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jcsnider

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  1. jcsnider's post in License was marked as the answer   
    Yes, as long as you own all assets or are using ones in which are available to you for commercial use.  You are also allowed to do membership systems, microtransactions, etc, etc, etc.
  2. jcsnider's post in Moving Maps Between Orion & Intersect was marked as the answer   
    Updated the title to represent the question.
     
    No this is not currently possible and likely never will be considering Orion has dynamically sized maps and Intersect does not (upon several other issues).
  3. jcsnider's post in GameJolt - Steam was marked as the answer   
    Definitely not something for the base engine. Source tutorials for stuff like this can come after the main release. 
     
    I really don't want to add in communication with external APIs by default that wouldn't work if someone picked up Intersect a few years from now. APIs change and we don't want to be forced to keep up with them.  Keeping the base engine as clean as possible is my preference. 
  4. jcsnider's post in Importing Finished game to Unity was marked as the answer   
    The Unity thing is only a thing I'm working on in my spare time, it doesn't even really work.
     
    You cannot "import" Intersect into anything without the source code regardless.
  5. jcsnider's post in Need Sprites was marked as the answer   
    That's a pretty shitty non-answer.  At the very least link to a few artists who'd be willing to do the work.
     
    At the very least search the site, a quick search for item icons reveals these topics:
    If those don't give you what you need then Google might help, rpg maker resource sites will help, or you can make a resource request thread here if you can be very specific on the items and style you want. If you find anything good please share them with the community here.
     
    Goodluck!
  6. jcsnider's post in Trying to run the server on Ubuntu was marked as the answer   
    Sorry I haven't had the opportunity to comment sooner.
     
    Running through Mono on Linux, it is unable to read from the x86 vs x64 folders right now. Moving the contents of the appropriate folder into the /Server/ or /Server/libs/server folder will resolve this problem.
     
    Enjoy!
    JC
  7. jcsnider's post in PHP connection and account creation was marked as the answer   
    The current hashing information you want is as follows:
     
    Take the plaintext password. Hash it's UTF8 representation with SHA256.  Remove any dashes (-) in that hash.
     
    C# Code
    hashed_password = BitConverter.ToString(sha.ComputeHash(Encoding.UTF8.GetBytes(plaintext_password.Trim()))).Replace("-", "");  
    You then take that hashed value, concatenate that with the salt stored in the database and hash it with SHA256 again replacing the dashes again.
     
    C# Code
    result = BitConverter.ToString(sha.ComputeHash(Encoding.UTF8.GetBytes(hashed_password + salt))).Replace("-", "");  
    That final value is what you can check against in the database.  Hope this helps!
  8. jcsnider's post in first login teleport event was marked as the answer   
    Make a Player Switch called First Login. Switches are set to false by default. 
     
    I recommend making a new Common Event with the Login trigger. However your current event will work if you modify it so it looks like this:
    Conditional Branch [If First Login = False]   'First Login, Warp/Do Whatever   Set Player Switch [First Login = True] else   'Not First Login, Do Whatever End Branch  
  9. jcsnider's post in Mana usage on weapons was marked as the answer   
    Sorry but there is no way to do this with the current system.
  10. jcsnider's post in On Death Deleting Inventory/setting back to LvL1 was marked as the answer   
    We will add forcing of items drops later. Not via events but server config. Stay tuned.
  11. jcsnider's post in Player VS Player was marked as the answer   
    To disable PvP make it "Safe"
     
    Normal and Arena are currently the same. Eventually Arena will be used in cases where death should be handled differently than normal such as changing how items are dropped or where respawns occur etc. 
  12. jcsnider's post in Server keeps crashing was marked as the answer   
    Post this in the section below with relevant replication steps otherwise this will be ignored and not resolved. 
     
    http://www.ascensiongamedev.com/community/bug_tracker/intersect/
  13. jcsnider's post in Editing the XML to change server host and port was marked as the answer   
    Open the Server/Resources/Config.xml in notepad. In that file you can change the port the server listens on. You cannot change the IP of the server application. The server's IP is the IP of the computer it is running on.
     
    Hope this helps,
    JC
  14. jcsnider's post in Creating Pets was marked as the answer   
    Not possible and won't be possible without extensive source modifications post-release. Sorry!
  15. jcsnider's post in Scrollbar Graphic was marked as the answer   
    You're looking for the 3 graphics:
    scrollbarclicked.png
    scrollbarhover.png
    scrollbarnormal.png
  16. jcsnider's post in How do I get a weapon to shoot automatically? was marked as the answer   
    This is something that will actually be changed before the source is released..... we just don't have an ETA right now. Standby.
  17. jcsnider's post in Animate splash screen was marked as the answer   
    Nope and nope. More advanced loading screen options will need to be custom coded.
  18. jcsnider's post in Why is my damage not random? was marked as the answer   
    Assuming physical/magical damage and that you are using default formulas.xml
     
    I believe your damage values are too small for the randomization to matter. If you plug everything in I bet you get a range between 9.6 and 10.4 which both round to 10.
     
     
    You can change the formulas.xml file if you want a different formula with greater randomization.
     
     
  19. jcsnider's post in Low FPS Editor Fix. was marked as the answer   
    The editor can be optimized but only to an extent. See:
    Will improve over time but there is likely very little you can do now to help. 
  20. jcsnider's post in How to make an attack frame? was marked as the answer   
    This question has been asked a million times lol. 
     
    Not possible without source.
     
    Also not something we will program in by default because there are not enough game ready sets of graphics with attack frames. 
     
    Will be easy to modify once the source is out though.
     
    Regards,
    JC
  21. jcsnider's post in Class Changing was marked as the answer   
    Yes, one of the most major systems in our engine is events. Via events you can show dialogue chains, give items, teach spells, change classes, and a lot more.
     
    Check out the events tab in the map editor. if you walk up to an event and hit e then the commands within that event will run. Those commands can change classes of the player  
  22. jcsnider's post in Clever way to drop inventory on death? was marked as the answer   
    Not possible via events. Fortunately we have the code already for a player (or entity in general) to drop all of their items. I will make a few options in the server config so you can opt for players to lose or retain items on certain map types.
  23. jcsnider's post in Resolution and map issue was marked as the answer   
    Need at least 3 maps vertically for the black to hide itself. 
     
    Same rule applies horizontally. 
  24. jcsnider's post in Projectiles was marked as the answer   
    We don't use models. This is strictly a 2D engine. We use character sprite sheets and tilesets.
     
    Check the Client/Resources/Entities and Client/Resources/Animations folder to see our current formats.
  25. jcsnider's post in How many players can the server typically handle at once? was marked as the answer   
    Find out and let us know
     
    We will do some official stress testing in the future but each version is getting significantly better performance wise right now... So itd be a waste of time to stress test now. 
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