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Showing content with the highest reputation since 06/14/2020 in all areas

  1. 9 points

    Today I did this on my project...

    Hi Guys!! I'm working on City buildings... look we got a Bank, Blacksmith, shoe workshop, tailors workshop, jewelry shop.
  2. 9 points

    Today I did this on my project...

    still a WIP, but pretty proud on the result so far, passive pets:
  3. 9 points
    Ainz Ooal Gown

    Today I did this on my project...

    Been working on UI lately. Still not finished as going to change font then align text for numbering in character menu, as well as character entity box needs to change so it displays _idle and show correctly in character menu.
  4. 8 points

    Today I did this on my project...

    Some of my new features:
  5. 7 points

    Today I did this on my project...

    Embedded Video Link sadly no longer using Intersect for my project but, I finally have a working depth system for Tales of Tria.
  6. 7 points
    Hello guys, as I am following The Last of Us part 2 on youtube [because I am not rich], I was delighted with their system of spreading letters with passwords [usually numbers] so that safes are opened. So why not bring that to the intersect? Using events we will reproduce this. ATTENTION - To understand this tutorial it is extremely important that you understand the @wishy tutorial on variable strings. [click here] This tutorial is basically a simple example of what can be done with his tutorial, using only 1 variable [essentially] so... both variables must be string (you will understand step 4 of the image above if you see the tutorial I mentioned above.) (correction = price - prize*) step 6 of the image above. when chest empty Wishy said this in his tutorial and I will repeat it here - all events must contain unique names so that there are no conflicts. This is an example of what can be done, much more can be done, such as putting a password in the players' chest, password set by the players, guessing games, among other things. Use your imagination. Any questions can post below. And I would like to thank Wishy, who with that tutorial opened up many possibilities and my knowledge about the variables. I like to learn new things. xD Result ingame Embedded Video Link Edit - The chests will not reset when you restart, probably also when the server restarts, remain open. You can rest easy.
  7. 6 points

    Wobby Cursor Fix

    If anyone else is as annoyed at the wobbly cursor as I was.. you can fix it inside Client Entity.cs by adding Math.Ceiling to destRectangle.X = (int)Math.Ceiling(GetCenterPos().X) destRectangle.Y = (int)Math.Ceiling(GetCenterPos().Y) under the DrawTarget function. I'd submit a fix for bugs but I am not at my normal computer and I do not have access for a while. Damn that wobbly cursor drove me nuts, surprised I took this long to finally fix it.
  8. 6 points
    Cave of Sorrows - Lv 10-15
  9. 6 points

    Today I did this on my project...

    Like this?
  10. 6 points
    Patch File <-- Open in new tab, right click, and save as... Ok, so I don't know if you have modified the EntityBox.cs file or the HotBar.cs file, but I am going to give you a patch file I just made that should work. If it doesn't apply, I will try to help you modify the code to make it work if you are having trouble. The patch file pretty much just moves anything related to the ExpBar over to the HotBar.cs file. Since the ExpBar is only drawn for us, we can completely remove it from the EntityBox.cs file since we don't need to draw it for other entities. In addition to moving some variables and methods over, it also deletes the section of code that runs the update method since we need to update it in the HotBar.cs file now. Along with that, it removes any lines of code that hide the ExpBar if it is an entity other than ourselves (since it no longer exists in the EntityBox). As for how the json files work, when you create an ImagePanel, Label, or other similar objects, you specify the parent object that it is attached to along with the name you want displayed in the json file. When looking through the json files, you will see that some things are children of something else, thats because those children used that object as their parent in the code. So something like this: ExpBackground = new ImagePanel(HotbarWindow, "EXPBackground"); Creates a new ImagePanel object named ExpBackground with the parent HotbarWindow and is named EXPBackground in the json file. When you modify the bounds or alignment of EXPBackground now, it is in reference to the HotbarWindow. At the end of the initialization, the code will deserialize and you will get the resulting json file. Once you apply the patch and build, you will need to modify your HotbarWindow.json file to fit your needs. I would recommend keeping a backup of the original TargetBox.json file so you can reference the width, height, and other settings of the ExpBar since after you build, it wil be deleted from TargetBox.json. Hope this helps and sorry I'm a bit late, just saw this about an hour ago. @ me if you have any questions and I'll will try to help as much as possible.
  11. 6 points
    I was playing around with a tileset I found thats Pokemon like, what do you think?
  12. 6 points

    Today I did this on my project...

