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jcsnider

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Everything posted by jcsnider

  1. No this is not possible right now in Intersect. This can be custom coded when the source is released in a few months but that will require a lot of C# coding.
  2. Yes. This is an MMORPG game engine. You can invite others to play your game once you have it designed and ready to distribute.
  3. Y'all are crazy!

    1. Xeno

      Xeno

      Momma always said, crazy is as crazy does. @_@

    2. G9Slim

      G9Slim

      You sir are the crazy one

  4. inb4 Riot sends a C&D for using the Garen Spin to Win It looks good Sky!
  5. Not without getting your hands on the source code and making changes. You can, however use various programs on the net to convert characters from one format to the other. IE: Damians VX (3x4) to XP (4x4) converter -
  6. Intersect Alpha 1.9 Released! August 20th 2016 News/Updates This update fixes dozens of bugs from all of our recent changes. You can get an idea of what has been fixed by searching the Bug list for ("Fixed in 1.9") or by clicking this link. http://www.ascensiongamedev.com/community/search/?&q=Fixed in 1.9&type=cms_records2&nodes=2 This should hold you over while I move back to school. With a little luck this will be the last release before beta. Upgrade Instructions (Required for 1.8 Alpha users!) 1. Overwrite your current 1.8 installation with all of the 1.9 files below. 2. (Optional) Download the updated fonts that are attached and replace your existing fonts in Client/Resources/fonts. These fonts include extended punctuation options, currency symbols, and misc symbols such as a smiley face. ☺ 3. You are good to go! Download Click here to visit the download page. As always, feel free to post comments and questions below! fonts.zip
  7. That error can be resolved by deleting mapcache.db in the Editor/Resources folder.
  8. Big fan. Nice work
  9. Letting things calm down and blow over. We wish everyone the best in their decisions. 

    1. Zetasis

      Zetasis

      This doesnt sound good. Everything alright?

    2. jcsnider

      jcsnider

      I think we'll pull through :)

    3. Zetasis

      Zetasis

      Thats good to hear. Just curious, by we do you mean AGD?

  10. That would be more work because we'd have to learn how rpg maker saves/loads all of its content first. My answer stands.
  11. https://www.reddit.com/r/tifu/comments/4yadmz/tifu_with_ducks/
  12. It is something I am thinking about more and more as we get closer to release but we have no plans laid out at the moment.
  13. Sending a big shoutout and best wishes to @Agoraphobic. Happy Birthday my friend!!!!!!!

    1. Show previous comments  2 more
    2. Giligis

      Giligis

      Happy Happy Birthday!!!!!!!!!!!!

    3. gaveitatry

      gaveitatry

      Happy Birthday, dear Bug Finder.

    4. BeNjO

      BeNjO

      Happy day you came of your mothers vagina <3

  14. Hi all, Quick change. Due to the amount of bug reports in 1.8 there will be a really basic 1.9 release at some point to stabilize the engine. I will be working closely with Agoraphobic, Murdoc, and others reporting bugs to get the engine in as good of a state as possible as we enter beta and knock out the last few features we want in the base engine.
  15. Forgot the migration tool.... Again... Added it to the download. Grab it again and you should be good.
  16. Resources folder is only downloaded if you don't already have it which I'm guessing you did this time around.
  17. Intersect Alpha 1.8 Released! August 15th 2016 News/Updates We now have: Faster client load times. Internal support to send/receive/save unicode characters to the database (this is the first step towards multi-language support) A map list that doesn't reset after every small change. An option to select the current map in the map list. A map grid that remembers your lighting/preferences so all of your maps are consistent in day/night fog/not fog etc. Resource layering is fixed. Client maps no longer flash when walking around. Pathfinding is back. Linking maps via the map grid has a more intuitive interface. You can zoom in and out of the map grid with + and -. You can pan the map grid and map editor with WASD. The "do you want to save this map?" dialog appears less, it is smarter about knowing when you've make changes and when you haven't and a lot more! The biggest change is now being able to see all surrounding maps and panning through them in the game editor: {option} You can see maps diagonally and jump to them too! You cannot edit adjacent maps yet -- maybe in a future update. Map List Changes leave it in relatively the same state. Dragging maps to the top/bottom of the list now makes the list auto scroll. {option} When linking maps in the map grid, you are now given a much better list (with previews) for choosing which map you want to link: {option} and there is so much more! Give it a try! Upgrade Instructions (Required for 1.7 Alpha users!) 1. Overwrite your current 1.7 installation with all of the 1.8 files below. 2. Run the Migration tool in the Server folder to upgrade your database! (Not shown in the video below!) 3. Delete the Intersect Editor/Resources/mapcache.db file. (Don't worry, it'll be regenerated.) 4. You are good to go! Download Click here to visit the download page. As always, feel free to post comments and questions below!
  18. Yes. That's Kibbelz in the middle. (Merging your posts while I'm here.)
  19. That's basically it. This is very standard for MonoGame projects. I referenced this stackoverflow post when making this one - http://stackoverflow.com/questions/13243130/how-to-draw-special-characters-in-xna With this you can go as far as adding non-latin characters to your games. You can change the font-faces (but don't rename the files, they are hard coded for now) and you can change font sizes. After multi-language support is in and the source is released you will be able to take this a few steps further but that is a guide for another day.
  20. 3. Building the Content 3.1 How to Compile Everything This part is easy. When you are done modifying your spritefonts you can save them and then go back to your content pipeline. To compile new fonts for your game just click Build > Rebuild. The pipeline will tell you how compiling goes and if there are problems the status window will tell you more. 3.2 Installing the New Fonts After everything is compiled you can find your new fonts in the Content/bin/Windows/Fonts/ folder. You can copy those font files over the existing ones in the Client/Resources/Fonts directory. Overwriting those files and restarting the client is all you should have to do.
  21. 2. Edit the Font Files 2.1 Opening Font Files In the Content Pipeline expand the Fonts folder and double click on any of the sprite font files. We have a different spritefont for every text size, so any changes you make to one you will want to make to all the others. When asked I recommend telling windows to open the .spritefont files with Notepad++. 2.1.1 Explanation of Options This should be pretty self explanatory. Going to show the first part of the spritefont file along with the comments provided by the MonoGame team. 2.2 Adding Character Regions Character regions are defined at the bottom of the .spritefont files. You can define as many regions as you like. In each region you can type in the character the region starts at and the ending character. You can enter characters literally or as their unicode values. You can find unicode ranges to use in these files at this site: http://jrgraphix.net/r/Unicode/ Example below: 2.2.1 The Character Map Tool There is a really nice tool on Windows called the Character map tool. You can find it by clicking start and typing Character Map. You can use this tool to retrieve character values for your spritefonts. Please note, you should not try to enter a range covering every Unicode value. There are simply too many characters. Your spritefonts would be massive and they wouldn't even generate successfully.
  22. 1. Download/Open the Content Pipeline 1.1 Download the Content Pipeline This is the MonoGame Content pipeline for Intersect. This allows us to compile fonts and shaders for Intersect. In this guide we are only going to discuss shaders. Go ahead and download the content project and font source files by clicking here. After you download that zip go ahead and extract it anywhere on your machine. 1.2 Open the Content Project After you extract this double click the Content.mgcb file. That should open the content pipeline. 1.3 Content Pipeline Layout in the Fonts and Shaders folders you will find the raw shader and font information. This information is used to generate .xnb files which the engine actually reads. In section 3 I will go over all of the options in the spritefont files.
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