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Everything posted by jcsnider
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API v1 9/4/2019 What is an API? API stands for Application Programming Interface. The Intersect API will allow other applications to communicate, query for information, and even control aspects of your game. Just about any software can communicate with the Intersect API. That means developers can create control panels, web sites, mobile apps, and more with the capability of interacting with your Intersect server in real time. Huge props to @panda for getting all of this working. What does the API allow? The API finally opens the doors to safely fetching and updating database information without crashing your server or risking the loss of data. You can retrieve data for maps, items, resources, projectiles, animations, etc, etc You can manage players, their inventories, player and global variable values, validate user passwords, create accounts, update email addresses and much much more. Why would I want this API? For most of our users, the API will be too technical to work with directly, but we expect the developers here at AGD to integrate with the API and run with it. In the near future we should start seeing the creation of many tools such as: Visual server control panels Cash shops Leaderboard systems Website login integrations Viewing player stats online and more! I expect that developers utilizing the API will share these systems for the entire community. Even those with no programming background will benefit largely from the built in API. How do I use the API? The API is meant for developers. It is based on HTTP GET/POST calls transmitting json data back and forth. We have a full set of documentation written out and ready to go with instructions on how to enable the api, grant api permissions to accounts, and how to interact with the many endpoints we have available starting in B6: https://docs.freemmorpgmaker.com/api/v1/ What's next? There's not much left! B6 just got shipped out for final testing. 105 bugs have already been reported and fixed within our private testing group. We're making final release preparations now, and plans moving forward will be largely based on how well B6 is received. Here's to hoping for a smooth and stable release! ^^
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Unless anything big happens we will be releasing B6 this weekend ^^.
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- Devo, AisenArvalis, Ainz Ooal Gown and 3 others
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Anything automated would likely place the tiles down in such a way that they overwrite existing mask/fringe tiles you wanted. It can be custom coded when source is out, but that isn't something I want to tackle.
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Equalivant. The best move would be for us to have an Animation + Blocked attribute, but at the same time as long as the event isn't doing anything it isn't that big of a deal. I'm probably over exaggerating some. If I were making a game I'd 100% be mapping with resources too. We're still working on improving resources too, one of the only tasks for going into RC1 is 'Rebase Resource entities on the server the improve ram usage.' which will make mapping with resources even less of an issue. Whether to remap or not is a judgement call, even though I should have the answer for you all I don't know if the tradeoff of performance for convenience is worthwhile or not.
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Events that aren't moving, have no commands, and aren't set to 'autorun' really aren't that bad. But yes, map animations are far better than using events as animations. Using resources as borders are not good though. We expect people to do it, and we've optimized as best we can for it, but for every single resource the server has to send the hp/sprite/etc to the player and the server must keep track of it's health, stats, inventory, etc which does require more ram. The hit isn't bad until there are hundreds of thousands of unoptimized spots in your game and someday you go to improve performance and realize that you've dug yourself into a hole.
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Client resources don't matter nearly as much as server resources, if a player has a crappy pc and the client lags that's bad.. but if the server lags all the clients will. For the server the map attributes don't matter, they all take (roughly) the same memory footprint. Resources/Npcs/Events are the most expensive (especially events). A lot of it is common sense. Try to limit the number of looping or autorun events, don't create projectiles with 100s or 1000s of animations going all over the place. Using events to spawn npcs when the basic map spawns will do is the far superior option.
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The item description window only appears while your mouse is hovering over an item. Meaning that when you went to scroll the description would just vanish. Your best option is a redesign of the description window to be bigger if you need more space.
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I'd recommend taking Khaikaa's word for it.. he's pretty much in the loop on everything lol
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Maybe CenterH, Bottom
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Count as high as you can while staff are sleeping!!!
jcsnider replied to Giligis's topic in Forum Games
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Depends far more on what the players are doing and how separated they are throughout your world. If all the players are in one area only one area needs processing of maps/NPCs. But if they are scattered it's more work. In this day and age RAM won't ever be a problem. It's CPU usage. Don't have numbers right now though, and even if I did they're getting better with every release as we improve performance. B6 being far better on both client and server sides. ETA of all releases is unknown. Been traveling a ton recently (done as of this past weekend in Detroit), and a new contract job that takes utmost priority. No new features being added after b6 though, so releases will be speeding up. Edit: Marking as answered as the original question has been answered and other users are derailing with unrelated questions
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In your client/resources/config.json try disabling the caching option.
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That is absolutely something that will be made available in the future.
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Yeah, in the characters table there will be an equipment array. The numbers in that array will correspond to items in the character_inventory table. You can then look up the item ids from that to determine the exact items that are equipped.
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You should wait until the functionality is safely provided through the Servers API. Editing the DB directly while the server is running will cause your server to crash. But yes, you'd just locate all rows with the character id of the one your're deleting and remove them.
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Is like 3-5 mins, but I don't know exactly off the top of my head.
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We are in the process of transitioning to a new documentation system which is now live at: https://docs.freemmorpgmaker.com The source for the docs are in markdown files. All contributions are welcome in our Github repo via pull requests: https://github.com/AscensionGameDev/Intersect-Documentation
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Necroing doesn't apply in the resources section If you fix it up please consider sharing for everyone
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More info here: https://www.freemmorpgmaker.com/docs/en/FrequentlyAskedQuestions.html#page_Content We expect people to roll their own encryption once we're open source.
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Is there any pros and cons for mysql?
jcsnider replied to Worldofjimmy's question in Questions & Answers
You don't. Sqlite isn't network based. Instead you'd use the API in B6+ to communicate with the server to get the info you need. -
You'd have to elaborate further for me to provide a decent answer. Basic API access is all that's required to send chat messages. The API cannot trigger /commands. Command lists? Assuming you're talking about events the API can modify event switches/variables but not alter events themselves. You can trigger stuff with the API by changing switch/variable values but not change event structures at this time.
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Is there any pros and cons for mysql?
jcsnider replied to Worldofjimmy's question in Questions & Answers
Mysql is going to be a lot slower than Sqlite for the game database which is why the server says: Use sqlite for both unless you absolutely need mysql for some specific reason. -
B6 API actually has internal permissions that must be custom set. (IE: Access to user accounts/user endpoints) and there are more to come.
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This is not currently a configurable option, maybe in a future version.
