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jcsnider's post in Changing Debug Map Numbers was marked as the answer
These numbers were hidden starting in Alpha 1.4 or 1.5
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jcsnider's post in How i can compile the game? was marked as the answer
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.
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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.
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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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jcsnider's post in Permanent death was marked as the answer
This can be done with events.
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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. Â 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.
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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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jcsnider's post in 64x64 maps was marked as the answer
Sorry guys. Gonna hi-jack this post.
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You should not change the size of each map without really good reason!!!
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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:
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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.
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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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jcsnider's post in Can't install .net framework was marked as the answer
This page from Microsoft should allow you to install .Net Framework 4.5
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https://www.microsoft.com/en-us/download/details.aspx?id=30653
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Under the system requirements it says Windows 7 is supported as long as you have service pack 1.
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Good luck!
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jcsnider's post in Gender specific Equipement. was marked as the answer
So by default any gender can use an item/equipment. Then I will add a male/female dropdown to restrict an items use to only male/female. Â <- That is feature 1
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I will then modify the paperdoll selection so you must set a paperdoll for males and females. Therefore they can be the same or they can be different.
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jcsnider's post in Delete account was marked as the answer
Using Sqlite Browser you can open the game database located at the following path (Server/resources/intersect.db)
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From there you can open the accounts table and remove accounts as desired (and characters too if needed).
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See this video demo
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Don't forget to write your changes back to the database at the end!
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jcsnider's post in How Does Overlay Work? was marked as the answer
You could throw that graphic over everything on the fringe 2 layer.
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Overlay is supposed to follow the character. It is often used for sunbeam effects and the like. You can see something similar in the image below:
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jcsnider's post in Changing a class? was marked as the answer
I think it's an event option. If not I'll be adding it.Â
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Edit: It's not currently an option. I will add it soon.
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jcsnider's post in Day/Night Cycle was marked as the answer
No day/night cycle but you can set map brightness and add lighting.Â
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We expect a day/night system addition to become available almost immediately after release.Â
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jcsnider's post in Is next update going to add gold? was marked as the answer
Gold and items should work fine. You should be able to spawn gold using map attributes and setup shops and stuff no problem.
About 85% of combat will be in update 1.4 soon
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(No real ETA, it'll actually be soon. Delays like fishing trips today are what keep it from coming out sooner.)
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jcsnider's post in Two instances of Intersect? was marked as the answer
Just to clarify you can run two instances at one time. You would just have to change the port number of the second instance which would involved modifying the config.xml files in the client, editor, and server folders to use a port that isn't in use by the other Intersect server or any other application.
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jcsnider's post in How do I make larger enemies? was marked as the answer
Not something I can reasonably add a fix for. Â The server has no idea how large the entities are since it doesn't have access to the graphics.
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Setting that problem aside for /most/ users their monsters/npcs are not going to be a lot bigger than the tile size. Adding support for multiple collision tiles, especially when sprites are 800% enlarged and spanning multiple maps does not sound fun and it would go primarily unused.
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Sorry!
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jcsnider's post in Is there a base attack skill? was marked as the answer
Basic attacks are broken in 1.3 but fixed for the 1.4 alpha update. They are activated by the action key (e or left click)
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There will not be auto attacking in Intersect unless it is custom coded when the source is released.Â
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jcsnider's post in Client hangs on recieving map sometimes... was marked as the answer
We ended up fixing this.. somehow. If you want to know how check the Orion updates and Git commits around December 19th 2015
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jcsnider's post in Small Tiles vs Unique Maps was marked as the answer
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.
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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)
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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.
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jcsnider's post in Protecting my Game was marked as the answer
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
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jcsnider's post in How do I use Attributes? was marked as the answer
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.
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jcsnider's post in What are Map Layers for? was marked as the answer
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.
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jcsnider's post in Newbie Questions was marked as the answer
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.Â
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.
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jcsnider's post in What sound engine is used? was marked as the answer
We are using the MonoGame -> DirectX layer so I think it's DirectSound. No plans to switch it up from this point on.Â
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jcsnider's post in Are maps always 31 x 25? was marked as the answer
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. Â It is not perfectly square simply because the game window and pc screens are not perfectly square.
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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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jcsnider's post in Projectile Range Always 0 was marked as the answer
Let's go with the feature being incomplete and wait until 1.4
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jcsnider's post in Animated sprite was marked as the answer
We might add the option for the walking animation to constantly play (for flying npcs and such) but we will not be adding combat animations to sprites in default Intersect. Those animations will be achievable with source modifications when that becomes available.
