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jcsnider

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Everything posted by jcsnider

  1. Server can be hosted anywhere as long as you can open firewall ports to allow public access.... Then all you gotta do is put your public ip and server port into the client and editor/resources/config.json file so the client/editor knows where to find the server when you ship it off to your team or players.
  2. Damian sleeps with two eyes 0pen.
  3. Related: https://github.com/AscensionGameDev/Intersect-Engine/issues/450
  4. Even autoruns with conditionals are bad. It's gonna be checking those conditionals every tick to see if it should start.
  5. I don't fully understand the problem. FarmingBase.Get() would require a Guid in order to execute. So is the Guid that you pass not matching the Id field of the object itself?
  6. Easy as setting the height (4th value in the bounds property) for both the EventDialogArea and EventDialogAreaNoFace elements in each of the EventDialogWindow jsons
  7. All of us devs use 32x32 tiles for testing/development... so using larger tile sizes may result in weird graphical glitches that we just haven't caught/encountered which will need to be reported as bugs for us to fix. That being said, changing tile sizes isn't dangerous. Changing the map sizes (the number of tiles in width, height) is sorta dangerous because you cannot change them again without wiping all your maps.
  8. Number of paperdolls won't hurt server performance any. Extra rendering on the client will always have some performance impact but it would be negligible.
  9. Correct forum for sure. We don't really have any sort of change/revision tracking within the editor (and we really should!) -- hopefully that will come in the future. I think the best way to do it is to have 2 servers, a low powered development server in which you edit and then a higher powered production server for players. Then you have a date each week where the production server goes down for a few minutes for updates and you replace the production game database with the latest development database. That keeps updates rolling out at a stable pace while also making sure no one ever has editor access to your production server.
  10. This is ultimately is a really bad idea. Once you are locked into a custom build which you cannot support there is absolutely no upgrade path. There is also no way to know what else is in those binaries (malicious code, viruses, etc). I do not want to support sharing these on the public forum. Locking topic.
  11. We've seen at least 194 in Leafling back in December.... it ran but wasn't great. Since then a ton of improvements have been made and we are looking forward to finding our new ceiling and improving further from there.
  12. For anyone who decides to make this change you either want to make 'hidden' inventory slots to move them to, or you will be on the hook for fixing all the event commands which take items or check if player has items because those won't scan for equipment without modifications.
  13. The variables are all loaded into server memory anyways. With that's said comparing a few books should be less expensive than dealing with strings.
  14. It's being actively discussed right now actually. Stay tuned.
  15. Open to a PR if anyone is lurking
  16. Create a player variable called guild name, make it a string variable so it can handle text. If you want to use /createguild as a command that's fine but don't worry about the parameter. Add a command for Input Variable Then use that to make the guild.
  17. Proud owner here
  18. But then you blow up like a balloon and float forever. My superpower is that I can run supa fast.
  19. If you use animated autotiles for the waves they will be in sync. Otherwise the animations start their loops when the maps load, and syncing those up would require a bit of code/enhancing to the client's animation systems.
  20. I agree. Very large chance that this is fixed in the official builds B7 is definitely worth using. You should never use code that is a year out of date for 1 feature.
  21. This is it fam. Whether it works or not this is as close to an official gui editor you're gonna get for the foreseeable future. One thing that wouldn't be easy but insanely cool regardless (feature request inbound) would be bundling the MonoGame content builder and providing a gui to generate game fonts by selecting system font files and a helper for selecting character regions to generate. Either way good work, it looks great, thanks for sharing @OniSensei and I hope it is helpful to many around here.
  22. I really need to move these notes to the new docs or on the forum somewhere. The problem lies in DPI. More info here. https://www.freemmorpgmaker.com/docs/en/KnownIssuesAndWorkarounds.html#page_[+Editor]+Text+too+large%2C+text+cut+off+or+items+out+of+place%3F
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