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Everything posted by jcsnider
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Please be careful of reviving very old threads. This was over 5 months old. That said Intersect does indeed have ogg support now thanks to MonoGame. Topic is being locked and marked as resolved.
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Looking for Work [Paid] Vital-Design | Design Service For Gamers & Developers
jcsnider replied to D4N's topic in Recruitment
Any examples of UI design? Might be in the market for several sets in the near future.- 9 replies
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- graphic design
- freelance
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(and 3 more)
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Short answer: No and no. Long answer: Yes.. there are limits but you will never, ever reach them.
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MonoGame in my experience bests SFML in almost every way. My only complaint it the pipeline. It added an extra unnecessary learning curve in my opinion. That being said it really isn't hard to use and you can bypass it in most instances. (Exceptions being creating fonts and shaders) Performance and memory management in Monogame is significantly better. That makes it worth switching even if they didn't offer cross platforms support. If you can handle the transition I recommend you go for it.
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No. You're gonna have to explicitly list everything you've done so far. Post pictures of your port forwarding config, etc.
- 16 replies
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- making the game to be online
- port
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Well.. let's try using the formulas.... Assume the players defense is 64: Random(((1+ (5 * .5))) * 1 (Assuming no crit) * .975, ((1+ (5* .5))) * 1 (Assuming no crit) * 1.025) * (100 / (100 + 64)) Simplified: Random (3.4125, 3.5875) * (.3787) Minimum damage = 3.4125 * .3787 = 1.29 Maximum damage = 3.5875 * .3787 = 1.35 Both of those will round down to 1. It might hit for 2 sometimes on crits. Now assume the players defense is 32: Random(((1+ (5 * .5))) * 1 (Assuming no crit) * .975, ((1+ (5* .5))) * 1 (Assuming no crit) * 1.025) * (100 / (100 + 32)) Simplified: Random (3.4125, 3.5875) * (.7575) Minimum damage = 3.4125 * .7575= 2.58 Maximum damage = 3.5875 * .7575= 2.717 Both of these will round down to 2 or up to 3. In short. If no defense is applied at all your maximum hit is going to be 4hp. The formula is designed to decrease damage taken based on defense but not negate it completely so you will definitely see some 1-3 damage hits with your current config. Also keep in mind that the more defense you stack the less effective it gets. So if grinding to 32 defense were to end up blocking 10 damage then grinding to 64 defense would likely only block 16 max. You have a few options from this point on. You can replace the formulas with those of your choosing that work better for you stats/scaling, you can increase the base stats of your monsters, or you can start your players out with comparable defense to the npcs attack. (The player should probably have 5-10 armor when the monsters have 5 attack.) Regards, JC
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It's been moved. And no not currently but when the source is out for sure
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This is posted in the general development section. What engine is this for?
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The editor renders the maps at 60fps like the client except it renders tile by tile instead of caching entire maps. This is because map tiles in the editor can change at any time.. we cannot provide a smooth experience while caching like the client does. This means the editor has to do more work but you also get quick reaction times and previews of how tile placements will look. (Including realtime autotile calculations). You should treat the editor like a game itself.. it takes a bit of power and will cause your laptop to heat up during use.
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Quick update to the icon perk. We are replacing the star with a little rocketship. Unlike the star the rocket will assume the color of your name see below:
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@PhenomenalDev he is asking about NPCs not Events. NPCs do not have access to variable in any engine that I know of. In the past the system he is looking for was called factions. This does not exist in Intersect or Orion right now. I would expect source tutorials for both engines to be around before long.
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The graphics will likely be under a different license entirely. I am not familiar with the creative commons licenses but it would be something so people are free to use the graphics or modify them but not resell them as they should be a free resource.
