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Everything posted by jcsnider
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Development Road Map Intersect is getting closer and closer to release by the day. This summer has allowed Joe and I to dedicate an unprecedented amount of time to this engine and as a result of that we are ready to provide this road map starting now during Alpha 1.5 all the way to Release. Alpha Plans (Complete!) Alpha has gone really, really, well. You all have been absolutely amazing with all the bug reports and support. We love how you keep us on track and moving along. At the time of posting we are on Alpha Version 1.5. so here is what we have planned heading into beta. Beta Plans (In Progress) Once we reach beta we will increment the version number to 2.0. Starting at Beta 2.0 we are going to fix up the remaining systems for epic games. Open Source! (Beta 0.6.2.X) Shortly after Beta 6.2 (devs) start deploying we will be open sourcing the engine! Final Release v1.0.0.0 (Steam) After we open source the engine we will work on user enhancements, bug fixes, overall stability, and eliminating performance bottlenecks. Our ultimate goal is to launch the engine on steam but we will need a project management control panel type app in order to make that viable. The engine could use a bit more polish, and we are exploring ways for people to host in strict networks without port fowarding or paying for a VPS. Right now our goal is for a smooth open source release. We will get together and make a list of goals for a Steam release soon! Everything above is subject to change but that's our hope. We hope you like our plans moving forward and we will see how well we can stick to them as time goes on. As always this thread is open for discussion, feel free to drop us a note below Check github for latest info > https://github.com/AscensionGameDev/Intersect-Engine/milestones
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Resources not working in-game is a big bug, fixed for the next version.
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The combat and speed formulas are hard coded so the stats they depend on are too. That being said sometime before release we are going to incorperate .xml files for multiple languages and changing stuff like that will be cake.
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A few questions about Intersect (skills, no-classes, C# development, etc...)
jcsnider replied to Vallar's question in Questions & Answers
Ummmmmm half in half? My first tileset is scaled up for testing purposes but it shouldn't be. Everything is set for 32x32 pixel tiles. (Granted 48x48 will work if you edit the server config.xml) As for collisions it's super simple, just open the attributes tab, click the blocked attribute and go to town. The red blocks with "B" in them are blocked and your players will not be able to walk there. {option} -
A few questions about Intersect (skills, no-classes, C# development, etc...)
jcsnider replied to Vallar's question in Questions & Answers
2. No, you can change the resolution from within the client. In game there is an options button (top right on the main menu, bottom right in-game) 4. Mid beta or at the initial release. I love the idea of a roadmap. Tonight (most likely tomorrow XD) I am going to make a big topic outlining what all needs to be done to reach beta and the eventual release. No ETA at this time but we are getting close. Extra Answer: No, Intersect does not have that limitation. You place tiles anywhere, on any layer but you also end up setting your own collision blocks . Unlike RPG Maker, autotiles are expected to be put on tilesheets like everything else. The engine knows how big autotiles should be, so when you use the autotile option you just select the source area you want to use. I'm attaching a video below that walks though placing normal auto tiles, animated autotiles (to show how the engine knows what size to select), and normal tile placement. {option} -
A few questions about Intersect (skills, no-classes, C# development, etc...)
jcsnider replied to Vallar's question in Questions & Answers
1. You can only customize the UI right now to the extent of replacing the images used to compose it. Once the source is released you will be able to modify it with very little C# knowledge. 2. (See #1) 3. You can change the players spawn location in the Class Editor. The camera does center on the player by default when possible, however it does respect world boundaries. If you add maps to the left or top of the spawn map the player would then be centered. 4. Absolutely. Even a little bit of C# knowledge will go a long way once the source is released. 5. Best way would be to custom code it. Again, a little C# will go a long way once we release the source and start supporting it. Currently when you switch classes, spells from the previous class are kept. That being said you could use common events to facilitate the transfer between classes and removing/adding different spells if you wish. -
[FAQ] How do I change font? Add languages? Change Font Style/Size?
jcsnider replied to jcsnider's question in Questions & Answers
Weeks? Months? a Year? Don't ask me to predict the future. I simply don't know. Adding all of these features for you takes time. That being said I am going to get back to it. *Topic Locked* Edit: As of 1.8 -- being released tonight -- you can change font, add non-latin characters and more see this guide. I updated OP. -
Sorry, too busy to be playing these childish games. Maybe later? Damian?
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Shoutout to my good man @Richy. It's so good to see you alive and kicking my friend. Thanks for the donation and start visiting us more, ya'hear?
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They only spawn for up to 15 minutes. Almost pointless unless you are working together in real time.
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We're gonna need a rpg maker or mapping pro in here. I honestly don't know exactly how they work. It is my understanding that you can only use them vertically or horizontally else they look bad. IMO it is easier to use standard tiles for cliffs.
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Good deal
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@gaveitatry try now. I think I got it working.
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Not sure. Go through all of the ShareX options and see what you see. It looks like in Tools -> Image effects you can set effects for your images like rounded corners.
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Count as high as you can while staff are sleeping!!!
jcsnider replied to Giligis's topic in Forum Games
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The inanimate @Boat is now being recognized as the newest honorary member of the AGD Hall of Fame!
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We might just do that to save some time. Long way to go before then though.
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Still a work in progress. Finally getting back to it a little. You can now set encounters on a per-map basis and encounters actually work in-game. http://www.ascensiongamedev.com/resources/filehost/b361360e084cc607d9d8a6b415e27d4b.mp4
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Copy that. Will look into this when I get home.
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Don't tell Damian, he likes to jump into any and all Pokemon projects
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Use the Sprite without space for paper dolls and then a paperdoll that is large like 96x96. It should center that 96x96 frame on the smaller Sprite -- at least that's how I intended to combat this problem.
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No idea. I haven't looked into it yet. Once I have a chance to do so I'll update this thread.
