Jump to content

jcsnider

Administrators
  • Posts

    4,876
  • Joined

  • Last visited

  • Days Won

    441

Everything posted by jcsnider

  1. We had a misconfigured DNS record due to a recent server switch-up. Should be fixed now but might not take effect for 24 hours or so while we wait for dns propagation.
  2. The problem is with our status checker and not your server. I will move it up on my list of things to check/fix.
  3. Fantastic service. Good choice.
  4. Site is for general game dev, over just intersect, however.
  5. UPnP only applies to home networks. You need to configure your servers firewall and any firewalls within OVH to manually open the game ports.
  6. Welcome @aranis a lot of us are here from the Eclipse era. Our engine is open source and has been for a few years now. Here is a link to the repo: https://github.com/AscensionGameDev/Intersect-Engine
  7. I think it got removed because random projectiles from non-tools we're hitting resources with harvesting requirements and spamming chat with "you need a different tool to harvest this resource" lol. Allowing projectiles to hit resources again should only be a change to a couple lines of code, however.
  8. Pretty much and then you just constantly upload your updated resources to that webhost whenever you want to deploy an update.
  9. If you rent a vps from anywhere all you really have to do is install the .Net Framework (if it's a windows vps) or Mono (if it's a linux vps). Open firewall ports, and then run the server. Finally you modify the client config so the client and editor connect to the server on that vps. The instructions are really not any different than for a game like Minecraft so you can find guides for that in your language and then just adapt for Intersect. Don't worry about MySql until you start having performance issues. Sqlite is fine and requires no setup. I modifying or removing that verbiage soon because not only is it outdated it's also just inaccurate. The 5 players is not a limit or restriction. The size of your game, whether you have custom coded changes, and how efficient your events and other game aspects are just as important as the allocated specs. If you have inefficient custom code or a ridiculously massive game then 5 players might be the max, but if you have a smallish/medium vanilla Intersect project then it's not unreasonable to think that it could hold 20 on its own -- maybe more. If you had a single empty map on vanilla intersect it could probably handle 100+.
  10. You need a web server of some type to host the files and the updater config file which is generated by the editor. https://docs.freemmorpgmaker.com/en-US/deploy/autoupdater.html
  11. 9MB is just enough for the client/basics. What that was setup to do was to be just the updater which would download all the content on first launch. You really cannot compress it further because all the png images are compressed and the auto formats are compressed so throwing everything into an archive will not have strong results.
  12. The editor has the capability to package an update in which will throw all the audio/graphics the client needs into a packs folder, they will be encrypted and their extensions will change. You only need to build with visual studio if you need to make source code edits, yes.
  13. This is the source/plugins request section. Fair game here.. although I am not overly optimisitc.
  14. No, unfortunately we do not currently have any sort of permission structure for the editor. Anyone with editor access to map has access to everything.
  15. Hello Fellow GameDev, If you are not a proficient programmer this thread is for you. While developing your game you may look into incorporating custom code patches or hiring freelance developers to create custom features or changes in your game. While the unique features and options that custom code allows might be appealing there are also a lot of pain points and possibly unknown expenses that you should be aware of before getting started. Custom code modifications are not a one time job or purchase, they require long term developer upkeep and maintenance. Any time you introduce custom code into your game you are modifying the vanilla engines code in some way/shape/form. Like 2 book writers trying to revise the same paragraph of a book, when the vanilla engine next receives an update to the section of code you have modified you will be stuck with a code conflict. Code conflicts require developers in order to reconcile. This means that every time you want to update your engine while keeping your custom code changes you will likely need to enlist a developer for assistance. The larger the size or number of changes you have made the higher the chance for conflicts on any given update. Often times the bug fixes and performance updates that we make to the vanilla engine are far more important than the custom features you've added to augment your game. You do not want to be stuck in a position where you have to decide between receiving engine updates or keeping your custom features due to unanticipated maintenance expenses. All code is prone to bugs and errors. You should always count in bugs and issues when introducing any new code into any project. If you are paying for code changes, request a compiled version with your requested changes to test and verify that the function or feature works fully before paying and acquiring the actual code. Major bugs can sometimes require the whole modification to be redesigned. You cannot count on developers to fix bugs if you discover them days, weeks, or months after a transaction has occurred to take your time to test very thoroughly before completing a transaction. Custom code modifications come at a great risk to stability, performance, and security. There are dozens or hundreds of different ways to implement new features or custom code changes, and not all are created equal. We go to great lengths to make sure the vanilla engine is stable, performant and secure -- the developer you hire