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Client MIT. Server and Editor GPL
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This is more about making sure that we have a complete set of graphics that we know for sure are free and legal graphics to use. Other people will use these graphics outside of the community whether we want them to or not. Frankly I don't care.. if RPG Maker folks like our graphics than I think they should use them provided they credit Murdoc, Zeta, George, QuoteFox, and AGD. Asking for anything more than credit would just be limiting and honestly it's not like we have the resources to go after anyone that would break our license anyways.
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I agree. We shouldn't be pushing our own engines onto people unless they express interest in switching.
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Intersect Custom Graphics Fundraiser Hello everyone! It's no secret that we've been hoping to Greenlight Intersect in the near future. With Steam Direct on the way our timeline has expedited a little bit. Our biggest concern at this time is gathering new resources to distribute with Intersect by default. Macks graphics (that we currently use) are great, but they draw too many similarities to RPG Makers VX graphics for us to be comfortable releasing alongside the engine moving forward. Joe and I have commissioned our own @Murdoc and @Zetasis to help develop this new graphics pack. These graphics are drawing inspiration from both Macks graphics and the free assets created by @George and @QuoteFox. (See here and here) Our new graphics will have a retro feel. We will also have as much or more content than the set we are currently distributing with Intersect. So without further ado let's show you what we've got so far Tilesets Macks does a very good job of organizing graphics and we want users using Macks to have the option to upgrade to our custom set when it is complete. As such we are following their template. An example can be seen below. Macks are on the left.. and @Murdocs are on the right -> Characters @Zetasis has primarily been working on game characters, creatures, and paperdolls thus far. The character base is below Along with the base he has already created dozens of different hair styles, eye colors, clothing options and more. We will include tons of pre-built characters to be used in your game but all of these generation components will also be available to create your own entities. When this graphic set is released we will also provide you all with a character creation tool (WIP screenshot below) that will allow you to build your own character and customize each layer with different color hues and more Items @Zetasis has also found and created several item and spell icons that we will use in this graphic set. Bringing It All Together Quick map done by @Kibbelz It is our goal to make sure users can create beautiful games using this graphic set. These graphics will be available to our entire community free of charge and will not be restricted to any specific engine. Although we don't have any examples yet, this will be a complete set of graphics with paperdolls, animations, resources, and much much more. Fundraising Joe and I are hoping to raise $600. @Murdoc and @Zetasis have done an amazing job so far and we want to compensate them for their work. We are launching a new donation goal for this fundraiser that will run through March. All proceeds will go to @Murdoc and @Zetasis. They are doing us a huge favor, so I challenge you all to go above and beyond our goal! If we earn more than $600 they will receive the excess as a tip Please click the icon below and support our fundraiser! Donations made will count towards the new donation tiers and perks we just announced! We will be posting progress updates here as we have them. As always please feel free to comment and ask questions below! Thanks so much everyone!
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I don't recommend switching engines. It's a very daunting task especially when you don't know if you are going to continue the project or not. Unless you foresee technical limitations of your current engine dragging you down this might be best of staying where it is.
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It detects via email and I think the username of who's logged into AGD when the donation is sent. It should be an automatic process but nothing is perfect. If you PM me with the PayPal transaction id I can enter it into the system
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I feel like forum games are neglected now that they are not included in the side bar....
