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Everything posted by jcsnider
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Wrote some docs for it, but it is broken in B6 and the button will never show up. Will be fixed in B6.1. I gave a very short description on how this is done here. Gonna tag @Gibier who has been writing lots of our UI tutorials recently. There won't be much change in latency.. I don't think we can really do anything about that. Packets that are smaller can arrive quicker, and will deserialize quicker so both the client and server can handle and display that information faster. I don't know if it will ever be visually noticable but every little bit helps. We do not currently have any sort of predictive movement or anything that's a lot more prevalent in games not restricted to such large tiles on a map. The current movement works by the client moving immediately and informing the server, and then the server will send corrections if the client ever moves to quick or steps somewhere they shouldn't. Definitely still lots of room for improvement, but the biggest victory with the B6 changes is the ease to make and work with packet classes instead of manually writing/reading from a stream buffer and being forced to keep track of sizing and order of everything.
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Made some docs, but it is broken atm. Will be fixed in B6.1 https://docs.freemmorpgmaker.com/advanced/passwords.html
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You gotta add the slots via the server/resources/config.json file. Then launch your client and open the character menu (the slots won't be there.) Close your client. Open client/resources/gui/layouts/game/chatacterwindow.json. Look for EquipmentItem1, EquipmentItem2, EquipmentItem3, etc.. you can tweak the position of the slots, the graphics, size, etc there. It's not intuitive but with some tweaking you should be able to work it out.
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They are engine credits by default. And are meant to be modified. You can shuffle things around. Make all the engine stuff really small, give different titles/spacing, whatever.
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It's case by case. Intersect licensing doesn't require that you credit us. The special thanks to MonoGame, the testing teams, etc are all not required. Everything else depends on what you use, for example, if you use any of Eric Matyas music you must credit him. For everything else you should look at the applicable licenses linked here and decide what's appropriate based on what you're using. https://github.com/AscensionGameDev/Intersect-Assets/blob/master/README.md#licensing General rule of thumb is that if you're using someone's work, even if not required, you should credit them, not doing so is pretty shitty.
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I agree. Will see what I can do.
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It's hard coded to use a specific size.. but you can delete the size 8 and copy size 10 and name it size 8 so all size 8s will actually be size 10s. On mobile so sorry if this doesn't make sense.
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Beta 6 Released 9/7/2019 What's New? We're at the finish line now! B6 brings a new UI, performance enhancements, networking optimizations, tons of bug fixes, new assets, and a lot more! Performance Enhancements Instead of rendering the map to off screen images, and then drawing those every frame (like we were doing), and instead of rendering every singe tile of every layer every frame (like most engines do), we're rendering using vertex buffers on the player's graphic card. Map data is transmitted to the graphic card once, and drawn rapidly from memory every frame granting massive FPS boosts on most graphic cards and reducing memory consumption significantly across the board. Read more. Texture Packing When rendering graphics in a video game you can 'batch' draw calls. If you draw several consecutive sprites/objects/animations/ui elements/etc from the same texture all of those drawing commands can be combined and sent to the graphic card at one time. The fewer batches that get sent the higher your fps. Texture packing increases performance by combining lots of your small textures into just a few larger ones. Read more. Networking Optimizations This is a huge step forward for programmers who will want to expand upon the engine. Packets are easier to create and process now, they are also significantly smaller than before, meaning less bandwidth is required for each client. New UI Intersect has a whole new look now, which we think you all will really like! Read more. New Asset Pack The Intersect Official Assets Pack is ready to go! All of the assets in this pack are free to use legally in your projects, even commercially. Intersect will be the first free 2d mmorpg engine of its kind to be distributed in a state that's ready to create commercial projects. Read more. Combined Switches & Variables The coding behind switches and variables was a little insane... they were basically the same thing but handled separately, and in order to clean up we've combined the two. The new variables can now store true/false (boolean values) or numeric (integer values). We've set the foundation so that one day variables can also store different data types like text (strings). Searching and Folders in all Editors All editors now have the ability to organize your game objects into folders! Group weapons together, or specific types of spells, groups of events, variables, etc. If you can't find what you're looking for you can also search for specific objects too! Searching: Folders: Custom Class EXP Tables Want to fine tune the amount of experience it takes to level up in your game? Now you can with custom exp tables! Password Reset If you connect your server to a mailing service (like gmail) you players can request password reset codes that allow them to get back into accounts they have lost access to. API Allow third party apps, websites, and other services connect communicate with your server. Programmers utilizing the API should be able to create and share: Visual server control panels Cash shops Leaderboard systems Website login integrations Viewing player stats online etc Read more. Combat and Event Additions Kibz added new event commands for changing player name colors, forcing items to equip, percentage based buffs on both spells and equipment, shield spells and more. Dev Blog. Bugs Fixed On top of 100+ Beta 5 bug fixes, the private testing team that has been working with Beta 6 for all of August reported over 120 bugs that have been patched leading up to this release. Beta 6 should be one of the most stable versions of Intersect ever, and moving forward we are focusing less on features and more on stability while we create final release candidates and prep our services and the community for a full open source release Special thanks to @Khaikaa, @davidsaid06, @Mcadams, @BiGG, @hiroman, @Ainz Ooal Gown, and @Niko for their help during the 4 brutal rounds of testing they endured leading up to this release. Download Links Full Upgrade If upgrading from Beta 5 chose the upgrade archive, and be sure to read the Upgrading pdf located within. Have fun!
