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Everything posted by jcsnider
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PokeRion -- Confirmed, final, approved, and stamped title. Looks good, keep it up I want more Pokemonz on my life.
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GWEN does not work out of the box in monogame. It has separate projects for the SFML/OpenTK libraries as "Renderers". You would have to clone one of these renderer projects, remove the SFML/OpenTK references, replace them for MonoGame references and then replace all of the code with MonoGame equivalent functions. This is (NOT) a fun task and I highly advise not doing it without prior GWEN experience. TL;DR: Find a different UI library built FOR MonoGame with documentation.
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Hi all, I just want to take a moment to direct your attention to a new page in the menu bar. The "Support Us!" button takes you to a simple page where you can take a moment to help out the community. The first half of the page contains various social media buttons. By liking, following, and subscribing to our pages our popularity increases. The wider our social media reach is, the more people who catch us and the stronger search engines will respect our community. The other half of the page is for donations. If anyone is able and willing to contribute to hosting costs or our vendetta to escape the clutches of OVH (or at least our current plan/setup) we would love the support Please donate responsibly, if you can't then no big deal! We can pull it off!. Couple of disclaimers. All donations will go back into the site, members who donate will become a contributor for life. We greatly appreciate all of your support! Visit the Support Page here. Thanks all! AGD
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How do I link maps for a seamless world?
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We figured it out. The problem was that he was using the X and Y variables for his loops and reusing them to calculate coordinates. Here is the fixed code... Sub DrawNight() 'Create a RenderTexture for our Dark/Night overlay NightGfx.Clear(New SFML.Graphics.Color(0, 0, 0, 200)) For X = TileView.left To TileView.right For Y = TileView.top To TileView.bottom If IsValidMapPoint(X, Y) Then If Map.Tile(X, Y).Type = TILE_TYPE_LIGHT Then dim X1 = ConvertMapX(X * PIC_X) - 135 dim Y1 = ConvertMapY(Y * PIC_Y) - 20 'Create the light texture to multiply over the dark texture. Dim lightSprite As New Sprite(lightGfx) lightSprite.Position = New SFML.Window.Vector2f(X1, Y1) NightGfx.Draw(lightSprite, New RenderStates(BlendMode.Multiply)) End If End If Next Next NightGfx.Display() GameWindow.Draw(NightSprite) End Sub
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[*]Make sure you only create the NightTex at start. Do not create it everyframe, just call clear and redraw it. [*]Only update the night tex if something has changed/Player has moved [*]This is complex. Use an off screen texture to store all the map lights when the map loads then every frame render that texture to an empty texture, only draw the player light, and render that. (Less multiplicative drawing.) [*]Accept that lighting is extremely resource hungry and that you should target other areas to optimize. Sub DrawNight() '- snip - NightGfx.Display() GameWindow.Draw(NightSprite) End Sub All you need to do (from what I can tell) is call the display function on the Night Texture after you draw all the lights.
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Hi all, I replaced our spoiler plugin with a new one. Same concept but now you can include advanced stuff in spoilers like images, videos, code blocks, etc. And spoilers show up as buttons like this... Instead of the old one that looked like this Just a heads up. If you have been avoiding spoilers you don't have to anymore! -JC
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Microsoft really wants people to use their languages! So much in fact, that they paid this dude to make a video series to teach it to you. He starts from the complete basics (How to download and install vistual studio) and goes to Hello world from there and onward. If you want to start learning C#, give this a try! https://www.microsoftvirtualacademy.com/en-us/training-courses/c-fundamentals-for-absolute-beginners-8295?l=bifAqFYy_204984382
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This has been requested wayyyy to many times so I am finally caving in. Here is a really simple tutorial for making basic spotlights in C# and VB.Net with SFML. If you are using another rendering library this may still help. VB.Net Guide Step 1
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This has been requested wayyyy to many times so I am finally caving in. Here is a really simple tutorial for making basic spotlights in C# and VB.Net with SFML. If you are using another rendering library this may still help. C# Guide Step 1
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Admittedly I generally don't watch about half the stuff people send to me. But Henrik sent me this one today and I loved every second of it. This hour and a half long video shows the game in its entirety, I liked the emotion, and narration. As for the commentary I would give it a 2 or 3 out of then but he adds life to watching someone play a video game. Watch it, speak your mind afterward. xNO221wVoWA
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Epic Mapping Tools (Cut, Paste, Click/Drag Tiles, etc) Dev Blog 10/02/2015 News/Updates I have been dreading this one and was honestly planning on holding out until after closed beta to design it, but here I am. We now have tile selection + click and drag movement! This means you can grab small or large sections of your map and relocate them as needed. This also affects lights, events, blocks, attributes, and npc spawns. There are also options to only move your current later in case you only want to move a house, or a tree versus all of the map layers at a given time. That's not all either. The rectangle tool has also been implemented so you can fill a specific area with a tile or group of tiles of your choosing! Content/Show Off Tile Selection & Click/Drag Movement Rectangle Filling of Tiles Cutting/Pasting Of Tiles Tile Selection/Droppler Tool As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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FPS Options Dev Blog 09/30/2015 News/Updates More updates coming from my laptop. Options menu now has FPS targeting options, Vertical Sync will be set to default for the smoothest game play experience but you can always aim for something else or unlock your fps to test the limits of the engine. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Alright here are stats from my Lenovo X1 Carbon laptop. It has 8gb of ram and an Intel I7-5600U processor with intel integrated graphics. (As bad as you can get!) Running in a full area at 1920x1080 I'm getting between 70-80fps. In other less demanding areas I am seeing FPS rise about 120. Running a reasonable 1366x768 resolution I am nearing the 200 mark. Not too bad, still a little room from improvmen. Vsync will easily be achievable in all situations.
