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jcsnider

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Everything posted by jcsnider

  1. No, not possible. Events are 'owned' by players so if there are no players then no events run.
  2. It'll be in the prerelase builds soon (if it's not already), having proper but buggy version will be better than one made with events.
  3. You can, but if it is a general question in which the response might help others I'd encourage it as a forum post. Otherwise I'll await the pm and assist if I am able to do so.
  4. I just updated the first post of this thread with a 'How Do I Get Started' section which contains a generalized overview. Will you give that a try and let me know if it helps? Thanks, JC
  5. In theory, but it might be frowned upon by Github.
  6. After much consideration we've decided to halt engine development, stop focusing on game dev, and reinvent AGD as a flagship NFT marketplace.

    1. Show previous comments  1 more
    2. Artheios

      Artheios

      I always wanted to be a nft artist here is my first piece of art

       

       

                                 :108_metal::70_poop::108_metal:

       

      you can send your prices.

    3. Arufonsu

      Arufonsu

      We have also invested in merch!

      The intersect merch shop will be available soon!

      13bee22e803b46597572cd1b69275095.png

       

    4. Gibier

      Gibier

      So how does the project's doing so far?

  7. Beta 7 Released 3/28/2022 What's New? Too much to list again here, see the follow dev blogs: Dev Blog 1 Dev Blog 2 Back to Stable Live games should stop using prerelease builds as they will become increasingly less stable as new features are added. Unless you are ready for instability you should update to 0.7.0.134+ (stable) for your live projects. Up Next! Beta 7.1 will be promoted shortly from the development to prerelease branch. It will contain new features such as instances, guild variables, and layout hot-reloading but it is also expected to be a bit buggy for awhile -- you have been warned! Beta 8.0 will begin development on the development branch when Beta 7.1 is promoted to prerelease, and will be moving Intersect to .NET 6.0, user-selectable language (with multiple language files), and breaking cleanup changes to configuration, localization and project structure.
  8. Along with @panda and @Cheshire, both @Daywalkr and @Arufonsu have stepped up huge to help with the development and management of the engine lately, so wanted to give a shoutout and thanks for all they've done.
  9. Beta 7 Updates Round #2 3/28/2022 Part 1 Our first Beta 7 dev blog surrounded a bunch of performance changes and quality of life updates which were a result of Leafling pushing Intersect Beta 6 to it's limits and beyond. There's a lot of good stuff in that blog so if you haven't seen it yet go check that out first. Part 2 The second half of our updates were largely focused on small enhancements and keeping up with bug report but there are some features included such as Guilds, Quest Log Categories, and more. Performance Batched action messages, movement, and animation packets to reduce traffic (#657) Client fps improvements (#663) Reduce and/or remove resx dependencies (#671) Made listing/searching faster in all editors. Ordered all item selection lists alphabetically (#679, #682) New Features Guilds (UI, Banks, Variables, Custom Ranks, and more!) Server performance metrics are now tracked and accessible through the API! Map Critter Attributes (#656) Quest log categories (#693) Item stacking caps (#728) Chat/trade logging which are accessible via the API (#732) Exp loss on death (#748) Event command to reset stat point allocations (#765) Bonus Exp options configurable for party sizes (#773) Enhancements Option for Map Animations to be block tiles (#655) New common event triggers Equipment Change, Variable Change (#658) Show picture command options -> Wait until closed, auto close after X time. (#691) Custom error messages when requirements are not met for using items, casting spells, harvesting resources, etc (#791) Craft all button within crafting windows (#836) Custom sorting for crafting table items and shop items (#838) Bug Fixes Fixed chat bar scrolling issues (#816) Fixed Craft editor common event selector. (#904, 8/13/21) Fixed a memory leak in the bank window. (#933, 9/14/21) Fixed an issue blocking the use of the Fill and Erase map editor functions for Map Attributes. (#944, 10/9/21) Fixed an issue where Secondary attack damage would not apply when Base damage is 0. (#949, 10/16/21) Fixed an issue where scaling damage was never calculated if base damage is 0. (#958, 10/17/21) Fixed an issue where quest message custom colours were not used correctly. (#1008, 12/13/21) Fixed map updates when metrics is false (#1005, 12/13/21) Fixed an issue where GUI Json files would not create new layout files while caching was enabled. (#954, 12/18/21) Fixed an issue where the Has Free Inventory Slots condition would not display the correct variable upon editing. (#978, 12/18/21) Fixed an issue within GWEN causing certain numerical inputs to fail when typing a value after 0. (#1023, 12/27/21) Fixed some potential game breaking issues by changing the Character Select Screen behavior: characters should not be marked offline at some specific situations. (#1060, 2/8/22) [API] Removed groupby from get logs/trade (#1066, 2/9/22) Fixed an issue where DoTs would be applied multiple times for the same spell (#1078, 2/14/22) Fixed “Player is busy” message on Party Invites (#1084, 2/25/22) Fixed an issue where, with a full inventory, we would not propagate giving items properly to stacks that still had space (#1076, 2/25/22) Fixed an issue where bank withdraws ignored inventory stack limits (#1075, 2/25/22) Fixed an issue with