    Created a version of hell for my game, all players go to hell on death.
  13. 5 points
    I've seen a couple of people asking about this, and since there isn't going to be an instancing system in Intersect any time soon I decided to show you guys how to lock a map when there are people in it already. First you want to think about what the system needs to do: 1. Lock a map when a person is in it 2. Open up the map when a person leaves We're working with global variables here because the map needs to be closed for everyone. So the base system is simple: In our example we have a door leading into a private dungeon and the dungeon has an exit door for the player to leave through. Variables needed: Global Boolean Variable: RoomLocked Player Boolean Variable: IsInRoom Event to enter: If RoomLocked = 0 Set IsInRoom = 1 Warp Player to map Else Text: There is someone in the room. Event to leave: Set RoomLocked = 0 Set IsInRoom = 0 Warp player Add to Player Login Event: If IsInRoom = 1 Warp Player Yes, I can already hear you moaning and whining: What about when players log off, or die? What then huh? Your system will break. I have only one thing to say about that: Fuck you. There's actually a super easy trickster way that requires just a little bit of 'out of the box' thinking and I'll tell you for 5m OSRS GP. So please send me after you read this: Autorun Event in the Map: Run condition: Roomlocked = 0 Set RoomLocked = 1 The trick is that this event will only run when people are in the map. A map event won't be loaded otherwise. It will also only run if something sets RoomLocked = 0. So it won't be constantly running and putting strain on the server. Now, we have to change our first event slightly to make use of this system: Event to enter: Set RoomLocked = 0 Show chatbox text: Checking the Room Wait 3000ms (This will give more than enough time for players inside the room to trigger the map event and set the RoomLocked = 1.) If RoomLocked = 0 Warp Player to map Else Text: There is someone in the room. Enjoy, and remember to give credit and OSRS GP! NOTE: I wrote this off the top of my head, so please test or let me know about any bugs.
  14. 5 points

    Advanced Fishing (Tutorial) Events

    Advanced Fishing Tutorial using only Intersect Events! Features: Animation and Sound effects (Cast/Reel) Cast Speed Choose between: Slow Reel - High Chance to Catch; Low chance to Keep Bait, Steady Reel - Even chances, Fast Reel - Low Catch chance, High Bait Keep) Plan to add Pole Break chance as well. Fishing Skill system Skill Effects Loot, Catch Rate, Fishing Pole type use. [Catching gives a chance to level your skill, the higher your skill, the slower the skill increases] Bait Uses bait per cast, chance of loosing bait based on Cast Speed Random Loot Based on Fishing Skill and Random Chance Scalable Event is scalable for: Loot based on Skill, Catch based on Pole, Bait Based on Pole Requires Items: Items can be changed. Wooden Fishing Pole (Fishing Pole) Raw Meat (Bait) Goldfish (Loot #1) Bottle (Loot#2) Worm Shirt (Loot#3) STEP 1: (Creating Variables) STEP 2: (Checking to see what Fishing Pole is equipped, and if the player has Bait) STEP 3: (Fishing Loot) Fishing Loot Variable: STEP 4: (Does the player keep the bait or loose it) Fishing Bait Variable STEP 5: Fishing SKill (Check to see if the player gains a fishing skill point) I will come back and clean this tutorial up, it's a bit complicated and maybe confusing. I also had a few whiskeys tonight.. I appreciate this community and I am trying to give back, please let me know if something is unclear and I will help you! Sample Video:
  15. 5 points

    Today I did this on my project...

