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jcsnider

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Everything posted by jcsnider

  1. Yeah.. sorry about that. No time to write all of that up myself.. (and I only read the green part as you said the red part was optional)
  2. We don't have any nice guides or tutorials written up right now.. @Agoraphobic has told me in the past that he would try his hand at a guide once Intersect stopped changing so much. In light of any proper guides or tutorials I would start with the following documents from RPG Maker. https://d289qh4hsbjjw7.cloudfront.net/rpgmaker-20130522223546811/files/RPGMakerVXAceTutorial8.pdf https://d289qh4hsbjjw7.cloudfront.net/rpgmaker-20130522223546811/files/RPGMakerVXAceTutorial9.pdf
  3. You cannot stop someone from copying and pasting your client. Even if you added some form of copy protection it would eventually be cracked. The only system that has remotely stopped people from pirating (some) games that I know of would cost thousands or hundreds of thousands of dollars. (Take a look at Denuvo) And even Denuvo games eventually get pirated... it just takes longer. So your client is a lost cause. Lucky for us, all of the clients require an account on the server to play your game. Because of this you could add protection to your server. It would require a lot of extra code but you could make something happen to accounts in the database when a person buys the game that would allow them to login. If a person hasn't bought the game then they wouldn't be able to login. In that scenario it doesn't matter who copy and pastes your client because the person who pirated your game wouldn't have a legit account to play on.
  4. C#. And take a look at the road map. It describes what we have left to do before we will be comfortable releasing the source and ready to support it.
  5. Not without some major source code edits. (When the source is out)
  6. Want to make a few points here. First off, people knowing your public ip isn't a crazy, terrible, scary thing that people make it out to be. Computers need to know your public ip to connect to your server. If your only goal is to hide your ip you can't using a domain. Open up a comment prompt and type in "ping ascensiongamedev.com" hit enter and you will see the ip of our server. However if your goal is to use a domain for the hell of it or to make it so you only have to change settings in one place if your ip changes then read on: Proper config.xml setting would not include http://. Only enter test.dascribe.net Making changes to a domain or subdomain may take up to 24 hours to propagate/have an effect. You can test however to tell when these changes occur. Simply open command prompt and run "ping test.dascribe.net". Whenever that shows your ip you are good to go. If the ping works and you cannot connect to your game server you might have to mess with the firewall. Let us know how you progress. I'll check back soon. -JC (typed on iPhone)
  7. Someday my friend... There are some decent starts to guides and tutorials in the guides and tutorial submissions board. After a final release I'll personally be writing up all required documentation for the engine
  8. Not yet. We will add options to change this behavior at some point. No eta though.
  9. Intersect should be able to handle thousands of maps linked in an area no problem. Entities are globally handled and can be interacted with/fought across map boundaries. Edit: Removing posts regarding Eclipse just because they would likely confuse readers without that background.
  10. We are storing byte arrays in Intersect but as Chronos said it could be anything. You might need to store the file type (or name + extension) in another field for reconstruction purposes. BLOBS should do what you need.
  11. Yet to be determined.
  12. This. Like hosting a minecraft server you will need to open up a port in your network and forward port 4500 to your machine. Keep the server running and give your partner your ip and port for their editor config.xml file. Then you can both connect to your server and edit your game at the same time without the possibility of dropbox overwriting all of your work
  13. You can reset the client settings following this guide. Source code is not available but will be once we reach a final release. (No ETA)
  14. The old status update block is back and working :D 

  15. These are the correct answers. There is no code that propagates changes throughout your existing characters to recalculate all of their stats. This could be added after the source is out but it is not something we are planning to add in the base engine. I have removed non-answer posts and off topic responses. Marking this as resolved.
  16. Try opening it in Gimp or Photoshop and re-saving it as png. Some png formats do weird stuff with transparency that OpenGL handles differently than DirectX.
  17. We are investigating the possibility and there isn't much we can answer at the moment. Here is what we can say: 1. It will likely be possible. 2. It will not be possible for at least 6 months, probably much longer. 3. iOS client will connect to your windows server. iOS clients could probably play with Windows clients. Windows clients would have a huge advantage over iOS clients making separate servers for the various platforms preferable.
  18. This was fixed in Beta 2. Make sure you have upgraded
  19. No. We are going to move towards support Linux and OSX devices as opposed to Windows computers released before 2008. When the source is out you can compile your own DirectX version of the client but that is the opposite of the direction we want to go.
  20. Intersect will always require PCs with OpenGL 3.0. Any PC new enough to support that should be able to run Intersect at smooth 30+ fps without problem. We will work on optimizing the engine moving forward. Once the source is out I will personally be working towards getting a mobile version available. (Androids/Iphones/iPads). If we can get it running on those it can run anywhere.
  21. Not enough screens!!!
  22. There is no workaround. You will have to wait until I can get the fix into Beta 3. Edit: You can always go back to Beta 1 or the last working version until Beta 3 is out. The migration tool does keep copies of your old database before the conversion.
  23. It's possible that you are missing the editor shader. This would be the case if you didn't follow the upgrade instructions from Alpha 1.9 to Beta 1. http://www.ascensiongamedev.com/resources/filehost/109793779e6c5b91269e28d74b8b7762.zip You can try copying those files into your editor folder.. but most likely you will have to wait until I fix the bugs in Beta 2 (for Beta 3) until you can resume.
  24. Love the new name and icon.

    1. Giligis

      Giligis

      Ahahah! Thanks man! Had it to yaM8yeroC no one seen that it was Corey so I was like screw it I think this is more fitting! This avatar is an oldie it should be in the avatar hall of fame!

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