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Showing content with the highest reputation since 04/15/2020 in all areas

  1. 23 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. 19 points
    Jumbofile

    Intersect Platformer Edition v1.1

    Intersect Engine with 100% more bunny hops! v1.1 About Intersect Platformer Edition is a fully featured 2D tile-based side-scroller engine using Intersect Engine. Features Platform tile type Allows players to jump from below the tile landing on top and fall through the tile when desired Jumping ability Ability to jump at a fixed jump height with server checks to prevent jump hacks Ladder tile type Ladder tile that a player can climb and animation for climbing Jump animation Animations for jumping and falling (Using the new pipeline!) Just use _jump suffix! Climb animation Animations for climbing using row 1 and row 4 of the default spritesheets! Planned Features Key Bindings Key bindings to provide the flexibility to change the jump button bind Feel free to suggest something! Images Download Includes source code and binaries with example map Download Here! Github Repo The default branch this engine will pull from is Intersects Development branch https://github.com/Jumbofile/Intersect-Platformer-Edition Source Mod Compatibility Anything that doesn't deal with Player.cs or Entity.cs on server on client side should work. If it changes anything with player movement or animations, It most likely wont work. Help and or bug finds Please make a reply here with the necessary info. Known Bugs NPCs need to have a npc avoid on the edge of platforms Arrows shoot up or down when falling or jumping Support Me If you like what i'm doing please consider supporting me! https://www.patreon.com/user?u=34062227 Special Thanks Shenmue - Without the Diagonal movement mod this wouldn't have been possible
  3. 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
  4. 16 points
    Hello guys, I came to present a simple tutorial that I haven't seen in other tutorials about the intersect and that I use my game a lot. Running events at the exact time, or the exact day. The usefulness of this system serves as a basis for more complex systems that you want to make, such as daily prize for the player, giving or withdrawing vip ingame with exact date and time, home system (rent, take the player's house when renting end ..) and etc. For this system we will need 1 variable (preferably global) and 1 common event. Only that. I call GBtime to remember Global Time. Call your variable as you like. For the common event use... And ready. End of system. Use as you wish hahaha kidding, this is the center of everything. Now I'm going to show you how you can activate any event at exactly the right time. Everything is done with the condition of comparing variables. If you are experienced, you know how it works. One shot trigger. Auto Trigger (periodic events) How to add the date and time. If you have doubts you can send that I will try to answer, as well as better ideas and etc. Maybe later on, when I stop being lazy, present my periodic dungeon system (like the one that many people want to use) as a tutorial, to provide the basis for other future systems, which will contribute a lot to the growth of the intersect. I made a video showing everything working. https://reccloud.com/u/gj9swqy If the video is crashing, take my 2 GB of ram with discord, chrome, server, editor and open client into account.
  5. 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!
  6. 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!
  7. 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
  8. 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
  9. 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 )
  10. 14 points
    Embedded Auto Updater - (4/21/2020) 6.2 introduces an optional built in updater system that you all can use for your games! It's pretty simple, but requires that you have some sort of web hosting capabilities available to you. To use the updater: In the editor you click on Tools -> Package Update, and that will create a folder full of files for you, upload that folder and it's contents to your webhost! Inside that folder is a file called update.json, get a link to that (ie: https://freemmorpgmaker.com/updater/update.json) and throw that into your Client/Resources/config.json file as your UpdateUrl. As you upgrade your game to new Intersect versions, or update any of your games' resources simply use the editor to package a new update to replace the one on your webhost. Your client and editor will do the rest every time they're launched, they can even replace themselves so you don't need an external updater application. Full documentation can be found here!
  11. 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
  12. 13 points
    Beta 6.2 Development! 4/5/2020 Introduction Because we're now automatically building and publishing development builds it makes sense to have ongoing development threads so you all know what's new in our development builds. This thread will cover quality of life changes, new features, and more for Beta 6.2. Event Variable Multiplication and Division - (3/30/2020) The first enhancement in Beta 6.2 is the ability to multiply, divide, and shift event variables. Updated Server Statuses - (4/4/2020) The main menu server status indicator will now indicate whether servers are offline, if there are version mismatches, and soon when we add options for player limits it will be able to display if a server is full. *This was added to stable as well post release in order to reduce questions on why the client and server wouldn't connect in the instance of version mismatches. Entity Animation Frames - (4/8/2020) This is probably been the most requested feature that we have put off until now and we're finally caving in! Entity animation frames are in the pipeline at the time of writing and will be available soon! Just add create graphics with the appended postfixes ("_idle.png", "_attack.png", "_cast.png", "_shoot.png", "_weapon.png") in the graphic names in order to activate. These animations work on paperdolls, spell transformations, and can easily be expanded upon with source mods going forward! Previews: Example Graphics: Download (Credit @Zetasis Embedded Auto Updater - (4/21/2020) 6.2 introduces an optional built in updater system that you all can use for your games! It's pretty simple, but requires that you have some sort of web hosting capabilities available to you. To use the updater: In the editor you click on Tools -> Package Update, and that will create a folder full of files for you, upload that folder and it's contents to your webhost! Inside that folder is a file called update.json, get a link to that (ie: https://freemmorpgmaker.com/updater/update.json) and throw that into your Client/Resources/config.json file as your UpdateUrl. As you upgrade your game to new Intersect versions, or update any of your games' resources simply use the editor to package a new update to replace the one on your webhost. Your client and editor will do the rest every time they're launched, they can even replace themselves so you don't need an external updater application. Full documentation can be found here! Loot Ownership - (4/29/2020) @Joyce added new loot options so that loot ownership and timing is taken into account when loot is dropped.! Adds the ability to tag MapItems with an owner, and only allow the owner (and their party) to pick the items up for a configurable amount of time. NPC drops will attempt to use the player that did the most damage to it as the owner, unless killed by something other than a player. Player drops will attempt to use player that did the killing blow as the owner for the items. Unless killed by something else. Items dropped from the inventory voluntarily are also subject to ownership. Items that you are unable to pick up can be configured to be hidden Options for all of this are in the servers config.json Note: The ItemDespawnTime and ItemRespawnTime have been moved/renamed so those values will be reset when upgrading to this version... if you have changed those values please be sure to go and modify them again! More Coming Soon! We're always going to keep working on and improving the engine, we don't really have a roadmap at the moment but we will get more news and a plan going forward out shortly!
  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. 12 points
  22. 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.
  23. 11 points
    wishy

