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jcsnider

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Everything posted by jcsnider

  1. Sure. You also had one back in your VB6 days. What you /don't/ remember is the 2+ hours I spent going through code and encrypted files trying to decrypt them so we could port your maps to Orion later on. This is because you had lost the original decrypted copies.
  2. Looks interesting. When do you expect to have something online for us to play? What's left in development before the game goes live? On a side note, A Charmander who only knows Tail Whip vs a Sentret who "can't do nothing!" sounds like it would be a very interesting battle lol
  3. Sorry if I implied that, I didn't mean to. It should be no hassle for the players, just a large hassle for you when adding/removing graphics and keeping track of what's what. It would also be harder to edit your graphics if you ever had to because you would have to decrypt, open in paint, gimp, photoshop or whatever, make your changes and then encrypt again.
  4. Map number only matters to the server. It is how it keeps track of how your world is put together. No you cannot change the numbers but I can hide them and then you can number the maps yourself within the names.
  5. 1. No you are not limited to the number of tilesets you use. I simply know that if you have good tilesets you shouldn't need more than 30 for a pretty large game. 2. Yes, with source modifications.
  6. Thanks Jamie. As of now this game is Admins + Mods. We simply can't keep up with you all when we are actually sleeping lol Double 0
  7. Happy Birthday Sky!!!!!!!!!!!!!!

    1. Show previous comments  4 more
    2. gaveitatry

      gaveitatry

      Okay, I was trying to guess your age.  From your Chat avatar, I was guessing that you looked 19.  I can't believe how young some of these people on AGD are.  Are you one of the youngest ones here?

    3. SkywardRiver

      SkywardRiver

      I believe I am haha. Started with Eclipse when I was like 13 lol.

    4. gaveitatry
  8. One thing people often don't know or often overlook is the fact that graphic cards (especially older ones) have a hard time rendering large textures. It is often faster to render hundreds of 32x32 pixel tiles than it is to render a single 1024x832 image. Another thing to consider is that if you make any use of the fringe layers (layers meant to appear above the player like tree tops) then you would have to render the lower layers in a 1024x832 image then all the players then another 1024x832 image above the players every single frame. (Think of rendering tiles/images like scrapbooking. Whatever you draw first ends up on the bottom and whatever you draw last is on top) And as you mentioned, you could use 20 tilesets or even 400 tilesets to build those 400 maps but if you run with your idea of using images then you guarantee the use of 400 images (800 if you consider fringe layers) and the most storage being wasted. P.S. I feel like there is a misconception somewhere about how/where tilesets can be used. You can use the same tilesets across every map you are not limited to the use of tileset1 on map 1 and tileset2 on map 2, etc. You can use tiles from every tileset on every map. In theory you should probably end up with 20 or so tilesets to make a game. Maybe around 80 max.
  9. There are multiple questions going on here. One has to do with protecting your assets (graphics, music, etc) and the other has to do with protecting access to your game - we don't want people playing who haven't paid for it, right? Let me first discuss assets. The MIS files you found, they might be .pngs, .mp3, etc with a different extension. It is possible that the MIS is only there to throw you off and if you changed the extension to .png and opened it up with paint it would work fine. It is also possible that the assets are heavily encrypted and very hard to grab without some type of decryption key. You can encrypt graphics and have your client decrypt them when they are used this way it becomes harder to steal your content. This is not a feature I am going to include in Intersect. Yes, I understand resources are very valuable but I am also a firm believer that if anyone is going to start their project by stealing your work then they don't have the resolve to actually get their project out there. I also know that dealing with encryption and decryption of assets during game design is a major hassle and a big pain in the arse for developers and users alike. Now let's discuss access to your game. By default anyone with the .exe and resources can create an account and play. This means that your concern of someone making a copy via usb drive and distributing to their friends is a valid one. If you were charging per copy of your game then you could very easily be losing money with this design. The best solution I have to offer is to have a developer pull in some steam components into your client and server when the source is released. That way all in-game users have steam accounts and they would be checked to make sure they own the game upon signing in/creating a character. Having a system like that with a central authority like steam someone cannot share the game with others without fully giving up their account. There are other ways to accomplish this too. One terrible method would be to "trap" all new members on a map until you verify that they have paid and then warp them into the actual game world. On the other hand, you could create some other type of membership/authentication system completely to suit your needs. This is something else that we are not going to work on for the initial Intersect release. There are so many different platforms and ways to handle purchases. A lot of games will be free to play, other games will try to collect profit whether it is from selling the game itself or in-game transactions. Everyone will have a specific system they need and we cannot provide nor support them all. We will let those trying to monetize their game do so by hiring a programmer or coding it themselves to make it work however they'd like. We will make sure free to play platforms work well
  10. Fixing up Intersect a lot! The new UI is in. Combat is working really well. Critical bugs are being fixed and we are polishing some of the little things like movement speed for the 1.4 alpha release.