might not have those goals in mind, or may not be experienced enough to know when their features have security flaws, or server crippling bugs when the server is finally under load. A feature might work great with 4-5 people online, but if poorly designed/programmed the server could slow to an unplayable crawl with any sort of actual load, and you will never know the problem exists until the worst time possible -- launch day. Finally, your game will not be made or broken by a couple custom features. Some of the greatest games of all time consisted of nothing but some text on a screen in a tiny console window. While custom features can augment a game for the better the success of a game will far more rely on the creativity of the developer. The best features in a bland world with no engagement or story will not lead to a successful game. Take it from Kassie, who has been stuck between keeping his custom features and upgrading to the latest version of Intersect for years now. If you are going to need custom code modifications, make a great game first and then chase after those modifications as late as possible, preferably right before you're game is about to go live and can possibly bring in either some revenue or volunteer developer talent so you can maintain those features. The most important thing is to have fun developing your game! If you aren't have a good time you're project probably won't see the light of day. Stop fretting about custom features and go have fun developing! I am going to pin this post for all to see. The goal of this post is to prevent you from getting into trouble early on. If you want to share similar experiences or ask questions regarding getting started and maintaining custom code modifications please feel free to do so below.
  16. It's in the itch.io image at the bottom. $20 as of this post.
  17. I'm only half awake. Felt a disturbance in the force... 0.
  18. Hey Everyone, I am announcing an ownership update for AGD. There is a TLDR at the bottom. For those that don't know, @Kibbelz and I started Ascension Game Dev and Intersect Engine together seven years ago. While we have been partners the community has seen several major redesigns and it has grown to be the home of over 7,000 members. With significant assistance along the way, we were able to successfully develop and open source the Intersect Game Engine. We met our goals of creating a cross platform, modern, c# 2d orpg engine with a larger feature set, better performance, and significantly more stability than any of it's predecessors. We have an amazing team of developers who are continuing to work on Intersect who are introducing new features, exterminating bugs, and working on expanding to new platforms over time. There is still a long road ahead but someday I hope that we can reach a stage where we'd feel comfortable releasing Intersect as a tool for the general public on platforms like Steam. The goal for Ascension Game Dev is to continue grow as a hub for all game devs and Intersect users to collaborate, get support, and share their creations. There are several updates and changes that we will need to make to AGD in order to support a larger influx of users that we hope to see in the future, not all of which I felt comfortable committing to with a shared ownership structure. So as of today I am happy to announce I have come to an agreement with @Kibbelz to buy out his stake and take full ownership of the AGD forum and Discord communities. I really appreciate and am grateful for all the help and support @Kibbelz has provided in getting us to where we are today. He will still be around working in Nightmare as an AGD member/contributor instead of an administrator going forward. As for site/discord changes nothing will happen for now, as official plans are made more announcements will come. Thanks, JC TLDR: JC is now the full and sole owner of AGD and the AGD Discord Community. Nothing is really going to change for a bit. Thanks to @Kibbelz for all he has done to build up AGD and Intersect to date, and more announcements will follow as plans are made.
  19. As @Blinkuz has kinda said, this is a very 'niche' feature for mmorpgs which wouldn't be suitable or worth maintaining in the base engine in my opinion. On the bright side It is something that can be accomplished relatively easily via source edit -- you can ask here and wait it out in hopes someone does it for you. As for other features which would be good for the base engine please post them and an bug reports in our official tracker.
  20. It was hosted by my own hosting services As of today @panda is hosting the servers. There are 2 versions of the demo game running for testing purposes (one for the main/stable branch and one for the prerelease branch of the engine). Super cool to have constantly running and up-to-date public test environments and much appreciated of panda for running them
  21. People couldn't server hop or anything with the same characters/accounts right now, and it would come with the larger amount of time/effort to maintain 3 servers but sure -- you'd just copy out the game dbs to all 3 servers whenever you want to deploy updates, and that would help balance your load if you run into limits. The listed tiers are also not all that is available, those are just what most people need/want. I've had people also want fully dedicated servers where your game gets a whole physical server to itself. In that case you could run multiple copies of your game on super machine or run a single game server will a ton of processing power. That route would be a better price to performance deal than several of the $50/month servers I offer but there are complexities. Up-front setup fees from whoever the server is leased from (I recommend OVH or SoYouStart) A day or two of time required for me to setup, secure, and configure the server for the web control panel + automated backups Very little leniency on late payments. (2-3 days before full deletion instead of 30 like the lower tiers)
×
×
  • Create New...