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jcsnider

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Everything posted by jcsnider

  1. Chaos is a ladder. But for real this is a step by step sorta thing. What we currently have is better then nothing. This is better than what we currently have. Whatever comes next will probably top this. Good news is that I’m learning a LOT about photoshop, and I’m getting ideas on how to make our UI config files better moving into the future
  2. New UI! 2/6/2019 Introduction Our primary focus with Intersect is shifting. There are no more massive features planned on the roadmap. Going forward, our primary goal is to polish the engine. We want to get it to a stable point where you all can feel comfortable running large games with it, we want the engine to look nice and be presentable on platforms like itch.io/steam/etc, and we want to make sure that all of the default content distributed with the engine moving forward is completely free and legal to use in all projects (commercial or otherwise) forever. Awhile back we hosted a fundraiser to acquire a set of community tilesets/characters/etc in which people could build their games with. Working alongside @Zetasis we created a character generator which will be packaged with the engine starting in B6. Last year I traded @Aesthetic a few months of Intersect hosting in exchange for a ui mockup. (1, 2, 3) Sounds and music have been sourced via a few different creators. Resulting in a full Intersect assets pack that is safe to use (even commercially) free of charge. Anyways, this thread was a live progress feed showing the new UI as I was working on it, now the UI is done, and screenshots can be found below. We hope you like it! Main Menu Login Settings Credits Character Selection Password Reset In-Game Parties Items & Spells Character Menu Crafting Stacks of Items Status Indications with Duration Labels Displaying of Spell/Item Cooldowns & Proper Item Quantity Labels Event Dialog Windows Unlocked Equipment Slot Locations for the Character Menu Everything has subtle sound effects now by default. Button clicks, hovering over elements, typing, backspacing, and more all provide sound feedback! This new UI is being shipped with Intersect B6. Keep your eyes out for that release which is coming soon! If you're impatient like me, and want to explore the new UI now it is live on the Intersect Demo Game which is running an early version of B6 for testing purposes.
  3. Not without doing an event that would see how many times you can subtract 86400000 from the variable to get days, and then subtract 3600000 as many times as it can to find hours, then subtract 60000 as many times as you can to get minutes, and then subtract 1000 as many times as you can to get seconds. That's the only way I can think of accomplishing that at this time. Major event upgrades that would be more suitable for doing this automatically will happen post-source release.
  4. Try checking the NPC vs NPC enabled box on the grunt. If that doesn't work try also including the guard on it's list. I'm sorta guessing right now, I can't recall all of the logic off the top of my head.
  5. Shoudln't make a difference. Can you post screenshots of the configs of both npcs? I'll see if anything sticks out, or if I need to try to recreate and classify this as a bug.
  6. In the Npc vs Npc box is the guard allowed to fight whatever is hurting the player?
  7. Better to be non global.
  8. These are safe to use commercially and will be the default graphics included with the Intersect engine starting in B6. https://www.ascensiongamedev.com/topic/3027-official-intersect-resources/
  9. Rendering Optimizations & Texture Packing Jan. 31st 2019 Client Rendering Optimizations This is really hard to explain, but we've made some massive performance updates to the rendering system in Beta 6. We no longer cache each map into 9 massive background images. (Lower/Middle/Upper layers * 3 Autotile frames) Multiplying 9 massive images by 9 on-screen maps = 81 massive images. Those no longer eat up valuable video ram. The historical alternative for these engines was to draw every tile individually. While that requires far less ram you kill your fps by telling your graphic card to draw up to 5k tiles every frame for every map. Now we're using a new method. We generate a set of triangles and vertices which are used to draw our map and ask the graphic card to remember those. Going forward when we want to draw the map we tell the graphic card to use it's remembered instructions and we gain massive fps by not sending the full set of instructions each frame. TLDR; Lower vRam usage, quicker map loading, higher fps, and other optimizations! 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. There is a button in the Beta 6 editor that will do all of the texture packing for you: Click here for an example of what a packed texture looks like. Texture packing is completely optional, and the client will utilize packed textures if they are found in the resources folder. The Bottom Line Let's talk stats, what do these changes mean in practice? We should see roughly the same or better fps across the board. Laptops with integrated graphics won't see a huge difference while gaming rigs with decent graphic cards might see fps gains in the hundreds. As far a memory usage goes you should see a sharp decline all across the board, and the client will feel better when traversing map boundaries because there won't be a big stutter when map caching previously occurred. Here are some of the basic performance tests that I did using my laptop with integrated graphics and my gaming rig. This shows fps, higher is better. My gaming rig saw huge gains, laptop only climbed about 30fps. This is gpu memory usage in megabytes, lower is better. Beta 6 brings huge drops across the board . These updates will be live with the Beta 6 launch! Stay tuned!
  10. Yeah, but I can also jump in and say +1 for Plex. As long as you can house your own media it’s a godsend. Been using it for a few months now.
  11. Manually.
  12. Yes. That website is only accurate in seconds while in Intersect we measure to milliseconds which is why our value has more digits.
  13. Time since epoch is a large value in milliseconds since Jan, 1 1970. So if you set a variable to the epoch at some point in time and later you compare it to the epoch time you can tell how much real world time has passed. For example, if you set a variable to the epoch time.. and later you compare it to the new epoch time and the new time is 60,000 larger then you will know a real world hour has passed.
  14. Make a global variable called 'Next Guild ID'. When creating a guild, set the player variable 'Guild ID' to the Global Variable 'Next Guild ID' value, and then simply increase the 'Next Guild ID' by 1. You cannot create variables via eventing, so it does require some trickery with existing events. I don't know is this exactly answers what you're looking for, hope it helps.
  15. Looks fantastic. Great share! Talented child
  16. General reminder, we have a support forum for a reason. I am not capable of providing one on one support for all 4K members here at AGD. PMing me questions that are better suited for the forum will go unanswered. 

    1. Show previous comments  1 more
    2. Ainz Ooal Gown
    3. Khaikaa

      Khaikaa

      when are you adding a pet system to intersect? is it possible adding 8 directions movement!? CAN I ADD WAIFUS TO MY INTERSECT PROJECT!?!?!?

    4. Mighty Professional

      Mighty Professional

      Not with that attitude your not. 

  17. Anyone could create a custom launcher that does the server select right now, it's not something we are currently interested in. Same for automatically selecting the least popular server. But that would be custom code and not a part of Intersect itself at this time. Intersect will not feature turn based combat. As Damian said, anything can accomplished with the source code once we release it
  18. Github will let you ‘go back in time’ and see 4.9.1’s code. But we won’t be supporting legacy code for obvious reasons.
  19. Nope, not from us.
  20. jcsnider

    API info

    The state of the API in B5 is barebones and only really offers the functionality of looking up player stats. Furthermore, it isn’t something that you can simply guess and figure out how to use. I don’t even remember how to login to the thing. Until I personally dive in and learn how to use it again and then write up the official documentation you’re out of luck, and it won’t be until B6 and after before the API is really usable anyways.
  21. The close button is contained within the Titlebar. Your titlebar only has a width of 10px in that json. If you set your titlebar bounds to the following it should look better: "Titlebar": { "Bounds": "0,0,413,24",
  22. Please share the entire UI json file.
  23. There could be equipment beyond the router that also need configuring, if you want to share a picture of your routers ip config/status pages that can't hurt.
  24. Have you tried contacting your ISP? I'm sorta guessing they are blocking ports on their end.
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