
    3 points
  15. Hey guys! I just created a new YouTube channel and am in the process of making some game development tutorial YouTube videos. These videos will vary from graphics, sounds recording, and music to tutorials on how to use Intersect Engine. I figured I would make one topic to post them all instead of making a topic every time I post a new video/tutorial. Video 1 : How to cast shadows from objects in your game world: NON VIDEO TUTORIALS: Spin the wheel event tutorial: Feel free to post feedback, comments and suggestions. We can use this topic as a way of keeping track of witch videos you guys really want me to make as well. Feel free to subscribe
    3 points
  16. https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/703f438dfe63549fa8adc37ea91954c8.mp4 Did this after some learning. Events are just simple ways to learn spells. Mobs are just random mobs to test spells. Boss Mom is my wife...OP OP shoots fireballs, heals, yep. Just trying to learn the basics so I can work and grow on my own actual games! Thoughts and suggestions are always welcome
    3 points
  17. Alright so really you need to start in the animations editor. Here is a fireball animation I stitched together myself. Place it in your Client & Editor>Resource>Animations Save your project and restart your Editor. Once open, navigate your way to "Animation Editor" Set the Graphic to the Fireball and copy the settings. Once you have that set up you can save and open the projectile editor to follow the previous guide I linked.
    3 points
  18. Once you create your character, you enter the "Hall of Champions" to build your team. Clicking on any of the character portraits brings up this menu to help you decide:
    3 points
  19. OniSensei

    Admin Tool

    Hello again, so I was making an admin tool for myself and decided to just share it. It uses the API to fetch and change data withing your game server. This is also far from completed and may very well be buggy. Thanks xD Preview: Download: https://github.com/OniSensei/Intersect-Admin/releases/download/1.0.0.0/Amin.Editor.zip Source: https://github.com/OniSensei/Intersect-Admin Read the readme for more information.
    3 points
  20. Blinkuz

    RPG Balance System

    Wow at the time of helping you I thought it was just a simple practice for you, I did not think that you would make such a complete and useful tool, congratulations on your work.
    3 points
  21. Embedded Video Link super primitive targeted ranged attacks
    3 points
  22. Do i feel some tibia vibes? oh boi who doesn't enjoys that classic feel ! Looking great so far!
    2 points
  23. IntersectCMS Rework Unleashed Hi all ! I am currently working on an improved version of the CMS which has not been up to date for a while. I'm not going to re-explain all of the basic CMS content so I'll pass the link to you. I have currently reworked a large chunk of the code, you can access the github here and cms website here New repo is here => https://github.com/Thomasfds/intersect-cms-unleashed The guide : Installation guide (update in progress) Update guide Remove language in URL Local work Create custom customer Change default language (in write) Change background image (in write) Change color of website (in write) If u want another guide don't hesitate System Requirements : PHP 7.4 Mysql 5.7 Warning : If your game is modified from source, check that the API is still functional, before installing the CMS. The new CMS requires you to read the installation guide carefully. Please share the production log in var / log / prod in case of bug! Special thanks for : Game The Walking 2D for first website to cms v2 @magehernan for issues reports Game Dragoon World for multiples bug fix in v2 Game The Celtos for bug fix v2.1 pre-release. @Andical for bug fix in 2.1 launching day and spanish translation. @Authentic for many bug report in 2.2 launch day @HelenaToDev and @Andical for many bug reports during the development of 2.2 Thanks ! if I forget people tell me in private !! Actual Version : 2.2 Customs Systems I can develop a custom system for your site related to your game according to the feasibility of the request. A custom system is not free and will depend on demand. List of games running with the Unleashed version: List of games running with the Rework CMS V1: Primary Website of developpement for Rework CMS (V1)
    2 points
  24. Hi all! With my new job I have a lot to do but I do not forget the cms. The 2.3 is still planned and will be available soon, as far as the rest is concerned it will be mainly optimization. I currently have no novelties available on the api side to propose something more. I will try to find via the sources the right queries as far as the guilds are concerned, and the game logs for administration. The rest of the updates will therefore be for maximum optimization and bug correction I will also start fixing the possible seo-related problem so that your sites are better referenced on search engines. I am open to any custom system proposals. I will soon add more to the cms documentation on the cms website. If you want to display your game on the home page of the site send a private message. I am also available to help you fix the various problems you may encounter. As some have noticed, I am very invested in debugging so that you have a clean and optimized site.
    2 points
  25. The problem was solved in the evening 😊
    2 points
  26. Not natively, although it doesn't strike me as anything that would be incredibly difficult to implement. Basic steps to implement it would more or less be like this: Add ''MaxDurability'' and ''Durability'' properties.. Add Editor field to set maximum durability Reduce durability on weapons when damaging enemies, reduce durability on armor when hit. Add option to repair gear. Gear Durability is generally used as some measure of economy balancing act though. Not just to annoy the player, so it does need to strike a fine balance.
    2 points
  27. So after of running this for a few years, I have decided to moonlight the games directory. DarkStory and @YoshiGirl got a ton of use from it, but outside of that one project most other games setup pages and then they were not used. It's lack of use does not really justify the work of upkeep and all the custom code required for it. In two weeks I will be shutting that down and going forward we are going to stick to one topic per game in the Games forum which as always can link to the discords/forums for those games' respective communities. After removing the games section I will focus on upgrading our forum to the latest software and bringing some new forum features online that IPB is providing.
    2 points
  28. They’re making an rpg using rpg maker and some plugins, this is not something made with intersect.
    2 points
  29. 2 points
  30. Hey guys, my name is Weylon, and I've been hanging around the forum here and there, I'm an old user. Today I'm starting a youtube channel aimed at Intersect, because there aren't that many tutorials on youtube, due to its popularity. The focus of the channel will be to teach all the features of the Intersect quickly and simply, the goal will be that all videos contain approximately one minute of explanation to be to the point and as simple as possible. Because I am Brazilian I will speak in my native language in the videos, but I will support the videos in English (with subtitles) so that other beginners from other countries can enjoy the content. I will update this topic with every new video. If you support this initiative, and have questions about the engine, you can get help here (of course), but you can also get it through the video comments, If you support this initiative, subscribe to the channel, all comments and constructive criticism are welcome. The channel will be aimed at people who do not know how to program (like I'm) or are in their first contacts with Intersect All content will be based on my knowledge, current documentation or explanations in the wind (what developers are talking about here or there), If you are more experienced than me, I accept your help with video tips, content and so on. Game Developers As I always need to be in constant search of content for the Intersect, often when I'm explaining something, I can (or want to) leave a gameplay of a game running in the background of the video. So if you have an online game running, feel free to send it to me along with your game logo, because in those moments I mentioned, I'll leave your game running in the background with his logo somewhere, and of course , link to your game in the description, thus strengthening the engine's popularity a little, always showing games made with the engine. Videos List Thank you all for your time and attention.
    2 points
  31. Update - new video added on Videos List. #003 - Upgrading
    2 points
  32. Beast Boyz

