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Showing content with the highest reputation since 05/06/2020 in Posts

  1. 24 points
    Lathelmar

    IntersectCMS (Open Source)

    IntersectCMS - Open Source CMS for ORPG Hi MMO-makers, I've been around for years now, and firstly, I want to clap the Intersect Team for this beautiful engine. I always loved MMORPG, and especially retro-2D ones (old eclipse user here). Now that it's open source, i could play around with the sources, which is really satisfying :v Enough random-talking, I'm here to showoff one of my projects that I started some days ago. I know a lot of you wanted a complete CMS to use with their games, so I started one. I wanted something that everyone could change with minimum knowledge and more importantly, that use Intersect API. So yup, this CMS will work even if you use an sqlite database (and will work too if you migrate to mysql, without any change in the CMS settings). However, part of the CMS uses a MySQL database, so it is necessary to have one for the proper functioning of the site. I have opened a Bitbucket repository that I will update more or less regularly. I foresee some new features (that you can also propose), as well as fixes for the bugs you'll encounter. I may also propose custom templates, free or paid (maybe the two options). IntersectCMS uses a number of open source projects to work properly: [ Slimframework ] https://www.slimframework.com/ - PHP micro framework [ Twig ] https://twig.symfony.com/ - flexible, fast, and secure template engine for PHP [ RedBeanPHP ] https://www.redbeanphp.com/index.php - fast and easy to use ORM for PHP [ PHP-DI ] http://php-di.org/ - dependency injection container [ Nyholm PSR7 ] https://github.com/Nyholm/psr7 - PSR-7 implementation Actual features (C/P from bitbucket ofc) (DB = use MySQL cms DB, API = use Intersect API) : - News (DB) - Register (API) - Login (API + DB) - Ranking (API) - Account Informations (API + DB) - Shop (API + DB) - Quantity - History - Categories - Discount - Item visibility - Points system with history (DB) - Account Points/Credit (currently working with https://dedipass.com/) (DB) - Server status (API) - Custom Pages (for game and wiki sections) (DB) - Basic administration with Rich Text editor (TinyMCE) - News (DB) - Shop (API + DB) - Pages (DB) - CMS Settings (DB) - CMS Translation (DB) - Basic Translation system (DB) (currently only EN and FR langs) - Multi-templates system - You can create as many templates as you want without even touch PHP code - Basic HTML knowledge is required - 'public\themes\[theme name]' directory contains themes assets, 'public\general' contains base assets used by all themes (like objects images), and 'application\templates\[theme name]'' contains twig views How to install (C/P from bitbucket ofc) : How to customize payement system : Actual screenshots (cuz you want some uh? but C/P from bitbucket too ofc) : Your mods (always better when it's customized) : What's coming next (in case you didn't reed my short intro) : Some features update, like more payements gateaway Bugfixes/Code cleaning Optimizations New templates (free, or paid) How to download (that's the point of this topic nah?) : You can find everything on my Bitbucket repository : https://bitbucket.org/ramlethalss/intersectcms/src/master/ I know the installation is a little technical, but hey, we have google and damn, this help a lot. Moreover, it may have some bugs, but I'm here to correct them ! Thank you for reading this topic, and again, thanks Intersect Team Have fun making MMOs !
  2. 23 points
    Made some progress on my visual gui editor for intersect. Cant wait to release it
  3. 21 points
    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.
  4. 18 points
    Justn

    Today I did this on my project...

    Started messing around with the GUI this weekend... paperdolled select character screen create character working on player hud
  5. 16 points
    OniSensei