playing interface sounds where they would stop playing prematurely due to losing a reference to them (#1032, 2/25/22) Fixed visual glitch when moving elements within the hotbars (#1089, 3/3/22) Fix step forward/backward not working (#1099, 3/7/22) Removed hard coded ComboBox sound effects (#1098, 3/8/22) Fixed out of bounds exception on spell cast cancellation (#1124, 3/18/22) Fix crash when trying to edit quest completion events (#1142, #1143, 3/23/22) Dozens of others but we were not yet tracking changes. A full list can be found here. Going Forward We're finally moving Beta 7.0 to our main/stable branch. If you have been running the prerelease builds of Beta 7.0 it is recommended you update to 0.7.0.134+. Beta 7.1 will be promoted shortly from the development to prerelease branch. It will contain new features such as instances, guild variables, and layout hot-reloading but it is also expected to be a bit buggy for awhile -- you have been warned! Beta 8.0 will begin development on the development branch when Beta 7.1 is promoted to prerelease, and will be moving Intersect to .NET 6.0, user-selectable language (with multiple language files), and breaking cleanup changes to configuration, localization and project structure.
  10. We do not have anything even remotely closed to turn based combat. That would take a skilled programmer months or longer of work to implement. Sorry!
  11. Yeah just turn off the server, go to file manager, and upload a new Intersect Server.exe and Intersect Server.pdb (any version you want.)
  12. There's no point in paying for services that you don't need. And it's very easy to test and find out if your connection and machine will do the job. It's also very easy to upgrade at any time. If I wasn't already leasing these data center servers I'd totally do all alpha/beta testing hosted at home and then upgrade when traffic got too large. But most people don't have viable servers lying around, or are at schools where they can't host a game, or they are not comfortable configuring their network/router which is the gap these services fill.
  13. RAM doesn't matter much as long as you have a few gigs. The most important metric is a fantastic, low latency internet connection for the server. After that its CPU.
  14. We don't know. There is no hard limit. For reference Leafling running on a server roughly 2x as fast as the $50 tier hit 300 players on B6. It didn't play well with that amount of traffic but since then dozens of performance enhancements have been made if you're using B7. So I'd say at least 150 if you're on vanilla b7, but it could possibly handle way more. Once you start adding custom coded features though there is no way to even guess. If they are poorly implemented they can cripple a server with very few players online.
  15. Did you replace the fonts? Maybe try restoring the original ones.
  16. Label: Cook item Take One Uncooked Give One Cooked Conditional Branch HasItem(Uncooked) Success: GoTo Label CookItem Failure: Exit Event Processing
  17. The colors of the default text are taken from the colored boxes at the bottom of the defaultskin file. Since you recolored that file you also got rid of those boxes. Restore that file and you'll be fine.
  18. Include all of these files in the same folder as your client's exe. https://www.ascensiongamedev.com/resources/filehost/c6aca6e6545c05d247e4d6a1549a9396.zip Then rename the Intersect Client.bin.osx and Intersect Client.bin.x86_64 files to match your client exe name. So for example in Ambardia I have Ambardia.exe (Windows) Ambardia.bin.osx (Mac) Ambardia.bin.x86_64 (Linux) On windows I launch the .exe normally. On Mac I run the osx file. On Linux I run the .x86_64 file. All the other files are a slimmed down version of mono, so by distributing these alongside your client your players do not need mono installed and it should 'just work'.
  19. Yes, there is no engine restrictive licensing. Just make sure to adhere to the licensing for the resources you do use, it's all pretty relaxed. https://github.com/AscensionGameDev/Intersect-Assets
  20. Hey there, I just responded to your support ticket. Here is a very generalized overview on how to navigate the control panel and get your game data moved over to my platform and tell your client/editor where to connect. Feel free to respond here or in the support ticket if you have further questions. Thanks, JC
  21. Guild variables are done https://github.com/AscensionGameDev/Intersect-Engine/pull/777 but needs testing before it gets merged anywhere... will be rolling into B7 before we move it into the stable branch.. eventually
  22. So the other 2 questions should be separate topics in the general Questions & Answers board just because they are not source related. For respawn point that is set per-class in the class editor. You can get fancy later on with events to have reset points that change based on choices/progression but if you're just getting started the class editor respawn point is a good starting point. For the admin player I'd make an admin class with a bunch of base health and stats, you can then make a new player with that class and then in the class editor you can 'Lock' that class so other new players can't obtain it.
  23. Developer guides walk you through getting VS and cloning the source. https://docs.freemmorpgmaker.com/en-US/developer/ They are actually relatively up to date.
  24. Homing projectiles are only available in a few games which have hired developers to custom code it for their projects, it isn't a feature that is available in the base engine at this time. There are no mods for this available at this time. Also no developers working on such a feature/option.
  25. The logo can be changed. It will be a graphic file. Should be in the client/resources/gui folder.
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