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Everything posted by jcsnider
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Intersect Game Engine Review After 4 Months
jcsnider replied to Julian's topic in General Discussion
Also it's minimal in the grand scheme of things but there is a barrier of entry to MV in terms of cost. You are then constrained to the limitations of MV as a whole while with Intersect if you have a developer you have full control over everything - you're only limitation is the language itself. If MV with plugins and whatnot handles all of your needs though then by all means go that route, given their funding and army of developers I'd expect them to have the better product. I remain skeptical, however, about the viability of the online plugins at play, given past experience with those that existed for XP and VX. -
Pretty sure it's the time to traverse to the next tile / 4. So not a static value.
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Intersect Game Engine Review After 4 Months
jcsnider replied to Julian's topic in General Discussion
Want to do it manually, here's how you take a patch and view it's changes. If you want to learn that way, great. At least with the patch you can check beforehand if it would apply so you don't get half way through your copy-paste session and realize it isn't compatible. Also viewing the diffy means that you can see the exact changes and they won't be subject to author errors from translating patch -> forum topic. https://www.ascensiongamedev.com/topic/5092-hint-examine-patches-with-diffy/ -
Not by default.. but that would only require modifying a few lines of code.
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Intersect Game Engine Review After 4 Months
jcsnider replied to Julian's topic in General Discussion
Since it isn't possible to derail this thread... I'd love to touch on this and discuss/learn. MonoGame was chosen because of simplicity, performance, and it achieved our goals of keeping desktop cross platform support with no licensing restrictions. (No matter how profitable a project becomes) It also leaves the door open for dedicated developers to port their projects to mobile devices in the future which is nice. It's not perfect by any means, but their dev team has been great to work with and problems we have faced with it have been quickly resolved. So that leaves me with a 2 part question: I guess I'm wondering what 'advanced functionality' specifically is missing in MonoGame that you would want in a typical 2d orpg (or even a dating chat app in the dark)? Outside of SFML (which we did use in Intersect for quite awhile but discontinued due to performance issues) what other libraries should we have considered? -
Intersect Game Engine Review After 4 Months
jcsnider replied to Julian's topic in General Discussion
Re: Rubberbanding https://github.com/AscensionGameDev/Intersect-Engine/issues/141 TLDR; Not gonna be a hard issue to solve. Commenting out one line of code would do it. (Just would open you up to speedhackers). Working on a smarter system to do protection without kicking legit players back. -
.exe detected as virus false positive
jcsnider replied to Vhaeriel's question in Development Questions
False positive... more links regarding the issue... https://www.ascensiongamedev.com/topic/4497-false-positive-for-viruses/?do=findComment&comment=42350 https://www.ascensiongamedev.com/topic/3234-virus/?do=findComment&comment=33583 At the end of the day Intersect is a small/unknown program that reads files/writes files/connects to the internet/etc. It may show up as suspicious or as a virus to some programs. It's not a virus.. and entire source code is available to prove that nothing sketchy going on behind the scenes. There's nothing we can do to stop Avast or other applications from flagging Intersect as a potential virus so the best course of action is to open Avast or whatever and mark it as a False Positive. -
Event command that fires a spell
jcsnider replied to Beefy Kasplant's question in Source / Plugin Requests
What about spell stats? How does the spell handle scaling off of the events attack or ability power? Would those stats be handled in the event command window? This would be really cool (even in the base engine) but there is a lot to consider with this one. Just getting the discussion started -
The changes just got merged into the Master and Development branches.. if you pull the latest hopefully they will work
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https://www.tenforums.com/tutorials/5990-change-dpi-scaling-level-displays-windows-10-a.html Make sure your dpi and scaling options are set to 100%
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Got a solution in the pipeline: https://github.com/AscensionGameDev/Intersect-Engine/pull/193 Looks like MG prunes their dev builds so we uploaded a copy of the missing version to our own Nuget. Not the best solution but only temporary until 3.8.X is deemed stable.
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The updater isn't one where we provide the updates. You upload your own Client and resources to a webhost and then as you make changes to your webhost your players will get the Client and resources that you provide. Because the whole update process revolves around you supplying the updates with your own files there is no risk to us somehow replacing your files.
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Check your email inbox and spam folders. It will give you a link to our hosting panel https://panel.freemmorpgmaker.com along with your login information. Inside the panel you can control your server via the console window. To upload the server you've been working on locally shut down the server in the panel, go into the File Manager, delete the existing Intersect Server.exe and Intersect Server.pdb and upload your own. Then go into the File Manager/Resources folder and delete the dbs/configs and upload your own as well. Then you can start your server and you'll be good to go!
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The versions are the project versions within the visual studio projects. You gotta change the version number on all the projects (client, server, editor, core, network, etc) and then compile. ' The encryption keys are embedded in the client and server source. @panda made the Intersect.Utilities library to help generate keys. He can maybe describe the process of switching them out. Documentation for the built in update is here: https://docs.freemmorpgmaker.com/deploy/autoupdater.html
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There is an encryption key used so only intersect clients can make a connection. (Unless someone takes the key and uses it in another program) The server and client also communicate versions and won't allow the connections if there is a mismatch.
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HandleInput happens every frame, so in theory upwards of 100 times a second. You need to do your own sort of timer and only send the change when directions change and then you'll be in good shape.
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Add more logic so it only sends the direction change when the direction actually changes. On top of that.. maybe add a client side delay on how often you can change the direction?
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After changing the dir add: PacketSender.SendDirection(dir);
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What he is saying is that after an action he wants the frame to go straight to idle instead of normal. He also wants idle to show on the character creation/select screens instead of normal.
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The sizes of maps don't matter nearly as much now after the rendering upgrades described in the first half of the op of this topic... https://www.ascensiongamedev.com/topic/3623-dev-blog-1312019-rendering-optimizations-texture-packing/?do=findComment&comment=35669 Before those rendering changes the amount of Vram and time to create the cached map layer images were insane and would only get worse with map size. There are still always going to be optimizations that we can make both to map rendering and the map traversing logic, but right now I do feel as if it's in a pretty good state. (There's a lot of other areas that I'd focus on before that anyways)
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It's caused by our terrible code to prevent speedhacking: https://github.com/AscensionGameDev/Intersect-Engine/blob/4cab01d144131fe15d3736194806066428258ac2/Intersect.Server/Networking/PacketHandler.cs#L415-L419 It's highly influenced by latency and causes those stutters. Removing those lines or tweaking the threshholds may help at the expense of speedheck protection. We're working on new methods to combat that, but haven't really jumped into a smarter alternative yet. https://github.com/AscensionGameDev/Intersect-Engine/issues/141
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Increase Startup Spell Inventory amount
jcsnider replied to Julian's question in Development Questions
Server config.json will let you edit the max number of spells a player can learn. Those slots take up space in the DB regardless of whether they are used or not, so I recommend setting it to the value you need and not something insane like 1000