    I created a Fishing system with the following features: (uses only Intersect Events/Variables) *Animation and Sound effects (Cast/Reel) *Cast Speed [Choose between: Slow Reel - High Chance to Catch; Low chance to Keep Bait, Steady Reel - Even chances, Fast Reel - Low Catch chance, High Bait Keep) Plan to add Pole Break chance as well. *Fishing Skill system Skill Effects Loot, Catch Rate, Fishing Pole type use. [Catching gives a chance to level your skill, the higher your skill, the slower the skill increases] *Bait [Uses bait per cast, chance of loosing bait based on Cast Speed] *Random Loot - [Based on Skill and Random Chance] *Scalable [Event is scalable for: Loot based on Skill, Catch based on Pole, Bait Based on Pole]
  16. 4 points
  17. 4 points
    Hey, you need to change: "AutoSizeToContents": true, to "AutoSizeToContents": false, This means it will not autosize to box (which starts from the left) and will make in central. When you do this make sure the box has enough room: "Bounds": "4,59,20,20", 20x20 seems decent size. I take no credit as it was @wishy that told me
  18. 3 points

    Today I did this on my project...

    It's my work, but my pixel artist work. Different hairstyles in minish cap style for players
  19. 3 points

    Today I did this on my project...

    Not much of a Spriter, Hairstyles and Outfit taken by looking at a picture and turning it into sprite form. (Currently Working on Male Sprite) Hair colors are still being decided on by Server, if you have a request on a color you want. DM me a color code, ex. Black would be #000000 and White would be #FFFFFF. Hair palette colors are currently: Brown Jet Black White As an added bonus, top two players who win the Meme Competition will get a exclusive equip once the game is released.
  20. 3 points

    Documentary of Runescape

    I found this on youtube and thought I would share it with you guys, thought it was interesting
  21. 3 points


    Beginning You start off as a spirit wandering a strange dimension. You are reincarnated into a world, that throws dice?! The land who is governed by two entities, Aundrea a Fox Spirit and Eridonis a Rabbit Spirit. A play on words mixing two Japanese names together. (Usagi/Rabbit) and (Kitsune/Fox). Either you choose to be a Villager and harvest, mine or fish to gain a living. Or be a Adventurer and take on quests and defeat monsters and evils. OR Choose the path of Justice and remove all Corruption in the land of Usatsune. Choose the path of Corruption delete all those who abide in there false Justice. Choose the path of Neutrality why not be a normal person let others do the hard work. Intersect Engine Solo Dev, Just killing time atm Currently Working On: Mapping (15% Complete) Assassin Corp Info. Events throughout all the quests you take you will probably bump into one of these hooded characters, you are warned before hand if you wish to part take in the event. If accepted prepare for a Dead End (Means a Honor/Level Reset). These bosses will be no joke. A dangerous crew that are ranked by chess pieces. All dangerous and people you should try to avoid at all costs. Defeat the Board Master before more chess pieces awaken. Candidates will have to be maxed Honor/(Level 30) and Max Corruption. Also don't forget: The others bosses as well, depending on where your path may follow. Currently Working On: Map - Usatsune Village (Will Update This Image.) Date Log: 2020-07-02: 5:42 PM EDT
  22. 3 points

    Copy and Paste Lights

    Edit -> Select -> Current Layer Only
  23. 3 points

    Today I did this on my project...

    Was bored one day, cant wait to edit the UI.
  24. 3 points

    Chest Tutorial [with password].

    glad my little tutorial helped at least 1 person Thanks for the mention!
  25. 3 points

    Today I did this on my project...