    Wild Spirit Online

    It's been 3 week but not as much productive as i wanted, still, there's some advancement in the main hub, 4 of the minihub are ready, in the order from top left to down left : Jungelheim, Volkenheim, Mournelheim and Dessenheim. Next is Top right !
    2 points
  33. download http://knightageonline.com/ This game has a very compact and beautiful terrain block. Move without being entangled cross platform from java to windows image of game PVP PK download http://knightageonline.com/
    2 points
  34. Today i'm added more Hotbar slots
    2 points
  35. Update - new video added on Videos List. #002 - First Steps
    2 points
  36. Beta 7 Performance and Feature Updates (a.k.a 'The Leafling Wrap-up') 4/24/2021 Preface People are always asking how many simultaneous players can Intersect handle this writeup will go on to tackle that question somewhat. Unless you've been living under a rock you probably know that Leafling launched on Steam in December. Despite a rocky start, Leafling's launch was very successful with peak online players hitting a highs in the 190s-200 range despite lots of performance issues and constant server crashes. This was the first opportunity to really work on performance profiling, debugging, and improving an engine with thousands of daily users so I volunteered to help improve performance and fix bugs within Leafling given that the solutions would be back ported into Intersect Beta 7. A lot of the qol, looting, npc logic, and other misc updates were done by @Cheshire - so big thanks to her, and other performance fixes came from @panda as well, so everything below is entirely a team effort. At this point in time Leafling is running very well, the server can run for days on end without crashing, and game performance is as good or better than ever. All the updates that we've made to Leafling (and some unintended ones) are already in B7, or will make it into 0.7.0.112. This thread will go on to list and detail most of the changes made in Beta 7 since December. I figured that we outta get these documented/published somewhere here on AGD. Special thanks to @Aesthetic for letting us use Leafling as a guinea pig, who never complained, even when we released chains of updates that seemed at the time to be making things worse and worse. There is a TLDR at the bottom if you find that you don't care about the specific details. Thread Pools & Multi-Processing (Ref 1) Server architecture redesigned around thread pools Thread pools will spin up threads as needed and each thread can run on a different cpu core allowing for full usage of todays processors with 8, 10,. 12, 16, or more cores. Each thread pool can be configured, you define the minimum and maximum allowed threads. There are three main thread pools in Beta 7 Logic Pool: Handles map updates, and allows multiple maps to update/process at the same time. Network Pool: Handles sending, receiving, and processing packets. Database Pool: Handles most database operations such as saving players, writing logs, and more. Network & Packet Updates (Ref: 1, 2) Serialization: Replaced Ceras as the library we used for packet serialization with MessagePack-CSharp because some of Ceras' unsafe memory allocations would crash under Mono (on Linux and Windows) Compression: All packets are compressed now because there are some users who still have <1mbit up/down here in the US, and without compression we would effectively DDOS those players with general game/entity/combat updates. Auto MTU Negotiation: The Intersect server will communicate with clients upon connection and negotiate the best MTU value possible instead of assuming 1400 or so. Honestly no noticeable performance difference came from this but it doesn't hurt to have. Reliable vs Unreliable Sending: Some packets are now sent unreliably, which means that we don't care if they get lost like combat action messages. Every packet we can send unreliably takes load off the client and server with keeping track of packets being received and the order they arrive in. Batched Updates: For some packets like vital, stats, and status updates, the server will wait (maximum 50ms) and send grouped together in one larger packet instead of hundreds or thousands of updates in real time. This leads to the same information making it to the client without a perceived delay and cuts down on network traffic and processing requirements significantly. Database Updates (Ref: 1) We're finally using Entity Framework (our db interface) properly! Db connections are created for short operations (like logins) and then disposed of. Resolved rollback issues where players would lose exp and levels. Resolved an issue where players who have logged out would be kept in memory forever. Huge performance improvements/gains. Client Updates (Ref: 1, 2) Cycle through targets with auto target (default tab key) Esc key closes open windows Enter key progresses through dialog windows where applicable Entity box (hud) is static Memory leak fixes in entity box & party menu Fixed crashes/performance issued caused by Tooltips Server announcements are shown on screen Map Item/Looting/Bag Updates (Ref: 1) Server config.json will allow you to set a loot radius in which loot will show up in the loot window and can be grabbed from. Dragging items from inventory into bags work instead of right clicking, and you can drag into specific/desired slots. When withdrawing/depositing/selling/dropping items the existing quantity is automatically populated into the numeric input box instead of 0. Event, Player, and NPC Upgrades (Ref: 1, 2) Dozens of event processing, conditional checking improvements. Change name event command Reset radius for npcs Movement type static for npcs (never move, even when engaged) Individualize loot option for npcs (intended for bosses) where all attackers and their party members can receive individual drops. -- Now togglable