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jcsnider

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  1. jcsnider's post in Intersect using too much RAM was marked as the answer   
    What graphics card do you have? If you're using integrated graphics then I think graphic memory including the textures we use for lighting and map caching will be included in the task manager.
     
    Outside of that I can't comment on it being a bug versus expected values. If it is a leak I would need time to check if its
    on our side or monogames. (Probably ours)
  2. jcsnider's post in Does Intersect work with .ogg? was marked as the answer   
    Please be careful of reviving very old threads. This was over 5 months old.
     
    That said Intersect does indeed have ogg support now thanks to MonoGame. Topic is being locked and marked as resolved.
  3. jcsnider's post in Defense Stat Useless? was marked as the answer   
    Well.. let's try using the formulas....
     
    Assume the players defense is 64:
    Random(((1+ (5 * .5))) * 1 (Assuming no crit) * .975, ((1+ (5* .5))) * 1 (Assuming no crit) * 1.025) * (100 / (100 + 64)) Simplified: Random (3.4125, 3.5875) * (.3787) Minimum damage = 3.4125 * .3787 = 1.29 Maximum damage = 3.5875 * .3787 = 1.35 Both of those will round down to 1. It might hit for 2 sometimes on crits.  
    Now assume the players defense is 32:
    Random(((1+ (5 * .5))) * 1 (Assuming no crit) * .975, ((1+ (5* .5))) * 1 (Assuming no crit) * 1.025) * (100 / (100 + 32)) Simplified: Random (3.4125, 3.5875) * (.7575) Minimum damage = 3.4125 * .7575= 2.58 Maximum damage = 3.5875 * .7575= 2.717 Both of these will round down to 2 or up to 3.  
     
    In short. If no defense is applied at all your maximum hit is going to be 4hp. The formula is designed to decrease damage taken based on defense but not negate it completely so you will definitely see some 1-3 damage hits with your current config. Also keep in mind that the more defense you stack the less effective it gets. So if grinding to 32 defense were to end up blocking 10 damage then grinding to 64 defense would likely only block 16 max.
     
    You have a few options from this point on. You can replace the formulas with those of your choosing that work better for you stats/scaling, you can increase the base stats of your monsters, or you can start your players out with comparable defense to the npcs attack. (The player should probably have 5-10 armor when the monsters have 5 attack.)
     
    Regards,
    JC
     
     
  4. jcsnider's post in Add sound to menu events was marked as the answer   
    It's been moved. And no not currently but when the source is out for sure
  5. jcsnider's post in intersect editor cpu usage was marked as the answer   
    The editor renders the maps at 60fps like the client except it renders tile by tile instead of caching entire maps. This is because map tiles in the editor can change at any time.. we cannot provide a smooth experience while caching like the client does. 
     
    This means the editor has to do more work but you also get quick reaction times and previews of how tile placements will look. (Including realtime autotile calculations).  You should treat the editor like a game itself.. it takes a bit of power and will cause your laptop to heat up during use.
  6. jcsnider's post in Anyway to assign teams to NPCs was marked as the answer   
    @PhenomenalDev he is asking about NPCs not Events. NPCs do not have access to variable in any engine that I know of. In the past the system he is looking for was called factions. This does not exist in Intersect or Orion right now. I would expect source tutorials for both engines to be around before long.
  7. jcsnider's post in Intersect Editor - Issue recognizing sounds was marked as the answer   
    Sounds must be .wavs. Music must be .ogg. (Not our design.. it is how MonoGame handles sounds)
     
    Using .wav files for sounds will make them show up in the editor.
  8. jcsnider's post in Player Variables, what are they? was marked as the answer   
    No, you cannot access internal engine variables. (Such as health, stats, etc) Player Variables instead are numbers tied to players accounts. You can create player variables using the Switch and Variable editor.
     
    You can modify the numbers through events (set variable command). In events you can then use conditional branches to do different things based on the values of the player variable.
     
    Example use of a player variable which allows the player to talk to an event up to 5 times. If the player keeps nagging this event it will tell the player that they've bothered him enough.
    Conditional Branch [Player Variable: Times talked to Bob is less than 5]   Show Text [How's it going, player?]   Set Player Variable (Times talked to Bob  - Add 1) Else  Show Text [I think it's time you leave me alone now.... this is starting to get creepy] End Branch Player Variables can have a different value for every player. Player variables start at zero.
     
    Global Variables are the same value for all players. You use that if you want event actions for one player to change events around the game world for all players.
  9. jcsnider's post in I want to fully understand Intersects "Event System" where do I start? was marked as the answer   
    We don't have any nice guides or tutorials written up right now.. @Agoraphobic has told me in the past that he would try his hand at a guide once Intersect stopped changing so much.
     
    In light of any proper guides or tutorials I would start with the following documents from RPG Maker.
    https://d289qh4hsbjjw7.cloudfront.net/rpgmaker-20130522223546811/files/RPGMakerVXAceTutorial8.pdf
    https://d289qh4hsbjjw7.cloudfront.net/rpgmaker-20130522223546811/files/RPGMakerVXAceTutorial9.pdf
  10. jcsnider's post in Piracy? was marked as the answer   
    You cannot stop someone from copying and pasting your client. Even if you added some form of copy protection it would eventually be cracked. The only system that has remotely stopped people from pirating (some) games that I know of would cost thousands or hundreds of thousands of dollars. (Take a look at Denuvo)  And even Denuvo games eventually get pirated... it just takes longer.
     
