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Everything posted by jcsnider
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Yeah it's an IPB security measure. I'm asking them how to allow it and will report back when fixed.
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Give me a sprite and a paperdoll to play with. I will see what's wrong, determine if it's a bug or not and offer solutions/workarounds.
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Added this to FAQ - http://www.ascensiongamedev.com/community/topic/669-faq-how-do-i-change-font-add-languages/
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[FAQ] How do I change font? Add languages? Change Font Style/Size?
jcsnider replied to jcsnider's question in Questions & Answers
Answered above. -
You cannot change the in-game font or do anything to make non-ascii characters work at this time. Please wait until release and we will add support for changing fonts, supporting new languages, and more! For now: You cannot change font color. You cannot change font position. You cannot add or change words/phrases hard coded in the engine. You CAN change the font style, size, and add non-ascii characters to your fonts. For information on all that please see this guide. We will add all of those options and more closer to release. (PS: We don't know when release will be so please don't ask.)
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Added to FAQ: http://www.ascensiongamedev.com/community/topic/666-faq-how-can-i-change-map-sizes/?do=findComment&comment=12576
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Answered above.
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STOP! Changing the size of maps is dangerous. It depends on a clean start meaning all of your data would be lost. This is also completely unnecessary in 99% of cases. Below I will cover many misconceptions about changing map sizes, alternatives, and how you could destroy your project this way. Seamless World Misconception This question is often asked when you don't know how the seamless mapping system works. You don't need large maps in Intersect because connected in-game maps are loaded and shown to the client seamlessly. For more information about this system and how to use it open the spoiler below! Performance Issues The client loads and renders 9 maps at a time. The server processes 9 maps for each player so npcs move and look alive. The larger your maps are the more work the client and server must do to present the game. Increasing the map sizes would lead to the following issues to begin with.. The client caches maps to render instead of drawing every tile every frame. Currently it caches to a 1024x832 sized texture. Increasing the map size increases the size of the cache textures which is VERY hard on graphic cards. A lot of older PCs and older graphic cards won't support textures larger than 1024 pixels in width or height. A 64x64 map would require a texture size of 2048x2048 to be created. Based on the number of extra tiles alone it isn't unfathomable to see your client and server doing 4x the work per player. This is very, very bad and would limit how many players could exist in your game world at the same time. It would take longer for the server to send maps to the clients in-game. It would also take longer for the client to process the map and render it to cache meaning as maps are loaded in the background you would likely start seeing fps dips and lag spikes when new maps are loaded. Doing this could disqualify your game from ever running within web browsers (due to extra memory requirements) and mobile devices (lack of processing power) if/when those options become available. So why default to 32x26? That map size with default 32x32 pixel tiles is just enough to fill a 1920x1080 screen with a little extra space in case of server lag when loading maps while walking around. To be fair if we could make maps smaller and still look good in game we would. User Annoyance If the maps are simply too small for you then we're sorry, you are free to change the size of the maps of course but we won't encourage it and we can't help you revert back later if you regret your decision. Our advice, suck it up and use the default options. Valid Reasons to Change Map Sizes There are only 2 valid reasons I can think of for ever changing the size of in-game maps. You are porting maps from another engine/system which were already created with a larger size. You changed the tile size of maps from 32x32 to something smaller which would require larger maps to fill a 1920x1080 screen. That's it! Those are the only 2 valid reasons I can think of. If you can think of others please post below and we can discuss. How to do it? So you want to do this anyways? You either have one of the valid 2 reasons above or you are going to ignore our warnings. Fine. TL;DR - Don't ever change map sizes in Intersect unless you have a very good reason.
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1. Start the server. 2. Start the client, make an account, login. 3. Start the editor, sign in with that account. 4. In the editor design your game, make maps, whatever else you want to do. 5. Log back into the client and you will see the changes appear.
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TL;DR: Open the Server/Resources/Config.xml and change the Tilesize from 32x32 to 16x16 and restart your server. You will have to adjust your graphics/resources accordingly but that should work.
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These numbers were hidden starting in Alpha 1.4 or 1.5
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I think a Player Tile is considered a spawn point like RPG Maker did (does?) it. You can set that spawn point on a per-class basis in the class editor. As Damian said you already have the compiled .exes. No need to take any further action. We will give compilation instructions later when we release the source. Also as Damian said, you can change the UI graphics in the Client/Resources/GUI folder. If you want to change the layout and how things actually work you will need to wait for the source.