via the Npc editor Use caching for event positions allowing quicker lookups General optimizations to the player update function Combat Updates (Ref: 1) Stat calculations fixed Npc targeting/logic updated to be smarter Server config option to disable combat messages being shown in the chatbox Hotbar will autocast if a hotbar key is held down API Updates (Ref: 1, 2) Users Search and sort users list endpoint results by name or email address Change user names Delete users Track registration dates, last ip address, and total playtime Players Search players list endpoint results by name and email address Sort players list endpoint results by name or rank Change player names Delete players Track creation dates and total playtime Chat Logging (Ref: 1) Thanks @Mighty Professional for this one! If enabled chat messages will be logged to the logging database. Chat logs can be retrieved and viewed using sqlite viewer or via api endpoints Metrics Collection (Ref: 1) If enabled in the server config, the server will keep track of how fast or slow it's running. Includes stats on active maps, players, entities (players + npcs), events, map update times, thread pool utilization, packet counts, bandwidth, and more! Metrics can be fetched via the API and used in external applications for realtime performance monitoring. TLDR; Key Takeaways We've now had an intersect game with over 190 simultaneous players, and I'm confident that it can handle more! The Intersect server is now optimized to take much better advantage of multi-core and multi-cpu systems. There are a few new features and quality of life updates. I'm sure I missed a dozen or more changes in this list, we changed so much in short amount of time in order to optimize performance. We're still cleaning up a bit from all these changes, but Beta 7 is already far superior to Beta 6 if you are planning on publishing your game to have dozens or hundreds of players online at a time. Excited for other games to launch on Steam and test Intersect's capabilities further! Going Forward The plugin system is still a goal of ours to get running well, right now it's in bad shape but we will be getting back to working on it. Outside of that the next major feature I intend to tackle is Instancing. I'll also be sharing more details on my side project (Intersect Dashboard) very soon with closed alpha/beta signups.
    2 points
  37. @gooby I finished reading and writing your tutorial today, I loved it, I'm not a programmer and I barely know how to program, I only know very basic concepts and the way you explained I understood everything perfectly well, I could even put the button inside the game (if (lifecycleChangeStateArgs.State == GameStates.Menu || lifecycleChangeStateArgs.State == GameStates.InGame)) ( just to test if it would work and it did). Thanks for your time in doing this. I would like to know (in case you want to add it in your tutorial in the future as an optional thing), how to generate those json files that are generated in the gui so we could change the position of the button through the json file, how does it work for the rest of the interface? It would be possible?
    1 point
  38. Hello, I was curious if there was anyway that I could run multiple server executables so I can have a server running for example, in South America, America, Canada, and etc. If there is anyway that I could be able to do this than I would greatly appreciate it, thank you very much.
    1 point
  39. Goob job ✊🏻
    1 point
  40. Old topic, i know, but this may help one to another dev seeking for specific jobs to be done. Never simply trust the word of someone you don't know behind the screen, there's 3rd parties out there dedicated to help artists and coders with freelancing jobs of every kind, from art, music, coding, etc. I recently walked upon Fiverr (I don't wanna to sound like i'm advertising it uhh ) and its pretty safe to use, considering that the artists will do their job as long as you pay though the platform, which basically works by building levels of trust among the freelancers and the communities. No freelancer will try to scam you there as they are individuals trying to get good reviews and rates on their commisioned works in order to increase their sales, and anything sus will make the fiverr system to jump and check over everything, to the point that if you get some proof like the one you got in this post, regardless the self claimed "artist" not doing his job as promised, you can simply get your money back then. As for other things like .patches that some devs may share or sell in platforms like itch.io , you should be good as well, since they can be pretty strict in such platform if something you purchase doesn't match with the product description.
    1 point
  41. This would be a decent place to start looking at: https://github.com/AscensionGameDev/Intersect-Engine/blob/main/Intersect.Server/General/Formulas.cs
    1 point
  42. So first off.. you need to make a "resources" folder inside the updater folder, and put everything in there except for the update.php file, the .exes, and the .pdbs. So the file tree looks something like: updater/ update.php Intersect Client.exe Intersect Client.pdb Intersect Editor.exe Intersect Editor.pdb resources/ animations items gui packs etc Secondly, check and see if there is a file called error_log inside your /updater folder. The update.php script sees one, but that might be something hidden/inaccessible that your host has.
    1 point
  43. It wasn't, because the way it was implemented was up for debate and needed a better implementation. (Something with a table to store the tags in so we could more easily reverse search rather than going through every object and string checking them)
    1 point
  44. Most of it can be handled in the "Spell Editors" If you are looking to add a fireball projectile I recommend reading:
    1 point
  45. OniSensei