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Donation Changes and New Perks: Introduction When we started AGD we never expected the amount of support from the community we have received, especially when it comes to donations. Thanks to you all AGD has recovered all of the initial startup costs that Joe and I fronted and the site has accumulated savings to run itself for ~5 years if all donations were to stop coming in today. Without donations from you all the road to where we are now would have been a lot more challenging. If we didn't have donations I don't think we would own freemmorpgmaker.com, I don't think Intersect would be this close to release, we wouldn't be planning to Greenlight on Steam, and we wouldn't be working on commissioning new graphics to distribute with our engine. Donations go a long way and we are extremely grateful to all of those who've helped out. That said there are a lot of expenses on the horizon and we want to make sure we are covered. Below are a few ideas of expected expenses: Greenlight Intersect ($100) Commission Our New Graphics ($600 estimate) Host a UI Design Contest ($100) Host some site-wide contest every other month (Programming, Mapping, Graphic Design, etc) ($100 prize each contest) New Site Features/Upgrades (~$100) (For example, an awards system would be nice to have for site contests) New Site Theme Maybe? (God only knows how much that'd cost) Starting soon, we are going to start posting new donation goals for our community. These goals will be more specific and often have larger targets than we've seen in the past. With that being said we are going to make a few changes to our donation system. It is our hope that these changes will provide incentive for more members to donate to our site. (As long as they can do so responsibly.) These changes consist of us being more transparent about where your donations go and providing cosmetic perks on the site for those who continuously donate over time. Donation Transparency The first set of changes we are considering is being more transparent about donation goals. Instead of setting a generic $50 goal each month we would setup goals and swap them out as they are met. In theory, monthly goals would show up in this order and as each goal is met the next one would be revealed: Site Costs ($30/month) Contest Savings ($50/month) -- new contest with $100 prize would be ran every other month Random Goal If Needed (We would have a topic explaining what this goal is actually for like commissioning graphics, or some upgrade to the site -- we are really hoping to be very transparent here) General Donations (See Below) If and when each of the monthly goals are met we would open up a final donation goal. The final goal would be more general. A portion would go into site savings to ensure site longevity and Joe and I would share the rest. (So far we have never taken a cut out of site donations) Donation Perks Users who contribute significantly to our site are thanked with colorful user names, the tiers are as follows and are based on the sum of all your donations: Contributor ($5+) Ascending Contributor ($60+) Super Contributor ($150+) Elite Contributor ($250+) Every time you donation you will receive an icon next to your name for 30 days. (Like: ) Implementation Plan We are almost ready for all of this to go live. Over the next few days I will be upgrading user groups and you all will start seeing some of these colors on the site. Monthly perks will also be activated for anyone who donated in January. Within the next week or so the donation system should be back online. We are going to trial these changes through Marsh and then Joe and I will meet with the mods to see if this is a step in the right direction. As always feel free to comment or post questions below. We're looking forward to bringing this all online
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Ohh, ohh pick me!! Would love to see a guide on how to setup quests along with the eventing side. Would be awesome to integrate event animations so there are icons above events that have quests to offer along with icons above events you need to talk to in order to complete quest tasks. Most people won't know they can use the animation dropdown and multiple event pages for that effect.
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Intersect Editor - Issue recognizing sounds
jcsnider replied to Voltramas's question in Questions & Answers
Sounds must be .wavs. Music must be .ogg. (Not our design.. it is how MonoGame handles sounds) Using .wav files for sounds will make them show up in the editor. -
No, you cannot access internal engine variables. (Such as health, stats, etc) Player Variables instead are numbers tied to players accounts. You can create player variables using the Switch and Variable editor. You can modify the numbers through events (set variable command). In events you can then use conditional branches to do different things based on the values of the player variable. Example use of a player variable which allows the player to talk to an event up to 5 times. If the player keeps nagging this event it will tell the player that they've bothered him enough. Conditional Branch [Player Variable: Times talked to Bob is less than 5] Show Text [How's it going, player?] Set Player Variable (Times talked to Bob - Add 1) Else Show Text [I think it's time you leave me alone now.... this is starting to get creepy] End Branch Player Variables can have a different value for every player. Player variables start at zero. Global Variables are the same value for all players. You use that if you want event actions for one player to change events around the game world for all players.
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event system I want to fully understand Intersects "Event System" where do I start?
jcsnider replied to repgainer3's question in Event Questions
Just gonna add one final note before moving this to the answered forum. Intersect drew a lot of inspiration on the event editor from rpg maker. Searching youtube or rpg maker forums on how to do XYZ in the rpg maker event system will likely give you quick down and dirty results on how to create whatever you're looking for.