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FPS Optimizations Dev Blog 09/30/2015 News/Updates It is nearly impossible to show, but I have spend the night optimizing everything in the Intersect client. If you look at my previous screenshots you will notice my FPS hovering around 70, that was full throttle on my gaming rig. As of now, we are sitting pretty between 800 and 900fps on the same machine, same spot, wider resolution. Camera movement has been adjusted and smoothed out for the best roaming experience in games as well. I will update this in a bit with results from my tiny laptop with no gpu instead of my boss desktop. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Admin Panel and Game Conversion Potential Dev Blog 09/28/2015 News/Updates I did a ton of crazy back-end fixes and optimizations today that doesn't really matter. With that said there are multiple things to show off! First, we now have an admin panel in the client for map warping. This will be expanded to cover item spawning, banning, kicking, etc. Secondly, I have proven to myself that under the right circumstances the maps from an Eclipse game can potentially be converted to Intersect. It was an all day and all night task but the results are incredible Content/Show Off Admin Panel: Game Conversion: As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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UI Transparency Updates Dev Blog 09/27/2015 News/Updates I dove right into the GWEN user interface library and added the ability to change the rendering color of the windows/controls. This means we can now have semi transparent windows so the UI is less obstructive. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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No. No, you can have that one.
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ShareX is awful software this is much better.
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Intro Scene and Volume Sliders Dev Blog 09/26/2015 News/Updates The client now accepts image names in its config file for an intro. You can show a title, or a company logo if desired before reaching the main menu. I replaced the Sound/Music on and off switches with nice horizontal sliders so you can adjust the music and volume to specific levels. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Player Saving/Password Encryption Dev Blog 09/26/2015 News/Updates The server no longer relies on an MySQL database but it remains to be an option! If no MySQL database is defined in the server configuration then the server will revert to saving to general .xml files. This means you can get the server up and running out of the box and move on to more advanced databases later if you wish. Furthermore, we are now using standard SHA256 encryption functions on passwords. This means that you cannot view your users passwords, but you will be able to reset them. Can you decrypt my pass? Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Hi all, more site updates coming your way. This time we now have a code rendering mod based off of Geshi. Simply put, if you use the code drop down to select your language when pasting code it will properly highlight. Here are some examples: C# public static void Main(string[] args) { Thread logicThread; Console.WriteLine(@" _____ _ _ "); Console.WriteLine(@" |_ _| | | | | "); Console.WriteLine(@" | | _ __ | |_ ___ _ __ ___ ___ ___| |_ "); Console.WriteLine(@" | | | '_ \| __/ _ \ '__/ __|/ _ \/ __| __|"); Console.WriteLine(@" _| |_| | | | || __/ | \__ \ __/ (__| |_ "); Console.WriteLine(@" |_____|_| |_|\__\___|_| |___/\___|\___|\__|"); Console.WriteLine(@" free 2d orpg engine"); Console.Write("Copyright (C) 2015 JC Snider, Joe Bridges\nFor help, support, and updates visit: http://ascensiongamedev.com\n"); Console.WriteLine("Loading, please wait."); Database.CheckDirectories(); } and VB Public Sub DestroyGame() ' break out of GameLoop InGame = False PlayerSocket.Close() PlayerSocket = Nothing Call DestroyGraphics() GameDestroyed = True Application.Exit() End Sub I will be going through our existing topics and fixing the code tags to use this new system. Enjoy!
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You honestly couldn't have written a better review. Makes me want to go drink, and then nurse my next hangover to.
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Server Sneak Peek Dev Blog 09/21/2015 News/Updates I just wanted to quickly show off our server. This is just a command line application that powers everything our engine does. It is also mono compatible so you should be able to host Intersect games on Linux machines as well as on Windows and Mac! Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Was much more of a Runescape guy... What is Ultima and why is it fun?
