Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 05/09/2024 in all areas

  1. Hello everyone, I’m excited to announce that I’ve published the Discord Rich Presence plugin integrated with the Intersect Engine using its plugin system. You can find all the necessary information to install it at the following link: https://blinkuz.itch.io/discord-rich-presence-plugin. Additionally, I’m sharing the progress and development of new plugins, such as the rare item acquisition notification plugin through a Discord Bot that will connect to Intersect via plugins. This progress is being shared on the official Discord server of the engine. I’m open to suggestions and ideas for new plugins. After the Discord Bot, I plan to develop a daily rewards system. If you have ideas for new features or improvements, feel free to share them. I’m always open to hearing suggestions to enhance the experience with Intersect!
    7 points
  2. Hello everyone, Recently stumbled upon Intersect. Many years ago I did a little mapping and such for a very small, now long gone game, and have just come back because I still absolutely love all of this, and still have the desire to create my own. I've already done quite a bit of reading up and now I'm moving into testing things in action. The support I've already received here has been amazing and I'm glad to have found this community and Intersect. Thanks everyone. RaalB
    6 points
  3. 1. You are asking how to open your game up for the general public by port forwarding: The way this works for Intersect is the same way it works for other applications, Minecraft is typically my go-to example. If you look up how to do this for Minecraft the instructions will be the same except the Intersect port is 5400 UDP by default instead of 25565 TCP for Minecraft. Basically you have to work through every device in your network chain between the internet to your pc and open up network ports to allow network access to your server. Let's say you have a modem then a router then your PC. You have to login to your modem, and see if it is acting as a firewall, and if so open the port to your router. Then you have to log into your router, see if it is acting as a firewall and if so open the port from your router to your pc. Then on your pc you have to open the port in any firewalls/antivirus softwares you may have running. This is possible with most internet service providers but it is typically not possible if you are in a location where your internet is provided for you (like a college dorm/campus.) Because every modem/router is different I cannot provide direct answers. I can tell you that the default port/protocol of Intersect is 5400 UDP. From there you can use https://portfowarding.com or I bet ChatGPT would probably be pretty good at this to find instructions based on the hardware you have. Once the ports are open you need to visit https://ipchicken.com to obtain your public ip address (the ip address given to your modem by your internet service provider) you need to put that into your client's config.json file as the "host" and then you can distribute your client to others. 2. For 24/7 uptime: You can leave your own PC on with the server running 24/7 if you'd like and host it yourself. Otherwise you can rent a virtual private server from hundreds of companies which will give you a remote pc to manage and run the server on. The easiest option would be to sign up for a hosting plan my hosting service exclusively for Intersect for those who want something simple that works where you don't have to worry about managing anything or difficult setup steps like the port forwarding above.
    6 points
  4. Update Hello There, a new update, started doing some work on the Generic Grasslands Tileset, still has a few tiling issues in certain areas but i like the direction its going in, ignore the dirt place holder. You will also see a small little Guard mockup added also . Once i get a good amount of assets created i will started to share the downloads links for the sprite and tilesheets
    5 points
  5. I've also updated the site with details talking about how the next update is going and some changes that have gone in to effect over the last few months.
    5 points
  6. i finished house icons today
    5 points
  7. Today i started to create new graphic set
    4 points
  8. Finished the new login with epic music. https://www.youtube.com/watch?v=jTVE0-2jxfE
    4 points
  9. Welcome to Pixel Realms! I’m thrilled to introduce Pixel Realms, the rebirth of my original pixel art assets, once known as The Revolution. 14 years i decided it was time for a fresh start. This new version comes with an updated name, a new look, and an exciting vision for the future. The journey to Pixel Realms started with The Revolution, a set of pixel art assets that I created. However, over time and other commitments the project got left behind and lost to time, recently i stumbled across my old assets on a few websites and while reading comments left by others that’s when I decided to breathe new life into the project. Enjoy this little sneak peak: What’s Next? As the project evolves, I plan on adding more content, expanding the library of assets, and exploring new themes and styles. I have big plans for Pixel Realms, and I can’t wait to see where this journey takes us. If you have any suggestions, requests, or ideas, feel free to reach out—I’m always eager to hear from the community! Stay tuned for future updates, and be sure to keep an eye out for the next batch of exciting new assets coming your way! Free to Use, Always A core principle of Pixel Realms is that everyone should be able to access and use these assets in their own creative projects—whether it’s a game, an animation, or even a personal art project. That’s why I’ve made Pixel Realms completely free to use. You’re free to download, modify, and incorporate the assets into any project you’d like, without any licensing fees or restrictions. This means that whether you’re an indie game developer looking for sprites for your next project, a hobbyist working on a digital art piece, or even a student exploring pixel art, Pixel Realms is here to help. My hope is that these assets serve as a springboard for creativity and inspiration in your own work.
    3 points
  10. I have updated the Discord Rich Presence plugin. It should work fine with v0.8.0-beta.344 and later (until something in the plugins breaks again :P). If you have any issues configuring or installing the plugin, feel free to message me privately. Also, if you have any suggestions on how to improve it, I’m open to feedback. Thanks to the two donors who have downloaded it! https://blinkuz.itch.io/discord-rich-presence-plugin
    3 points
  11. I have published a new plugin to notify when an item of a specific rarity is dropped on the map by an NPC or resource. You can find instructions for installation and configuration on the itch.io page: https://blinkuz.itch.io/rare-item-drop-notifier-plugin
    3 points
  12. It has been a while. Tutorial Island (If ever released) [All the assets are done by myself] (WIP) Starter Hub (If ever released) [All the assets are done by myself] (WIP)
    3 points
  13. Today i finished tutorial island's outside and added female character
    3 points
  14. Good day everyone, I'm Akemi, I directed/composed the music of Leafling Online (RIP) and am currently developing my own game, Grande Azure Online (and its music). I also worked with the wonderful @Neeknog on his Demon's Arch project! Due to some unforeseen events, I'm in need of additional funds to go through a rough patch. (feelsbadman) Prices Single song - 20.00USD/minute composed (up to a maximum of 75.00USD) * Bundle of 10 and less - 35.00USD/soundtrack (if under 3 minutes run time) * Bundle of 10 or more - 30.00USD/soundtrack (if under 3 minutes run time) * These rates may fluctuate depending on the size of the project. I have the most experience in fantasy RPG orchestral music, but explored most genres to familiarize with the patterns & modes. I'll leave links to my finished work as well as some unrelated music stuff I composed. * Any songs longer than 3 minutes will need to be negotiated and are generally way larger projects (ie: main theme, cinematic content, etc) My work Grande Azure OST : Leafling OST : https://akemimusic.bandcamp.com/album/artemian-memories-i Lo-fi Project : https://www.youtube.com/@wavysines66 Electronic music Project : https://www.youtube.com/channel/UC-TYv02iLDIRbmvObvO9QeA Thanks a lot for your consideration and feel free to message me on discord (wavysines.) if you have any questions! Excited to make new business friends !
    3 points
  15. Hi everyone. I have a background in pen n paper game design. I love quirky mechanics. And focus more on gameplay than graphics. Recently got a laptop on my truck. Found this engine and away i go. This is my first jaunt into to video game design and im already pushing the engine. Here we go!
    2 points
  16. felipesmoke94