    Today I did this on my project...

    made some quest enhancements
  24. 11 points
    Cheshire

    Today I did this on my project...

    Going to need some tweaking, but the basics work.
  25. 11 points
    Pixellife

    Today I did this on my project...

    New houses
  26. 11 points
    wishy

    Today I did this on my project...

    testing a simple steam registration/login and ingame cash shop
  27. 10 points
    Zoagel

    Today I did this on my project...

    Working on a tileset!
  28. 10 points
    Pixellife

    Today I did this on my project...

    My progress in pixel art. August 16 till today.
  29. 10 points
    making this game is making me very happy, I am proud of the animations I managed to make myself <3
  30. 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.
  31. 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
  32. 10 points
    First version of how the GUI will look on my game, and graphic Job / Weapon stats that can level up.
  33. 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
  34. 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.
  35. 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.
  36. 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!
  37. 9 points
    George

    Today I did this on my project...

    just testing some stuff
  38. 9 points
  39. 9 points
    Cheshire

    Today I did this on my project...

    Technically not really a project.. but you know.
  40. 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:
  41. 9 points
    wishy

    Today I did this on my project...

    still a WIP, but pretty proud on the result so far, passive pets:
  42. 9 points
    George

    Today I did this on my project...

    Slime boss concept also a title screen concept
  43. 9 points
    wishy

    Today I did this on my project...

    Getting close to releasing this, just gotta add a few more customisation options, everything, including the cashshop, is working ofcourse. Setup is done in less than 5 minutes with little to no programming experience needed. Thoughts? Embedded Video Link
  44. 9 points
    George

    Today I did this on my project...

    More concepts. Let me know what you think
  45. 9 points
    George

    Today I did this on my project...

    Still a WIP, subject to change some things, and the fishing man needs to be animated but yeah this is becoming alive. Embedded Video Link
  46. 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:
  47. 8 points
    Another little quality of life thing, page 1 of an event will have their graphics rendered on the map editor now, and not just get the little E symbol anymore. The event graphic is always rendered, unless you disable it through the view settngs. Another small update is that the event editor will try and scroll back to the last section you've edited. Making it slightly easier to work with larger events, alongside with the earlier edit of making the else branch optional! There's also some more bugfixes regarding Linux/Mac support. I believe there's one more feature update in the works, not sure it'll make it into 6.2 but we'll see.
  48. 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. 😅
  49. 8 points
    Markchapman

    Thanks guys

    I found this engine and the community a couple days back and I've been working on just a little village, forest and cave. I got three quests in the game and spread out a level requirement. The cave quest is level 5, well my son and I have been playing this creation and working on it nearly non stop. Guys this engine has already gave us more fun times together then any software or game. Thanks to the devs and everyone thats made this engine possible.
  50. 8 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.
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