    Intersect GUI Editor

    Hello! So one of the biggest hurdles I have faced while using the Intersect Engine, is editing the GUI. Any big changes require a lot of work, and while it isn't difficult to edit the JSON files and figure out what does what. It does take time, and constant reopening of the client to check the changed. I decided to make a tool that will load the Intersect Engine GUI JSON files and give you a visual editor for them. It simplifies the JSON file into a TreeView that is easy to edit and save. Currently this is limited in what it will show but I will be adding much more to this tool. This is the initial alpha release, there will likely be bugs Please tell me about bugs! This project is Open Source though it is coded in VB.NET and I am trash, be thankful this even works lol. Preview: Download: https://github.com/OniSensei/Intersect-GUI-Editor/releases/tag/1.0.0.0 Source: https://github.com/OniSensei/Intersect-GUI-Editor Make sure to copy and paste the contents of your Client > Resource > gui folder to the editors gui folder, and replace any images in the resources folder that you would like. The custom font is still experimental at this time but in theory it should work, you can change the font by putting a .ttf file into the font folder and changing the font in the settings window (cog icon). Please let me know if you have any suggestions, I would love to hear them! And follow the development here: https://github.com/OniSensei/Intersect-GUI-Editor/projects
  6. 16 points
    Beefy Kasplant

    Kash Shop - Flash Sale 2.0

    You know it boys and girls! It's like a sale, but better! 100% off of all patches! You heard that right! Everything is 100% free! Get them while you can! NOTE: If you get the patch while it's free, you are not entitled to support of any kind. Everyone who bought the patch before and feels wronged, feel free to contact me. @panda / @jcsnider, it's not a PR but you can grab any code and add it to the base engine if you so desire. Thanks!
  7. 15 points
    Cheshire

    [Beta 7] Guilds

    [7.0] Guilds Description: Adds basic guild support to the engine, the UI is based on the Friend List. This was originally written as a test, submitted as a possible addition to the engine and rejected for future planning reasons. Use this at your own risk, this changes a LOT of different aspects of the source code and I am NOT going to take responsibility if you break your upgrade path! A future version of Intersect may or may not get an official Guild system, so don't say I didn't warn you. there's also no guarantee this will work on your build as it was written against an in-development version of Intersect, you may need to fix conflicts yourself as I am not going to keep updating this every other day. Features: Guild Creation through the event system based on a Player Variable for input. Event support for checking whether a player is in a guild with a specific rank or higher. Event support for disbanding guilds. Joining and Leaving Guilds (duh!) Guild Name display over player's heads. Guild Chat Basic Guild Ranks Localization Support Basic Guild UI on the client (Inviting players and leaving the guild, guild member list with online/offline status) Chat commands for elements not present in the UI (/gkick, /promote, /demote, /makeguildmaster) A configuration option that allows the server to toggle PvP between members of the same guild on or off. (By default, does not allow you to attack your own guild members) Media: Git Patch: [Download] Made for no particular build of Beta 7, since they don't exist yet. May have some merge conflicts you may need to resolve yourself as 7.0 gets developped further. Worked as is on 23/09/2020. No I will not make it work on your build. It's provided as is. Additional Resources: [Download] These files are the basic GUI files, please add them to your client. Setup: Download and install the main patch file for the branch you are using. Download and install any update patches IN THE ORDER THEY ARE LISTED for the branch you are using. Download and copy the resource files provided above to your client folder for the GUI to display correctly. Compile and run the server and client, it should automatically generate the new configuration/language entries. Set up a new Player String Variable to store your player's guild name they can fill in, let them fill it in and create a guild with the supplied Event command. Create your guilds and get cracking!
  8. 15 points
    Cheshire

    Today I did this on my project...

    The next not really a project.. EDIT: Small update, it now sets channels accordingly for Local, Party and Global.. Remembers your own choices for All and System. https://github.com/AscensionGameDev/Intersect-Engine/pull/331
  9. 14 points
    wishy

    Today I did this on my project...

    attempt at some kind of minimap and a new class-change window around the 01:00 mark
  10. 14 points
    wishy

    Today I did this on my project...

    big thanks to @Joyce for providing the base ( https://github.com/Azurebeats/Intersect-Engine/tree/Guild )
  11. 13 points
    OniSensei

    Today I did this on my project...