    Invisible NPCs

    Yes, it is possible! There are several ways to do this through the event system. You can make a monster appear when you use an item, with spawn and conditionals, you can use switches or even variables, it all depends on the purpose you are looking for in your project! Excuse the English (google translator)
    2 points
  17. Gibier

    Intersect Demo Game

    Hey I regain access to the editor of the demo. Panda goal is to get a demo complete enough to show a basic of what the engine can offer then release the client, editor and server so people can download it. Do you guys have some special request that I could implant to it?
    2 points
  18. Hey sorry, no its not playable yet, far from it currently building the core system still. Might even put a few of them on here as new AOG event tutorials if I get time. Heres a preview of a cave I am currently making:
    2 points
  19. For anyone who sees this thread, the answer is covered in the Compiling section of the README
    2 points
  20. Kamus

    Event Text Variables

    The new ones in B0.8.0.400 are: \c{color} text c{} example: \c{red} red \c{} text result: red text Colors by name: black, red, green, blue, yellow, orange, gray, cyan, pink, magenta, lightcoral, forestgreen, orangered Code for the HEX color: \c{#XXXXXX} text \c{} (replace the "X" with your code)
    2 points
  21. v0.8.0-beta.400 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  22. Yes this can be done very simply using variables. Add a Global Variable: Type: Boolean, Name: "House Key Owned" Add a map event: Add a command - Condition: House Key Owned = false Give House Key to player Else Show Text: House already owned. This is very simple to add this to you game so each house has a key, that can only be created once, you can expand upon this by asking for money and such to buy the key, have it so a player can sell the key back, which would change the "House Key Owned = False". Each house would need its own Variable, also you need to consider what happens if that key is lost. It would be better to do a key but also assigned the house to the player who purchased it (ids), or like a deed, so if the key is lost they can purchase it back for a small fee, my game does housing something along those lines
    2 points
  23. This game is still getting worked on! Just feel like bumping a bit since it's been a while. Here's some of my latest work which was re-doing existing bosses with new, more engaging behaviors:
    2 points
  24. v0.8.0-beta.262 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  25. v0.8.0-beta.255 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  26. Today i did start of my game's Early Access !
    2 points
  27. Today i did first my first pet on Unity game (using uMMORPG)
    2 points
  28. Happy Friday Everyone, I've created some cool new tile-able metal textures...you'll find them on this page on my site: TXR-Metal-Seamless https://soundimage.org/txr-metal-seamless/ OTHER NEWS GLASS TEXTURES I'm working on new multi-colored glass textures that should be helpful for stained glass windows, gems and jewels and other things. OGG MUSIC MEGA PACK It's great to see that people are starting to use my Ogg Game Music Mega Pack...I'm so glad it's helpful! Have a good weekend! :-)
    2 points
  29. Hi Everyone, Brand new seamless texture images are ready on my Stone - Artistic (Tile-able) page. You can access my images categories here: https://soundimage.org/images-home-page/ All of my images are 100% free to use with attribution, just like my music and sound effects. Enjoy! :-)
    2 points
  30. FYI, this has been fixed at 0.8.0-beta.223
    2 points
  31. Hey there. Since Beta 8 launched we have separate builds for Linux/Windows and Mac. You need to download the 'Linux' server and upload that to the hosting platform and delete 'Intersect Server.exe'. The Linux server will talk to your windows clients/editors just like normal. You can download the Linux builds here with all the other releases, be sure to select the version that matches your client: https://github.com/AscensionGameDev/Intersect-Engine/tags
    2 points
  32. Gibier

