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jcsnider

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Everything posted by jcsnider

  1. Import and Export needs to be completely rewritten. It will probably return but not until a later point in time (Maybe RC versions) Please do NOT do what bunny suggested. By copying maps in the DB you can end up with multiple maps sharing connections to adjacent maps or sharing the same events (not copies). At best you create inception, at worse you destroy your game.
  2. What you're looking for is a "Map Animation" which is found under the Attributes tab in the map editor. That let's you place an animation on a singular tile that will not move.
  3. @placido: best route is to do your own stress test, gather some people and see how well the game runs for them. We cannot give you an exact answer or range based on simply server specs, or internet bandwidth, and even if we could the engine is getting better with each version so the number is only getting higher. Locking this topic, plenty of answers above.
  4. Unknown. There is no coded limit. I don't know what the max # that others have hit so far. It will really depend on the machine you're hosting the game with along with dozens of other factors.
  5. Increase the rate in which the server processes projectiles so when they hit a target the server doesn’t take so long to send the animation or apply damage.
  6. Removed off topic posts. The concept is above if you'd like to use it. I don't foresee any productive discussion coming from this thread moving forward though so topic locked.
  7. Our inspiration for events came from the RPG Maker engines. Their event system is slightly more powerful than ours right now, but we really liked that concept. Intersect is generally the logical step up from RPG Maker since we provide multiplayer functionality. Making the transition as smooth as possible for those users seemed like a good idea. I'm glad you're figuring it all out though phawse, and if you have any other questions feel free to ask!
  8. Because the animations in the pack that are currently distributed with the engine are not safe for use in commercial projects afaik.
  9. Client/Resources/config.json the Font property.
  10. I’d recommend trying our demo game that is hosted using this service to get the best idea on how it will perform and what ping you’ll receive. https://www.ascensiongamedev.com/files/category/17-downloads/ I have others in Europe hosting their games using my NA service and I haven’t heard any complaints thus far.
  11. Absolutely! They are amazing assets, and I'm glad you shared. I just want to share what little I know as well. I previously discussed those graphics with a mod at the enterbrain forums and never could get conclusive answers which was the driving factor of us commissioning the new AGD graphics. My only goal is to keep everyone informed and let developers make the best decisions for their projects that they can.
  12. The license can be found here: https://web.archive.org/web/20120709182546/http://www.tekepon.net/fsm/modules/refmap/index.php?mode=rules While the authors say that you are free to use these graphics for free, commercially or otherwise a lot of people (myself included) find some to be too similar to the RMXP default graphics. I would not feel comfortable using these for a commercial project, but non-commercially sure
  13. @Shilo shoots a poisonous blow dart into JCSnider's neck, slowly killing him. <.<
  14. jcsnider

    Chat filter

    No and no. Can be added with source. This is not a priority for us atm.
  15. Looks absolutely fantastic. Only advice I can give is a new animation where the 'down' button lights up on the elevator for just a little more realism
  16. Sorry, but Chronos hasn't visited AGD since July 2018. This tool is obsolete and I don't believe any updates should be expected unless Chronos returns. In the meantime I am locking this thread.
  17. Yeah. The only thing this sorta helps with is giving your players a domain name to connect to if your ip is changing all the time. If your ip isn’t dynamic then this is an extra config step with little to no benefit.
  18. The pass field in the database uses a hashed pass and not a plain text pass. SHA256 (Hashed Pass + Salt) As for getting PHPs hashing to work exactly like C#s I don't have a perfect answer of the top of my head at this moment.. I'll play with this some and follow up soon.
  19. Ahh yes, in Beta 5 the databases are separated so you can have one be Sqlite and the other be Mysql or vice versa. Glad you got it working!
  20. Actually, the server has different/better error reporting. Upgrade to 5.1 using SQLite. After upgrading boot the server and use the “migrate” command and try to move to mysql. If that errors, can you send those logs?
  21. The error log you provided mentioned an inner exception which unfortunately didn’t get logged. I will try to get you a different migrator uploaded in the next day or two which should provide more information on what is going wrong so we can come up with a solution.
  22. If I understood correctly, the migration to Sqlite worked? This is super interesting. What version of MySql are you running?
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