    I have make a simple Kihoha animation, elec animation on player and SSJ3 attack and cast anim ^^ (with mapping)
  26. 3 points
    Decided to completely redo my map design. (for a few reasons) It's taking a lot of time and is nowhere near done but thought it was interesting to see the difference so far: BEFORE: AFTER:
  27. 3 points

    Monster talk , speak

    I believe someone's made a mod like this for their own game. But it shouldn't be too hard to do if anyone else feels like it. Would be nice if there was an option to add a few options to an NPC, ie options for random lines when idle, options for random lines when engaging in combat and when attacking / dying.
  28. 2 points

    Wobby Cursor Fix

    So, it might not be as obvious with the default intersect cursor. That said, those things stick out to me. Here's before and after. The reason Math.Ceiling works, is because if your graphics are divisible by 2, I am assuming it is attempting to chose one of the two center pixels to place the cursor, and that changes because it isn't a central pixel. By using Math.Ceiling it chooses the higher of the two pixels.
  29. 2 points

    dungeon system global variable

    @Jackson Do this: Create a Global Variable of the type Boolean and set it to false and call it "DungeonCheck" or whatever you want to call it Make an event on the gate for the dungeon that has this. Conditional Branch > Dungeon Check = False - Prompt the player if they want to enter the dungeon - If Yes: Teleport Player in Set Dungeon Check = True - If No: Do Nothing If Dungeon Check = True Tell the player someone is already in the dungeon Boom done. On the finish line of the dungeon, teleport the player out and change the variable to False again. Not sure how to handle the dungeon if the player logs out or dies tho. That is a completely different system for now.
  30. 2 points
    If you load only 3, what happens when you stand in the corner of your map? Also, what's the point of making huge maps and then loading less of them at the same time? That seems worse than the current system.
  31. 2 points
    Anyone else want a tutorial for this :D Its awesome!
  32. 2 points

    Kash Shop - Mouse Scroll

    add if (HoveredControl == null) return false; to Intersect.Client.Framework\Gwen\Input\InputHandler.cs line 411 Scrolling in friendslist is behaving a bit quirky after this, but at least it won't crash anymore
  33. 2 points
    One of the bosses I created. Just need to get her hopping on a throne, for her Queens Throne Ability and a snap of fingers for Princess Authority. Then shes a ready boss for all them corrupted to murder. So far, she has her Storm Blade Spin.
  34. 2 points

    Random system

    of course its possible with source edits wishy made a source mod a couple months ago but it seems he removed it for some reason. here are the threads, maybe they could be of some use? EDIT: also even though it seems the patches have been suddenly removed, you shouldnt apply old patches cuz it could just break your game, but you can still take a look into them to get an idea
  35. 2 points
    Hey buddy, thanks for the patch it works perfectly!! Really appriciate it
  36. 2 points
    Wow, cant believe I missed that. Thank you, worked like a charm
  37. 2 points

    Dev Log - 6/27

    Hey guys, just updating this section to inform you guys that the official beta release date for Leafling is July 15th at 5:00PM EST. You can find more information pertaining to the release on our website and Discord. I'd also like to dive into a new feature we've added that we think will drastically improve the fluidity of gameplay and combat. Dynamic 360 Projectiles + Target Acquisition Now, when casting spells or firing ranged weapons that use projectiles your character will turn to face your target and aim the projectile at the target's position current position (on cast time end). These projectiles can range in hitbox size as well as apply on-hit effects. I'm going to end the log short here because I will be going into more detail on the main game page as i update it and add new information. Discord: https://discord.gg/CWZYdRF
  38. 2 points