    Finished all the layout > menu windows, time to start work on the layout > game windows. Some things are kinda wonky due to the hierarchy of the json file and the form components used to generate the visual aspect. I also added this neat little toggle-able grid overlay to help with coordinates. Also started a github for the project, its coded in VB.NET and I'm not a good coder by any sense so you get what you get xD you've been warned. https://github.com/OniSensei/Intersect-GUI-Editor
  12. 13 points
    Hi guys, i'll share some progress on my game. Here, we have some cute horses. And here we have some bee's. And here some skill tests (still WIP). And another great progress, our level design < I hope u enjoy 3
  13. 13 points
    Bumping this because it was written before we had the Beta 7 prerelease builds working properly. I don't have a whole lot to add but be sure to go check out the Beta 7 prerelease builds! Along with what Panda mentioned there's an updated Chatbox with tabs, a new loot window, and more thanks to @Cheshire For anyone not in the loop, Leafling launched on Steam using Beta 7 back in December. Since it's launch Leafling has averaged 80-90 online players at any given time. For all of those constantly asking what Intersect can handle, we know its at least 200 simultaneous players, and based on the metrics we've collected it should be able to handle a lot more We will be bringing a ton of performance updates, bug fixes, qol changes, and overall engine improvements from Leafling into the Beta 7 prerelease builds over the next few weeks/months which will make Beta 7 the first truly ready build for those launching larger games.
  14. 13 points
    George

    Today I did this on my project...

    Finished Side view this morning for our latest boss. This is my favorite one so far.
  15. 13 points
    Beefy Kasplant

    It's like Dash, but better.