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I want to quickly add that if you want an event to run every 10 seconds on a map, use a map event set to autorun. If you want an event to run every 10 seconds for everyone in the game regardless of position do the same thing but set it up as a common event in the common event editor.
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Cleaned this thread per @gaveitatry's request. Please post to recommend games. If you want to discuss any of these games in depth find their thread or make one for that purpose, thanks.
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This can be done with events. Keep the spawn map empty. Place a single event on it set to autorun. Have it check to see if a switch is false (conditional branch), set it to true and warp the player to the start of the game. Then whenever they die they will spawn on this empty map again. That event can check if they have ever been on the map before (like on first spawn) and if so it could inform them that their character is dead and they can no longer play on that account or something. Once the source is released you can do something via code that would inform the user upon login that they need a new character or something.
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Sorry guys. Gonna hi-jack this post. You should not change the size of each map without really good reason!!! Unlike Eclipse and other engines that you may have used in the past, Intersect loads and processes 9 maps at a time instead of 1. This is because we offer seamless mapping. This means that you can create large areas spread across many maps instead of one massive map for each area. If you haven't tested this system please see this: If you make maps larger and use a seamless world you are nearly quadrupling the amount of work the client and server has to do for each player -- this is really, really bad for performance reasons. If you insist on using larger maps and are going to ignore the alternatives: After you change the setting in the configuration file you have to delete the intersect.db file in the Server/Resources folder. That will make it work but it won't be optimal by any means.
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@Revangale out of curiosity what do you think is fair for a tile sheet with 128 tiles? How much less do you think you would charge if it wasn't distributed by the buyer and you could resell? Just curious. (Feel free to answer via PM)
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This is actually a very heavily modified version of one of the Eclipse engines.
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Finally found and caught a Charizard and Gyrados. Dragonite still eludes me. No idea what to do with these 355 Magicarp candies XD. Here is my current favorites list:
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Glad you like it but this topic is wayyy old and no longer relevant. Please refrain from necroposting. *Locked*
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Alright so a quick video walkthrough of the upgrade instructions. Tagging @Zetasis 1. You start out with an existing version of 1.4. ("My Current Project" in the video) You open the server config file and add that text found in the OP. http://www.ascensiongamedev.com/resources/filehost/8f7586bac4d146a82e5ad8c877afd4b4.mp4 2. Then you download 1.5. You open the zip archive and extract it's contents somewhere and then copy and paste them on top of your 1.4 files. (Don't worry, there is no risk to you data when you do this) http://www.ascensiongamedev.com/resources/filehost/5c23357837764d7d34b7c8436feb7a95.mp4 3. Finally you run the Intersect Migration tool and hit 'y' when prompted. http://www.ascensiongamedev.com/resources/filehost/1d29d364021dcb02ea0ee34c1e721a9b.mp4
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Hey all, just wanted to give you a heads up! You can now embed mp4 videos into posts, the video below will show you how. http://www.ascensiongamedev.com/resources/filehost/12eb1762332e70aee6583c70f03c1935.mp4
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Intersect Alpha 1.5 Released! July 17th 2016 News/Updates All updates are discussed in the following topics: Upgrade Instructions (Required for 1.4 Alpha users!) 1. Delete your Servers config.xml file located at Server/Resources/Config.xml OR Open that config file and find: <Misc> <ItemDespawnTime>15000</ItemDespawnTime> <ItemSpawnTime>15000</ItemSpawnTime> </Misc> Under it add: <Combat> <RegenTime>3000</RegenTime> <MinAttackRate>1000</MinAttackRate> <MaxAttackRate>400</MaxAttackRate> <BlockingSlow>30</BlockingSlow> <CritChance>20</CritChance> <CritMultiplier>150</CritMultiplier> <MaxDashSpeed>200</MaxDashSpeed> </Combat> 2. Overwrite your current 1.4 installation with all of the 1.5 files below. 3. Finally, navigate to your server folder and run the Intersect Migration Tool. It will find your database. Hit 'y' to start the upgrade process (don't fret, it will make a backup for you!). Once that finishes you are good to go! Download Click here to visit the download page. As always, feel free to post comments and questions below!
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This page from Microsoft should allow you to install .Net Framework 4.5 https://www.microsoft.com/en-us/download/details.aspx?id=30653 Under the system requirements it says Windows 7 is supported as long as you have service pack 1. Good luck!