    Admin Tool

    Thanks I’ll update it to read as a long rather than int32
    1 point
  46. Cheshire

    ask about database.

    For Player databases: You can't. You'd likely need to take out the DB handling from the server and make a new application that functions as the database layer, then have your servers speak to that application if they want to access the database. For gamedata: Just make a copy of it.
    1 point
  47. Hello everyone ! By wanting to go too fast the day of the release of v2.2 I forgot some files in the installation zip which was updated. The SQL queries have all been corrected thanks to @Authentic for your help! I will write a guide on the cms site to change the default CMS language. Thank you all for using it and remember to report your bugs in private and make issues on the project's git if I don't all respond immediately !!
    1 point
  48. Last week we revealed the composer that will work with us on Dolus ! You can check out the demo sound he made for the Denial level : https://twitter.com/DolusTheGame/status/1405910676917215238
    1 point
  49. Hi all, I will also add in the administration the page that will display all the transactions made on your site depending on whether it is a credit reload or purchase of an item in 2.2 I would also like to take this opportunity to announce that a PayPal version of the point purchase system will be available very soon for 2.2+ This version will separate into "plugins" in a git separate or only the files concerning this version will be created. (Controller, templates and possible sql update file). This will be the first payment system outside of dedipass. A next one will come under the same base with Stripe and surely much more. You can also help me to support the project and its continuation by making donations on PayPal. https://paypal.me/thomasfds I will add on the cms site the different paid services that I will provide for the cms (installation, update, custom system). Good day everyone!
    1 point
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