    https://streamable.com/fd3yv4 BOOM. Credits go to @Mighty Professional for making the Dash 2.0 system. Kind of a big deal this guy. @wishy For making 99% of the dev version
  16. 13 points
    I case anyone (by which I mean most people, probably) missed the latest build's notes.. There's a few changes in it! Most are background stuff you'll likely never have to deal with.. some are more immediately noticable.. And some bugfixes that also applied to the base engine. 1. A new Conditional Branch entry has been added to the Event System to check for free inventory slots. 2. New options have been added to the Change Items event command. You can now choose how to give/take items away from the player. Normal - Gives/Takes items as per usual, fails if the user does not have or can not receive the amount of items. Allow Overflow - Gives items until the player runs out of inventory space up to the amount provided, if the inventory is full starts dumping the rest of the items on the map. (Does not change the logic for taking away items, as you can't take more than they have!) NOTE: items dropped are bound to the same loot rules as normal dropped items! Up to Amount - Changes as many items as can be changed up to the amount specified. So if the user has 2 items, and you want to take 5 it takes 2 and considers that a success. Same goes for giving, if the user has 2 inventory slots and you want to give 5 they receive 2. NOTE: this needs to change at least 1 item to be considered a success. 3. A new option on how to handle non-stackable items dropped on the map was added to the server config By default all non-stackable items dropped with a quantity of over 1 will drop as ONE consolidated item on the map, and the player will need enough inventory space to pick them all up to pick even ONE up. Toggling this option to false will instead drop multiple items to the map they can pick up individually. 4. A large portion of item giving/taking away and other inventory related logic was rewritten This is mostly a background change, in general you won't notice the difference. But this fixes a few issues regarding dropping non-stackable items with a quantity. BEfore this, if you dropped a non-stackable item (such as equipment) with a quantity over 1 from an NPC it would give the player one item. Now this is handled properly and you actually obtain multiple. There's a few more changes, documentation in the code and rewrites to the logic to make it less obtuse and less duplicated all over the place as well.. But you'll probably have to look at the source for the details, if you are interested. Note that upgrading to this version is very likely to break ANY AND ALL existing mods that deal with item stacks, loot or similar things!
  17. 12 points
    2020 Recap, Beta 6.2, Beta 7 1/20/2021 2020 Recap 2020 was a long year. The road behind us is so long that I'm sure source release feels like it was years ago already, and the road ahead of us is still quite long too. We haven't had a Dev Blog in 9 months so this going to briefly cover everything behind us, explain the present, and peek into what the future will look like for Intersect. 0.6.2 Branch April: Source Release June: Automatic network key generation for source users August: MonoGame 3.8 from the official feed began improving speed hacking and lag detection September-December: Bug fixes (including fixing the client on Linux) minor improvements to timing End of December: master branch dropped from the repository, 6.2 moves from prerelease to main 0.7.0 Branch March-July: Bug fixes development of the basic plugin system for client-side UI plugins July-September: Minor features, bug fixes October-December: More minor features bug fixes color adjustment for NPCs from @Cheshire basic action logging on the server side (logins, logouts, etc.) December-Now: refactoring of the packet handler system for large performance gains server-side plugin support networking support for plugins asset packing and obfuscation dynamic map layers cooldown groups State of Beta 6.2 (0.6.2-beta) As of now, it is all but officially released. It's the main branch and will not have any new major features, but will continue to receive support and bug fixes. This will be officially released soon, but there's no reason for people to not start using it now. In theory we could have released this a long time ago, but we still had a rather steady stream of bug fixes for it. Once the Leafling release hit in December, active development on 0.6.2 was effectively dead and any remaining bugs were kicked to 0.7. State of Beta 7 (0.7.0-prerelease and 0.7.0-beta) Being real for a second, Beta 7 has been in development the entire time Beta 6.2 was, but the changes being made to the source code were sweeping and would break source modifications. Rather than create a lot of churn for developers, major new features were put into Beta 7 to keep major merges to a minimum. Originally, Beta 6.2 was supposed to release in September and Beta 7 at the end of 2020 -- plans changed. 0.7.0-prerelease vs 0.7.0-beta Due to the massive influx of changes, we've split Beta 7 into two phases -- prerelease and beta. Prerelease is in the same state as 0.6.2-beta, it's "live" (and already in the prerelease branch) but not officially announced (until, I suppose, this post). Prerelease is for everyone who is uses Intersect but does not currently need to modify the source. This is to give everyone an opportunity to begin using the new Beta 7 features and testing its stability, as well as finally get access to the plugin system (which while it is not yet on the documentation website, there is an Intersect.Examples solution in the repository with example plugins demonstrating how to use the APIs -- writing plugins is safe, this will not be broken between prerelease and beta). Beta is the development branch and will be the "dangerous" branch for the next few months. With the exception of some changes that were harvested from Beta 7 branches and put into Leafling, most of the performance and major bug fixes have yet to be merged in, but this is the branch that they will be put into. The development branch will change a lot, and is not a good base for working with the source because of the amount of code that will soon change. For those of you who like a little bit of risk in their game development, feel free to base your work on the development branch. But keep in mind, here be dragons. Future of Intersect We've gotten to the point where many of the most requested and best features that we can add are simply too difficult to cleanly add or improve. Examples: Pixel movement Cross-platform Editor Server sharding Complete localization support Unity support for the client Mobile support Better party/guild (or "group") support Client user interface Complete source cleanup Camera controls Virtual events (sometimes code is just better than the event editor) .NET 5.0 We have lofty goals for the future, but for the health of the engine and the games developed on it, it's now a necessity. As a result of this list, half of Beta 7 (though with the Leafling release and subsequent performance discoveries a lot was added back on), and all of Beta 8 and 9 were scrapped. Beta 7 will be the last major beta release. In all likelihood, many people who make source modifications on top of Beta 6.2 or 7 will not want to move on and redo all of their work on top of an Intersect that supports or is easily modified for the above list of changes, and so Beta 7 will be our first LTS release. The next major release after 0.7.0-beta will end up being 1.0-rc1. Unfortunately given the amount of changes that need to happen and the personal availability of the developers (in particular myself), any timeline and most specific details will not be realistic to give at this time. That said, in 1.0 we can look forward to at least the following: .NET 5.0 (we will be leaving .NET Framework behind, and we will be single-targeting .NET 5.0 -- no multitargeting to other versions of .NET Core or .NET Standard) Complete localization support (this includes content text for multi-lingual games) Client user interface overhaul (those pesky JSONs that are limited to some colors or pictures will be going away and replaced with a more markup-oriented interface system) Virtual events Basic server sharding Cross-platform Editor Thanks to the community for sticking with us for this long, we hope to make Intersect easier to use for all of us and hopefully also give it a chance to live for years to come.
  18. 12 points
    Beefy Kasplant

    Today I did this on my project...

    Creating biomes for DBZee
  19. 12 points
    George

    Today I did this on my project...