    Sacred Stones

    The Story: Long ago, when the world was dark and void. A God descended to the planet to create the perfect world. From the mountains to the rivers, this God had placed. From the creatures to the animals, this God had placed. This God created even the light, there is no darkness to be found, except that of His universe. This God created men, and women, but once men and women were created, this God found it hard to control His world. So He created Angels to help with the controlling of this world... Then there was a fight in the universe, for one of the Angels (which it's modern day name is the (Dragon King)) betrayed the God, and created deception which led to destruction in His world. Man went against each other, women went against each other, even the animals went against each other. God then cast the Dragon King away from the world and bound it with 6 Stones and placed each Stone deep inside the world's modern day Caverns and Dungeons; However when some of the other Angels learned that God had cast the Dragon King with 6 Stones, they had also betrayed God and descended to the world to gather the 6 Stones in an attempt to free the Dragon King. God can not allow this to happen because if these Angels get the 6 Stones and release the Dragon King. The planet will be consumed by the waters that he can call upon... So now; God has chosen many men and women, but only needs one man or woman, to get ALL 6 Stones at any cost, even if it means mass bloodshed in the planet. for all 6 Stones need to be given to God to cast another demon away. Will you be the one to get the Sacred Stones??? TD:DR Story God created 6 Stones to bind the Dragon King away from the planet which caused deception and destruction. God placed each Stone inside Caverns and Dungeons and now God needs all 6 Stones back... Will you be the one to get the 6 Sacred Stones??? The Concept: The Stones: Being that there are only 6 Stones in this world. Players will have to engage in PVP to take a Stone they need from another player to achieve getting all 6 Stones. The coding is already in place and it prevents ALL the exploits that I can think of... These Stones are not Items so they can not be bought/sold or traded, they will show inside the main GUI once acquired. Each Stone gives a player a specific power: This is a Spoiler so. The Engine: Highly modified EO 2.0 in VB6. Ambardia's server and client to be exact. The Graphics, Sound, Music: Right now; I am using Ambard's graphics for the most part. I am redesigning the UI because I am using Ambardia Reborn as my base so everything was wiped off the server and I'm slowly replacing what needs placed in the client so a lot of it is ripped and modified by me.. As well as Reiners Tilesets, and some other tileset resources. I have no clue what all is in here, as I've not really looked through it all yet. Sounds and Music, Probably Enterbrain and Blizzard tracks right now, I know I have some custom tracks in there. Anything else, I've no clue where they came from. The Staff: I still credit Ambard @ Ambardia Productions as I am using resources that I did not create, but I am trying to use as much as my own as I can, even though I know I'm not that great in graphical design. But as of right now, I am solo developing this. I might open for a small group of testers at some point (if anyone is interested, PM me.) I will let you know when I can use the testing via PM reply... Screenshots: All I really can show is some of the UI I have edited, as that has been my biggest focus, as well as the coding of the Stones. I have a small sample map that I just created because I got tired of seeing the black screen. The Future: Not even really thinking about it. I am doing this basically because I've been very bored and thought of a concept and went with it. I don't know how far it'll take me but I am accepting feedback and/or suggestions right now about this. I will likely be taking my time with development as I am known to burn out very quickly. I have re-done alot of the UI and the Stone codes within just 2 days. So, in-game content will probably be a slow progress to make sure it's all good and smooth sailing. I am solo testing until I feel confident enough to move this into an alpha stage: But be warned, it'll be quite awhile.... Completion States: Story: 50% Coding: 80% Stones: 100% Mapping: 0% Items: 0% NPCS: 0% Spells/Summons: 0% Animations: 0% Quests: 0% Skills: 0% Playability: 0% Thanks: Anyone who decided to TL;DR but still did. I love you. <3 Development Blog Updates: I won't be bumping this thread with updates so I'll just add any and all updates right here. TODO: ... I don't know when lol. Still need to update UI for Shop/Bank and Trades. I have to clean up the resources in my folders and remove items/spells/animations/sprites/sounds/music I won't be using. I'll have to start with the creation of items, as I have the items and item stats documented. Will have to try creating music and sounds... As I know I will be lacking in those resources the most. August 20th 2019 Updates: Finally fixed EO 2's Hotbar. The blt was fine, the problem was the fancy math in IsHotbarSlot(X,Y). When that just needed a simple Left = (32 * i) Updated UI's for Item/Spell description boxes. Cleaned up how imgbuttons were handled, unnecessary duplicate calls in each Select Case, instead of just calling them all invisible once and then just loading/unloading the picture box of which button was clicked. August 19th 2019 Updates: Got the coding completely done for the Stones: Meaning.... Players who stay logged in for over an hour will reset their inactivity state. Players who are inactive (logged out) for over 24 server hours will lose 1 stone per 24 hours of inactivity. These stones are placed back in the Caverns and Dungeons where they began. The stones are the main mechanic of the game and need to be available for all. Players will lose 1 stone per PVP death, that stone will be given to the PK'er. Players will lose 1 stone if they exit the game during the PVP combat timer. (UI changes which timer is on/off.)... These stones are placed back in the Caverns and Dungeons where they began. Players who have stones are able to be attacked in safe zones, but they can defend themselves once attacked, the pre-emptive strike is there for players that are trying to get the stones, yet there is no pre-emptive strike if the attacker also has a stone. Players get special bonuses for having each stone. The player who get all 6 stones are rewarded greatly by the God's as it is the end game for the conquest of all of the stones. All of the stones are placed back in the Caverns and Dungeons where they began, and this player does not need the stones any longer. I'm calling the Main UI done, I've spent more time than I wanted to on this... I just need to touch up the other GUI's.
  39. 2 points
    Today I made this spear fishing for Tuna (Which I don't have high enough Fishing level for yet...)
  40. 2 points
    I understand this now. Its because it is bound to "MessageList", so the size of that determains the area scrollbar can be used (to the right of it)
  41. 2 points