    1. Henry

      Henry

      mmmm tasty updates :o

    2. Mcadams
    3. Gibier

      Gibier

      Not a little update. Well done

  11. The attributes and tiles tabs work similarly in which you must use the Pen tool or the Rectangle tool to place them. Once you are on the correct tool you can click and/or click-drag where you want the attributes.
  12. yeroC described uses for the various map layers -- to simplify just a bit they are just ways to allow you to place tiles over each other. (Floor on ground, Table on Mask, Table Items on Mask 2) Fringe and Fringe2 work the same way but those layers are to far up they actually render above the player in-game. Fringe and Fringe2 are good for building roofs or tree tops you want the player to walk behind.
  13. 1. Yes it is a bug. 2. It will be fixed. 3. No ETA XD
  14. Very good questions. I am going to answer them inline Once the source becomes available. (At the time of the main release, no ETA) This will absolutely be possible via modifying the code. It is likely another user on this site will create and share that feature otherwise you may have to ask a freelance developer to add it for you. Also very possible, would require source/code modification(s). - See Above Yes, absolutely. You will be able to change where on the screen each panel/window is and each of the elements inside them. If you just want to re-arrange locations and you have some patience you can likely do this yourself. This can generally be very easy or very complex. There are 3-4 big steps. The first is obtaining the ip address the world identifies you by. http://ipchicken.com will give you that info. The second step is adding that ip address into the config.xml file the client reads so when your friend in France runs the game it finds you. The third and hardest step is port forwarding which is telling your router/firewall(s) to allow Intersect traffic from the outside world (your friend) to reach your computer. Finally you would simply zip the client with its resources folder and send it to your friend in France. Sending the client can be done here, skype, dropbox, or any other method you use to share files. You could host it off your home computer during the design phases but residential internet services are generally not the best to host games out of. When the time comes that you want to host your game online we would recommend getting a cheap $2-3/month Linux VPS to host your game for you.
  15. Jailbroken iPhone + LocationFaker for me. I have a Nidoran helping Team Instinct hold the US Capital Building XD
  16. I don't think the zombie is supposed to die in this test. He is just showing off the features in place, like moving, shooting, reloading, hitting a target, the blood spatter, etc.
  17. Game is killing me. Spinning poke stops won't generate items on IOS. I am likely throwing in the towel for the night.
  18. I'm calling BS XD. I was catching literally every single one or every other one and now I am (not joking, I looked at the log) 38 run aways in a row. I'm out of Poke balls
  19. Game seems to be real bad about letting you catch everything for awhile and then nothing for awhile and then back to everything. Never really consistent.
  20. We are using the MonoGame -> DirectX layer so I think it's DirectSound. No plans to switch it up from this point on.
  21. That's a bug I am fixing. No worries though, your name is saved correctly and will appear correctly in a soon-to-come update.
  22. If you double click on any of the map borders you can connect to a new map and expand your world as much as you'd like. We chose 32x26 tile map sizes (starts at 0,0) because in-game 9 maps are shown at a time to give a seamless open-world effect. This also allows users on high resolutions (up to 1920x1080) to see as much of the game as possible. There was a fine line between loading enough so the game looked well on large resolutions and not loading so much that performance became an issue. That 32x26 size seemed optimal. It is not perfectly square simply because the game window and pc screens are not perfectly square. You /can/ change the size of all maps in the servers config.xml file but I highly recommend that you leave those values alone.
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