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jcsnider

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Everything posted by jcsnider

  1. Not possible via events. Fortunately we have the code already for a player (or entity in general) to drop all of their items. I will make a few options in the server config so you can opt for players to lose or retain items on certain map types.
  2. And @Tiro (who got stuck on the previous page )
  3. I made a thrice as better thing (Image)

    1. Show previous comments  2 more
    2. jcsnider

      jcsnider

      That was amazing. 

    3. Phenomenal

      Phenomenal

      jc I hope you realize you just made an enemy of the whole site :P nah but gj.

    4. Puregamemale
  4. Need at least 3 maps vertically for the black to hide itself. Same rule applies horizontally.
  5. Hi @SonicMicro234, welcome to AGD. Please take a moment to look over our site Rules (http://ascensiongamedev.com/community/rules/). Basic rules are refraining from going off topic in posts (this is just a welcome thread, not so much for Q&A). Secondly, we highly discourage multi-posting. Instead of posting twice in a row in a single topic you can edit previous posts to add extra thoughts like so: http://www.ascensiongamedev.com/resources/filehost/32af8f2f17bfe336494c1a73b7e9053f.mp4 We're glad you're here but during your stay please post Q&A in the appropriate boards and help us keep this place clean and easy to navigate. Thanks, JC
  6. We don't use models. This is strictly a 2D engine. We use character sprite sheets and tilesets. Check the Client/Resources/Entities and Client/Resources/Animations folder to see our current formats.
  7. Correct, not yet. You can when the source comes out but don't let us fool you. Even with the source code changes like that would be rather daunting without significant programming experience. Regards, JC
  8. Good job on getting the server to run those are the correct steps (or the steps I've been taking) Unfortunately the Editor uses DirectX and a ton of Win32 API calls for the cool editor docking windows. There is no chance that it will ever run on Linux without some major reworking from the ground up. The client should work though.
  9. Likely a bug. You can still use items and events to teach spells though.
  10. Like I mentioned earlier.. there is a chance MonoGame might make changes to their library so it is more lenient on requirements (or does a better job detecting them). This is a MonoGame issue at it's core and there is nothing we can do about it on our side of things to bring you online.
  11. Merged Zetas topic with this one. I'm a huge fan Zeta
  12. Find out and let us know We will do some official stress testing in the future but each version is getting significantly better performance wise right now... So itd be a waste of time to stress test now.
  13. Absolutely. Unless you have written expressed permission from Ubisoft to use them in your project.
  14. Not possible and won't be possible for a long time (if ever).
  15. @Teppy once the source is out you could make it so the client won't launch unless it has a startup parameter the updater would send or something like that. Alternatively you could rename your client to something people wouldn't recoginize (like engine.dll). People would think it is a .dll file but the updater could run it like a .exe. The former solution is much better than the latter.. but both would work.
  16. Nope, sorry. Our banks are programmed much like those of runescape. That wouldn't be too challenging to custom code later one though.. when the source is out.
  17. We have nothing built into the engine. We don't see the need to recreate the wheel. There are many updaters/patching projects available to use free of charge. I recommend using GoPatchit by our own @Chronos. (Offline now) I recommend using the updater I designed that uses Google Drive for the update storage.. learn more here: https://www.ascensiongamedev.com/topic/2297-jcs-game-launcher-updater-easiest-youll-find/?page=1
  18. In Alpha the Client & Editor both used DirectX. In Beta the Client uses OpenGL and the Editor uses DirectX. We are moving to OpenGL.. in the future both the client and editor will both use OpenGL.
  19. @SPQR Panda It's all yours. Not sure what you're looking for in there. @All: Intel and AMD drivers favor DirectX over OpenGL. Even though a driver can do everything we need it to in DirectX does NOT mean that it can do all of the same stuff in OpenGL. So there is a chance that your PC simply cannot do what we need it to. However, let's assume for a second that your PC does have the capabilities required; MonoGame can still fail to load due to the preset conditions that it checks for. The MonoGame community is talking about ways to make these restrictions less restrictive, but I can't guarantee that even if the error was bypassed that it would work. https://github.com/MonoGame/MonoGame/issues/5580
  20. In DxDiag will you click Save All Information and upload the .txt file it outputs?
  21. That is not a feature that we have. Would have to be a post-release source edit unless it miraculously ends up on our planning board. Feel free to post a suggestion for it, though, http://www.ascensiongamedev.com/community/bug_tracker/intersect/
  22. Sorry Greendude, I meant to make a point of bumping this so it wouldn't get lost under everything else. That completely slipped my mind. Hope you got some decent feedback from us, good luck on your study!
  23. The engine cannot run JavaScript code. You'd have to use a web browser bridge of some type or something. Best st way I think would be to just have a patreon link in your game and have patreon tell your server whenever someone has signed up. I'm not sure if patreon allows or supports that though.
  24. jcsnider

    Fog

    Moved to resource requests.
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