    So your client is a lost cause. Lucky for us, all of the clients require an account on the server to play your game. Because of this you could add protection to your server. It would require a lot of extra code but you could make something happen to accounts in the database when a person buys the game that would allow them to login. If a person hasn't bought the game then they wouldn't be able to login. In that scenario it doesn't matter who copy and pastes your client because the person who pirated your game wouldn't have a legit account to play on.
  11. jcsnider's post in Is there a way to make 1 layer of my map editable by players? was marked as the answer   
    Not without some major source code edits. (When the source is out)
  12. jcsnider's post in forwarding from a domain to your ip was marked as the answer   
    Want to make a few points here. 
     
    First off, people knowing your public ip isn't a crazy, terrible, scary thing that people make it out to be.
     
    Computers need to know your public ip to connect to your server. If your only goal is to hide your ip you can't using a domain. Open up a comment prompt and type in "ping ascensiongamedev.com" hit enter and you will see the ip of our server.
     
    However if your goal is to use a domain for the hell of it or to make it so you only have to change settings in one place if your ip changes then read on:
     
    Proper config.xml setting would not include http://. Only enter test.dascribe.net
     
    Making changes to a domain or subdomain may take up to 24 hours to propagate/have an effect. You can test however to tell when these changes occur. Simply open command prompt and run "ping test.dascribe.net". Whenever that shows your ip you are good to go. 
     
    If the ping works and you cannot connect to your game server you might have to mess with the firewall. Let us know how you progress. I'll check back soon. 
     
    -JC (typed on iPhone)
  13. jcsnider's post in Is there a document/user guide for this? was marked as the answer   
    Someday my friend... 
     
    There are some decent starts to guides and tutorials in the guides and tutorial submissions board. 
     
    After a final release I'll personally be writing up all required documentation for the engine
  14. jcsnider's post in Walkthrough Players? was marked as the answer   
    Not yet. We will add options to change this behavior at some point. No eta though. 
  15. jcsnider's post in Linked Maps was marked as the answer   
    Intersect should be able to handle thousands of maps linked in an area no problem. 
     
    Entities are globally handled and can be interacted with/fought across map boundaries. 
     
    Edit: Removing posts regarding Eclipse just because they would likely confuse readers without that background. 
  16. jcsnider's post in Client Settings File was marked as the answer   
    You can reset the client settings following this guide.
     
    Source code is not available but will be once we reach a final release. (No ETA)
     
  17. jcsnider's post in Auto stat change was marked as the answer   
    These are the correct answers. There is no code that propagates changes throughout your existing characters to recalculate all of their stats. This could be added after the source is out but it is not something we are planning to add in the base engine.
     
    I have removed non-answer posts and off topic responses. Marking this as resolved. 
  18. jcsnider's post in Cross-platform? was marked as the answer   
    We are investigating the possibility and there isn't much we can answer at the moment.
     
    Here is what we can say:
    1. It will likely be possible.
    2. It will not be possible for at least 6 months, probably much longer.
    3. iOS client will connect to your windows server. iOS clients could probably play with Windows clients. Windows clients would have a huge advantage over iOS clients making separate servers for the various platforms preferable.
  19. jcsnider's post in Computer requirments for Intersect was marked as the answer   
    Intersect will always require PCs with OpenGL 3.0. Any PC new enough to support that should be able to run Intersect at smooth 30+ fps without problem.
     
    We will work on optimizing the engine moving forward. Once the source is out I will personally be working towards getting a mobile version available. (Androids/Iphones/iPads). If we can get it running on those it can run anywhere.
  20. jcsnider's post in can someone help me fix this? was marked as the answer   
    It's possible that you are missing the editor shader. This would be the case if you didn't follow the upgrade instructions from Alpha 1.9 to Beta 1.
    http://www.ascensiongamedev.com/resources/filehost/109793779e6c5b91269e28d74b8b7762.zip
     
    You can try copying those files into your editor folder.. but most likely you will have to wait until I fix the bugs in Beta 2 (for Beta 3) until you can resume.
  21. jcsnider's post in Error was marked as the answer   
    @Essence your database got corrupted. Likely due to a server crash. Can you send me your database via PM. I'd love to see if I can recover it.
     
    In the meantime you can use SqliteBrowser and delete row 105 of the tilesets table. That will let you get back to work with (hopefully minor, if any data loss)
  22. jcsnider's post in animated door events? was marked as the answer   
    Global event means that all players can see the animation and the event exists in the same location for all players. It should work. Will investigate.
  23. jcsnider's post in Devving on another access was marked as the answer   
    Like the client, the editor reads the config.xml file in its resources folder to get the ip and port number so it can communicate with the server.  Just make sure you enter the ip and port of where your friend hosts your server and you should be good to go.
  24. jcsnider's post in Compatibility was marked as the answer   
    Yes. Or they can easily be converted so they are. I would recommend buying them off of gamedevmarkeplace or something like that so you don't end up with a license saying you can only use them in rpg maker.
     
    http://timefantasy.net/
     
     
  25. jcsnider's post in Is Intersect Ready to be a MMO? was marked as the answer   
    No. Probably not. But we encourage you to give it a try. Each release fixes bugs brought on by the previous one, however, we really won't know if we are ready for the traffic of a real game until someone takes the plunge and gets the traffic a real game would.
     
    I don't think Beta 1 is stable enough. Beta 2 will be better. I'd say by the time we get to Release Candidate 1 you should be good enough to go live.
     
    PS: I personally keep up to games that are online and active. If they have problems they receive priority support as they are generally finding the most bugs and have the members needed to recreate and help fix them.
     
     
    Edit: @MCADAMS, experience rates are under the class editor. Combat formulas will be available for edit in a .xml file in beta 2  
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