    Door and gate animation event

    I made a gate open and closing flawless with a modification of this tutorial I also made this farming system with modification of this tutorial @wishy
  42. 2 points

    Attack animation 1 / 3

    Hey, I want to add a feature to my game : If it's possible i want 3 animation sprite, and then when player is attacking it's display 1 of the 3 animation possible. I can pay if someone can do this.
  43. 2 points
    Guite Emortal

    Respawn point

    Ainz made a tutorial for this:
  44. 2 points
    Buddy, this thing is 3 years old..
  45. 2 points

    [Tutorial] Using string variables

    Gonna do an attempt at showing you how to use string variables for a basic eventsystem which can easily be copy/pasted instead of having to make and edit a bunch of variables and events each time. Here's a video of the result: 1. Create a global variable, make sure it's a string and empty 2. Create a map event, rename it (name must be unique per event) 3. Assign an animation or sprite to it 4. Add an event that sets the global variable (set in step 1) to \gv{nameofglobalvariable}\evtparam{evtName}- (This will change the global variable to the current content of the variable + "1-", basically adding the name of the event to the current string) 5. Click Spawn/Execution Conditions 6. Click Add List > Add Condition 7. Check the global variable set in step 1, check if it doesn't contain (Negated) \evtparam{evtName}- So anytime the global variable doesn't contain the name of the event, this page will trigger. 8. Copy/paste this page, change the sprite or animation and uncheck the negated condition 9. Change the event to set the global variable (set in step 1) to Find \evtparam{evtName}- and Replace it with an empty string. (this will remove the event name from the global variable) 10. Now you can copy/paste this event anywhere in your game, the only thing you need to do is change the event name to a unique name full video of this tutorial:
  46. 2 points
    Would be nice if the scrollbars didn't reset when editinging events. As seen in the video, it would remove the need to scroll all the way down everytime when having a lot of events on a page Embedded Video Link
  47. 1 point
    No problem, glad u sorted it
  48. 1 point

    Image Recolorizer

    man thanks you for this best program, she make easy any process ^^ <3 10/10
  49. 1 point

    erase a block

    Go to attributes and place a block with left click. Remove a block with right click.
  50. 1 point

    [Tutorial] Using string variables

    Just found this tutorial and must say that it is brilliant
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