    Resource Skill Mining

    Since it's from event yes you can easily do that but without a real interface so the end result will always be this: Though whiteout a tutorial it would be hard to explain... Guess I can make one and add it to my event tutorial page... I would guess that he meant that stone require XP amount instead of level so something like this: bronze ore need lvl 3 mining (300 xp to get there) so instead of "bronze ore need lvl 3 mining" just go straight with "bronze ore need 300 xp mining" which personally isn't the end result that I would want in one of my game
    2 points
  33. Today i started to create new island for my game
    2 points
  34. v0.8.0-beta.173 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  35. v0.8.0-beta.160 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  36. Gibier

    Making in-game diary

    You could do this Though I don't see a way to space them on another line. txt1 would be the full diary and txt2 would be the added information.
    2 points
  37. v0.8.0-beta.156 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  38. Today i did finished castle and start to draw house icons
    2 points
  39. Seshy

    Beam Animation System

    Yes - this is possible. The trick I had used was the following: 1. Create an animation of the beam extending, see below example image. Notice the large whitespace of the bottom half of the image, this is because the character will be in the center of the image when the animation is played and we want the beam projecting from the character, not from behind him. 2. Create the spell for Kamehameha. The spell must be an event and the event does the following. 2.1. Sets the player variable "In Cast" to True (we need to make sure if the player tries any other action, it is denied. The "In Cast" variable will change to False when finished). 2.2. Hold the player still (we don't want the player moving when the Kamehameha beam animation is playing). 2.3 Set the player sprite to be the image of Goku with his hands out (essentially holding the Kamehameha). 2.4 Play the beam animation 2.5 Set a wait timer until the animation is complete 2.6 Set the sprite back to normal Goku 2.7 Release the player 2.8 Set In Cast to False so that any other action that checks if the In Cast is False will now be successful 3. Create the projectile for Kamehameha. The projectile is independent of animation. The projectile will have no image. In my example, I made 5 projectiles all invisible but you can see when they hit in the video example. any questions let me know Embedded Video Link
    2 points
  40. You probably downloaded the source code, Here's a link to the compiled engine https://github.com/AscensionGameDev/Intersect-Engine/releases
    2 points
  41. Finally after 1 year and 9 month, Malumias' world base is finished. So happy about the result.
    2 points
  42. Hey there everyone. The last time I joined a forum community was probably in 2006 or something, so that's refreshing. No idea if I remember to stick around in this day and age of 15 second attention spans. My adventure with game developement started a long ago in a place very much like this one, and I sticked to it ever since. I'm looking for something more lowkey and small to fiddle around with when I'm not doing corporate work, so I figured an MMO is as not overambitous as it gets with small projects right? Cheers!
    2 points
  43. Chronos

    Bulk Sprite Resizer

    Version 1.0.0

    1,486 downloads

    Ever had 200 sprites to resize in one go? I know I had when I made this little tool. Once the program starts it'll prompt you to put your sprites in the generated input folder, and to enter by how much you want to scale your sprites. (in mathematical values, so to resize it 200% enter 2 as it will take the sprite size times 2 to resize it). And that's all there is to it. If you need the source for whatever reason, see Github.
    2 points
  44. v0.8.0-beta.323 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  45. v0.8.0-beta.312 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  46. v0.8.0-beta.303 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  47. v0.8.0-beta.284 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  48. How do I implement it in version 0.8.8-226?
    1 point
  49. v0.8.0-beta.176 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  50. v0.8.0-beta.25 (Release Notes) Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
×
×
  • Create New...