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Update out updating the icon to match the new Intersect icon. Bugs Fixed: Can't change hue in accessories When you have a hue change selected in an inventory slot that has no inventory, it shows an error prompt.
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The limit you want to find is not when it crashes, but rather when there's so much going on that the server starts to lag. Beta 6 won't be viable for such a test due to not being fully debugged. If the server crashes due to small little errors then you're gonna quickly lose all your testers without getting any decent information. You need a stable engine release first - that's what the release candidates are for.
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I really don't want to open this can of worms here... Massive is subjective. It can refer to players registered, maximum concurrent players online at a time, world size, or any other number of things. There is no quantitative metric that I know of that makes a game a MMORPG vs an ORPG - it's only what you call it. With the right team this engine can be used and tweaked to make any size game you want. (Might require smarter programmers than us, but the actual limits are unknown right now.) The target audience for the engine is mostly solo devs and hobbyists who will never make massive games anyways so the orpg description is more fitting.. not that it should be taken to imply anything.
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Stock UI will come with B6 by default. Due to dozens of updates and improvements it's recommended you switch over to it, and then remake any customizations from there. If you really need to use the old UI or a customized old UI you can, but you're on your own as far as designing your own windows for password reset and such, and item quantity labels and stuff like that may never work well.
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Updated the OP with in-game UI screenshots.. and posted a lot more on the New UI thread as well
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Updated the OP with final pictures from the new ui that is being shipped out with B6! Apart from a general look/feel upgrade there are a lot of subtle updates such as fixed item quantity representations, cooldown timers, sound effects on all ui elements, and more! Check it out here, or experience it yourself in the Intersect Demo Game which is already running B6 for testing purposes.
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Very minor update, but with B6 on the horizon and the API that will finally be available I'm happy to announce that my services are already equipped to provide secure/encrypted communications on all API requests. The encrypted communication is provided by a reverse ssl proxy through nginx running on our machines. Using ssl communication reduces the risk of your authorization tokens/passwords being stolen due to packet sniffing and other incidents, it's the same protocol the internet uses to protect sensitive information like credit card data when shopping online. If you're hosting with me and want to get this setup after B6 is released shoot me a PM, and I'll pass along all the information you need.
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Demo Game is back online running on B6! If you'd like to get an early look at the UI, or get a feel for the performance enhancements download the client and give it a try!Â
https://www.ascensiongamedev.com/files/file/70-intersect-demo-game/
Â
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- Ainz Ooal Gown, Shilo and Sweet Candy
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Its a standalone program, but within the editor there will be a tools drop-down with a button to open it. So yes and no? It'll feel like it, and it will ship with the engine by default going forward.
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No, nothing like that. The generator will be included as an extra tool you can open within the editor to just create more sprites for you game.