    Tales of Tria now has a title screen!
  20. 12 points
    [6.2] Display character level and class (Configurable + Language/Colour support) Description: This patch adds some new configuration options to do the following: 0. Not change the way player names are displayed. 1. Show the player's level next to the character name. 2. Show the player's class and level above the character name. These options are configured through the server options. There's full language support for both changed use cases, so you can tweak what it should say exactly as well as the layout of it. There's also custom colour support for the newly added class display line, so you can tweak that too if you'd like. Note, this isn't the prettiest method of doing it. The nice way would be to make a new method that renders the additional label. But I just sort of abused the draw name method. It works, but it won't win any beauty contests. Media: Git Patch: [Download] Supported Build: 0.6.2.421 Updates: [Download] - Displays NPC levels as well when displaying Player classes and levels. It would only do this when displaying only levels before. Setup: The following steps are REQUIRED before this will work properly! Download and install the main patch file for the branch you are using. Download and install any update patches IN THE ORDER THEY ARE LISTED for the branch you are using. Compile and run the server and client, it should automatically generate the new configuration/language entries. Log in and see your class and level displayed! Optionally, you could set the server config setting to the following switches: 0. Not change the way player names are displayed. 1. Show the player's level next to the character name. 2. Show the player's class and level above the character name. As well as change the client's language file and some custom colours related to this if you'd like. But that's up to you.
  21. 11 points
    Zetasis

    Pentacore Demo v1 Released

    The Pentacore Demo v1 has been released! Download it here: https://mythril-age.itch.io/pentacore-demo-v1 Pentacore is a Metroidvania with a focus on exploration and platforming. The demo includes 3 areas to explore, 5 player upgrades, a nice variety of enemies, and a monstrous boss battle. So for the past few months I have been working on a metroidvania-ish game when I have the free time. I thought it would be fun to share some progress and get some feedback from the AGD community. Everything except sound effects and music has been done by me. Music credit goes to @Eric Matyas and his amazing work. I'll link a couple youtube videos to show how far the project has come since I first started work on it. First video: Latest Video: As always, I'm open to constructive criticism and general feedback! I'll try and keep posting updates on this thread but if you want to make sure to see all updates it wouldn't hurt to subscribe to my youtube channel.
  22. 11 points
    wishy

    Today I did this on my project...

    made some quest enhancements
  23. 11 points
    Cheshire

    Today I did this on my project...

    Going to need some tweaking, but the basics work.
  24. 11 points
    Pixellife

    Today I did this on my project...

    New houses
  25. 11 points
    wishy

    Today I did this on my project...

    testing a simple steam registration/login and ingame cash shop
  26. 10 points
    wishy

    Today I did this on my project...

    toying around with buildable structures
  27. 10 points
    Beefy Kasplant

    Today I did this on my project...

    With help from @Daniele Santana
  28. 10 points
    Zoagel

    Today I did this on my project...

    Working on a tileset!
  29. 10 points
    Pixellife

    Today I did this on my project...

    My progress in pixel art. August 16 till today.
  30. 10 points
    making this game is making me very happy, I am proud of the animations I managed to make myself <3
  31. 10 points
    George

    Today I did this on my project...

    Hey, this is just a sample of the current enemies you might encounter during your adventure in Tales of Tria.
  32. 10 points
    Finally got a Party Instance to work in the Event System. -Mobs don't 'double' for each player. -Works with Single Player or Party -Item needed to enter. -Reward on Boss Death -Timer -Instance Lock -Logout / Death / Idle / Server Crash - the instance will reset. I will make a tutorial once I'm sure there are no major flaws. *Don't mind the very plain and generic NPC and Map, was just testing
  33. 10 points
    First version of how the GUI will look on my game, and graphic Job / Weapon stats that can level up.
  34. 10 points
    wishy

    Today I did this on my project...

    first attempt at a custom fishing system, still some work to do, but pretty happy with the result so far
  35. 10 points
    Blestro

