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jcsnider

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Everything posted by jcsnider

  1. These are all absolutely fantastic Zeta <3 ^^
  2. The current plan is for everything to be released under https://creativecommons.org/licenses/by/4.0/ I modified the credits document in that google drive folder with our community and individual members that should be credited for their work. A lot of the skill/item icons came from other authors, their names and respective licenses are also in that document.
  3. Not a bug, working as intended... as soon as events load they start running. Ultimately we need a condition for checking which map a player is on... that can be used together with autorun for the desired effect. (Adding that condition in B5)
  4. Yeah, looks good to me. Since you're scaling at 10% you should end up doing an extra 5 damage when your attack stat is 50.
  5. Yes, that is the primary purpose of the report. It will help isolate where the problem lies. Local computer, router, isp, any secondary routers/modems, etc. Wanna give it a try? (Shoot me a pm)
  6. Base damage does not increase, but you can configure your stats to! That, mixed with the ability to scale the attack damage by stats (like attack) would result in attacks getting stronger as you level up
  7. Quick update for everyone! We've cleaned up the Intersect Questions & Answers forum. We had 22 pages of questions that didn't have best answers, didn't have any answers, had wrong answers, or had questions that no longer pertained to modern versions of Intersect. Damian, McAdams (a little), and myself have added answers to open questions, moved questions with decent answers, and have less than 1 page of active questions remaining! I'll do a better job of staying on top of Q&A going forward The roadmap has been updated with a few extra goals for B5. When reading all of those questions I found several pitfalls in the engine that I'm planning to address. (Don't worry, nothing major or very time consuming ^^) Making it easier to get self-hosted games online! I fixed a bug which will make UPnP more likely to work each time you launch your server. Whilst sifting through the Q&A board I noticed that there have been wayyyyy too many pleas for help getting self-hosted games online and a large lack of support in that area. Today I worked on a new server command for B5 which will help with that process. Simply typing in "netdebug" will have your server run diagnostics and generate a short report for myself or other members: And the generated report: This report tells us all kinds of information: The internal and external ip of the server The selected port for the server Whether or not the pc is blocking ports (windows firewall, iptables, ufw, antivirus) Whether or not the router is blocking ports (upnp not working, port forwarding not configured correctly) Whether or not our server can connect to your game Whether or not there are multiple routers in a household The ips in order to contact and configure any/all routers Whether or not the server actually has access to the internet and more! Ultimately I will be writing an all-inclusive port forwarding/getting your game online guide. We will also have a new sub-board where users can share their network reports and receive quick/concise instructions on how to bring their game online. More to come, stay tuned!
  8. Sounds like a bug report is in order so we can run some sanity checks
  9. That makes much more sense. Yeah, the factor/multiplier should be in the config.
  10. Crit chance is how likely any given attack will be deemed critical. Crit factor is how much the damage will be multiplied by if it’s a crit. So if crit chance is 75% and crit factor is 2 then 75% of the time you will do double damage. In retrospect each Npc, item, and class should have custom crit chances.
  11. Example of cliff tiles in use:
  12. I'm curious as to how this might work as your damage formula, if the values turn out as expected it will help isolate the problem.
  13. I also can't find any options for the text/font generator to include an outline in the font itself..... if I think of anything though I will come back to add to this
  14. Please post questions in the "Questions & Answers" forum in the future. Furthermore this has already been answered: https://www.ascensiongamedev.com/topic/3054-you-can-create-pets/?do=findComment&amp;comment=32594
  15. Only random works right now... adding pow and sqrt wouldn't be hard though... make a suggestion for us?
  16. Kibz's original intention was for the projectile system to work for beams.. in all reality it doesn't..... Maybe we'll end up with an actual beam projectile one day... but not sure.
  17. Intersect as an engine doesn't support omnidirectional sprites or movement.. so there aren't any resources lying around at this time.
  18. Yup, all of that is possible with events/animations. @Agoraphobic massive event system guide might help: https://www.ascensiongamedev.com/resources/filehost/4032b79f3abdaaee4aad4bffb0304de5.pdf
  19. All of these systems/components are very specific and beyond what the base engine is meant to be able to do. Those will be possible with some (major) source modifications post-release though.
  20. The font/sizes of chatbox text cannot be changed yet. I will make sure that this is possible in Beta 5
  21. @Raza if this is still an issue please post your client's logs and your Client.English.xml. It's likely that your edits to the Client.English.xml file broke the formatting of the xml document and your client can't read it anymore.
  22. Tacking on a little more information: You can see exactly how the scaling/scaling stats work by looking at the Server/Resources/formulas.xml file. The cooldown reduction/life steal doesn't do anything right now.. but they start to work in B5
  23. @EVOLV's quest tutorial is amazing! You use events to give quests and not npcs, that way the quest giver(s) can't be killed. This should help you out
  24. No. That will have to be done as a post-release source modification.
  25. Graphics for resources are placde in the Client/Resources/Resources/ folder. Graphics like this: You can use that for the initial graphic which is an uncut tree and then for the exhausted graphic you would select a tree stump In Beta 5 you will have the option to use tiles from a tileset for your resources instead of the custom resource images.
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