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I'm updating the whole UI thread next, and those screenshots will be posted here shortly as well. (Tomorrow sometime )
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Free 2D Fantasy MMORPG Assets https://github.com/AscensionGameDev/Intersect-Assets Introduction This is a complete collection of sprites, tilesets, animations, interface elements, sounds, music, tools and more for creating free 2d mmorpgs using the Intersect game engine. This pack originated when @George released his 16x16 game assets. Shortly after, @PixelFox released some sprites, animations, and more that all fit together extremely well. A short fundraiser was held at AGD and we were able to commission more tiles, characters, and much more from @Zetasis and @Xeno. We continued by commissioning a UI design from @Aesthetic and then proceeded to locate items, animations, sounds, and music with loose licensing restrictions from across the net. These assets will be distributed by default with Intersect starting in Beta 6. All of the assets in this pack are free to use legally in your projects, even commercially with any engine. Please see the licensing information below for more information. Authors Ascension Game Dev - Commissioning parts of and compiling this Asset Pack JC Snider (aka @jcsnider) - Character Generation Software Joe Bridges (aka @Kibbelz) - Character Generation Software, and Map Previews Below George Bailey (aka @George) - Graphic Style, Original Tilesets, and Items (Ref: 1) PixelFox (aka @PixelFox) - Animations, Characters, Monsters, Paperdolls, and Tiles (Ref: 1) Jon Collier (aka @Zetasis) - Tiles, Characters, Resources, Generator Components, Paperdolls, UI Icons, and More! (Ref: 1, 2) Cordell Carrier (aka @Xeno) - Sprite Modifications and Many Tilesets Aesthetic (aka @Aesthetic) - New UI Design/Graphics (Ref 1) Joe Williamson (aka @JoeCreates) - Item Icons (Ref 1) 7Soul (aka 7Soul) - Item & Skill Icons (Ref 1) Vincent Garreau (Github) - For ParticlesJS which we used to texture some of our UI buttons. artisticdude (OpenGameArt) - Various RPG Sound Effects Kenney (Kenney.nl) - RPG and UI Sound Effects FontAwesome - UI Button Icons Adobe - Source Sans Pro and Source Sans Pro Black Fonts Octave Sounds - UI Element Sound Effects Eric Matyas (aka @Eric Matyas) - Music Licensing All the animations, tilesets, characters, ui elements, items and other assets by George, PixelFox, Zetasis, Aesthetic, and Murdoc are licensed as CC BY 4.0. Most items were created by Joe Williamson and are licensed CC BY-SA 3.0. Other Item Icons & Skill Icons were created by 7Soul which were distributed with his own license. FontAwesome icons used in the UI are licensed as CC BY 4.0. UI Sound Effects by Octave Sounds have a custom license which permit free commercial and non-commercial use of their sound effects. RPG Sound Effects by artisticdude are public domain (CC0). RPG and UI Sound Effects by Kenney are licensed CC0 1.0 Universal. Adobe Source Sans Pro Fonts are licensed as SIL 1.1 Music is by Eric Matyas - SoundImage.org - Licensed CC BY Attribution 4.0. All files have the author(s) and applicable licensing specified in the commit histories, please refer to those for individual file inquiries! Tilesets & Characters Character Generator Generator Examples Game UI Sounds & Audio 75 Audio Tracks by @Eric Matyas 202 RPG and UI Sound Effects Animations & More To be posted. Downloading GitHub Repo Direct Download This asset pack will be distributed with Intersect starting in Beta 6, the included UI elements and fonts are not compatible with Beta 5. Contributing We'd love to expand this pack with more assets! Please feel free to contribute assets to this repo via a PR or reaching out to @jcsnider. We have an ongoing wishlist here if you are looking for ideas. User Custom Asset disclaimer Any custom assets you see in other peoples games that are based off these graphics are owned by the game developers making that game. Do NOT rip those graphics from their games and use it in yours unless the author has shared their graphics with you privately or publicly within the forums. If you notice someone is stealing your custom graphics specific to your game that you have not shared with the community please contact an admin or a moderator immediately. If a user is caught plagiarising there will be strict consequences potentially resulting in a ban from our forums as its illegal. Complementary Assets This pack doesn't include fogs at this time. (They're on our wishlist!) But here is a good set that I found that would work great in non-commercial projects. The original author never specified any sort of license so these will not be included in this pack by default. Acknowledgements We cannot thank @George, @PixelFox, @Zetasis, @Xeno, @Aesthetic, and everyone else who contributed to this pack enough. Your hard work made all of this possible! I also want to add a quick special thanks to @Khaikaa for helping me with some of the naming and organization of these assets. Thanks again!
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As a weird workaround, you can always set a variable value via the API that will make an autorun common event run on the server to do stuff like that whenever the player logs in next. Not a great solution, but definitely a viable one.
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API is set to be expanded over time for sure. We plan to add all of it over time. (Creating players, allocating stat points, updating sprites and much much more.) This is only v1, and we have plenty of room to expand. Remote commands to the server console isn't something we've thought of yet. A lot of the info you can get with other endpoints (like sending messages, banning, getting online players, cps, etc). Is there something in particular that you think the server console can do that you should be able to do via the API? Character sprite that is there already. Here is the full return of a player lookup: https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/f9cbcdebafc4acff54318cb314871fba.json Notice Sprite: "1.png"
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The ability to connect to your servers' api, yes. And I will be providing a ssl reverse proxy which means that all data will be encrypted. The code required to integrate with your own apps/websites is on you though.