    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.
  36. 10 points
    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.
  37. 9 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    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 installation guide (in french) here (archived) New repo is here => https://github.com/Thomasfds/intersect-cms-unleashed Local work guide (on your local computer) : https://github.com/Thomasfds/intersect-cms-unleashed/wiki/Local-work 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. Thanks ! Next update Update 2.1 : Addition of the image possibilities for the items in the item shop (pushes to make graphics to have a better image of his game, if no image only the icon of the item will be displayed) => finished Addition of a limit on the reception of the last two articles (news and shop) => finished Addition of a page dedicated to news => finished Addition of a pagination on the item shop => finished The images for the articles / items shop should be in 1920 * 1080, automatically converted to the correct format according to their page. => finished Automatic deletion of images when deleting an article or an object from the item shop => finished Removed json caching systems for player list and leaderboards pages => finished Update status : in progress 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)
  38. 9 points
    OniSensei

    Today I did this on my project...

    Oh man, this weekend was full of progress! Only 13 more json files to deserialize then some clean up and minor tweaks!
  39. 9 points
    OniSensei

    Today I did this on my project...

    Making progress! About 50% done deserializing, and only the location/size/image edits are shown/loaded atm so i want to fine tune everything once im done and add that stuff. So for example if you change hidden to true it should hide the visual component and right now it doesnt do that. But eh. Progress!
  40. 9 points
    George

    Today I did this on my project...

    new title screen and logo?!
  41. 9 points
    Hello guys. It's me again, I've been working on this tutorial since the end of last year, in my spare time. In these last days I have organized everything and fed even more with what I find out there. So this tutorial covers everything. From server and client settings to the meaning of each editor. There are a lot of people arriving at the forum recently and are not able to find documentation. And that is something that will take a good few years. Since the source opened, many people have turned to their projects and "disappeared", the contributions have diminished and the only thing they realize is that they have been here since 2017 like me (or more people before) We have the basic tutorial on the events written by @Agoraphobic, and now I bring you the basic tutorial on the intersect engine about general things. Warnings Download de Tutorial Here!
  42. 9 points
    George

    Today I did this on my project...

    just testing some stuff
  43. 9 points
  44. 9 points
    Cheshire

    Today I did this on my project...

    Technically not really a project.. but you know.
  45. 9 points
    Justn

    Today I did this on my project...

    Started the slow process of adding new ground tiles for all my maps to make the transitions between new areas not so jagged. Still WIP Before: After:
  46. 9 points
    wishy

    Today I did this on my project...

    still a WIP, but pretty proud on the result so far, passive pets:
  47. 9 points
    George

    Today I did this on my project...

    Slime boss concept also a title screen concept
  48. 8 points
    Guys, I was organizing my folders today when I found many files that I will not use anymore, because I have evolved a lot since I made them. So, I'm making it available for free here for the forum, As well as on my itch. Use them however you want, including redistribution. There are 250 items involving swords, shields, spears, bows, staff, throwing, crystals and etc. And a tileset. To download each icon separately, please download it here: https://daniele-santana.itch.io/weapon-icon-set
  49. 8 points
    Meddy

    Today I did this on my project...

    Hello my mmorpg DragonBall Z create with intersect has opened its doors, for those interested ^^ here is the last gameplay video of the game. (French community, but everyone is invited of course ^^) Discord : https://discord.gg/yhhVUnNWKS West City night : Gameplay:
  50. 8 points
    Added the ability to configure several new global options for NPC behaviour through the server configuration: * AllowResetRadius - Configures whether or not Npcs are allowed to reset after moving out of a specified radius when starting to fight another entity. * ResetRadius - Configures the radius in which an NPC is allowed to move after starting to fight another entity. * AllowNewResetLocationBeforeFinish - Configures whether or not the NPC is allowed to gain a new reset center point while it is still busy moving to its original reset point. NOTE: Can be used to allow the NPCs to be dragged far far away, as it constantly resets the center of its radius!!! * ResetVitalsAndStatusses - Configures whether or not the NPC should completely restore its vitals and statusses once it resets. After being forcibly reset, the NPC will attempt to move back to its original location. This change also made it so NPCs no longer need a target to let it move through pathfinding, making it easier to add randomised walk patterns that look a bit more natural in the future. Sorry for the messy post, on phone and the forum for some reason hates me for it. No formatting options. 😅
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