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jcsnider's post in Intersect engine Map was marked as the answer
Import has been broken for awhile and therefore has been disabled. It will make a return at a later date... but probably not before source release.
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jcsnider's post in Migration to MySQL was marked as the answer
Mono versions do not equate to .Net framework versions. Try updating to Mono 6
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jcsnider's post in URGENT: Potential database corruptions. was marked as the answer
Luckily the engine is in beta and we have time to work these sorts of issues out...
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It sounds like it is the same issue or related to this:
https://tracker.freemmorpgmaker.com/jcsnider/Intersect-Engine/issues/94
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We will post updates there as we progress on this issue.
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jcsnider's post in Password Reset Button was marked as the answer
Make sure you're running the most recent build from here:Â (It wasn't working on the 0.6.0.0 release)
https://www.ascensiongamedev.com/topic/4231-stable-builds/
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Then follow these docs to enable:
https://docs.freemmorpgmaker.com/advanced/passwords.html#password-reset
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jcsnider's post in How to change original UI? was marked as the answer
If you did texture packing then it'll be loading the old graphic from the pack. Try deleting client/resources/packs folder and then running your client.
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jcsnider's post in Avoid character logout doing pvp was marked as the answer
Updating my answer. Coming soon in Beta 6.1:
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jcsnider's post in Mount system? was marked as the answer
Your question has already been answered...
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Once we release source you can add a mount system if you so desire.
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jcsnider's post in Mapping Mouse Buttons was marked as the answer
Make a bug report for me. Ill check into it on my next fixing spree.
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jcsnider's post in forum for my game was marked as the answer
You'd have to program a custom authentication bridge for your forum that uses the servers API for account management and credential verification. That's very complex and would require some extensive programming knowledge to pull off.Â
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jcsnider's post in Global Variable Issue was marked as the answer
His guide is slightly outdated. Check this for how to use \gv now
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jcsnider's post in Will there be engine updates? was marked as the answer
Our goal for the engine from this point on is optimizations and stability for a smooth open source release. Afterwards those requested edits can be made by anyone, but those are beyond the scope of what we have planned for the vanilla engine. Our roadmap can be seen here:
https://www.ascensiongamedev.com/forum/90-roadmap/
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Topic locked.Â
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jcsnider's post in Error "grant_type_missing" was marked as the answer
The text dropdown, can that be changed to json?
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Edit: Also, what tool are you using? Knowing may help.... or not lol.
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jcsnider's post in Changing IP Address. was marked as the answer
The server listens on all addresses, so inputting the Hamachi address into your client's config is all you need to do. Your server will still contact our servers through the internet to provide 'useful information' such as your public ip but that can be ignored. If you are unable to connect via the hamachi address that means you have firewall issues on your pc or antivirus programs blocking the connection.
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jcsnider's post in Can't see new builds was marked as the answer
Latest build is 0.6.0.124 from Oct. 6
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jcsnider's post in MySQL or SQL update real item Intersect was marked as the answer
To communicate with the server and modify live game data you should use the API.
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jcsnider's post in Diagonal Movement and multiple keys was marked as the answer
Not in Intersect until we open source and someone custom codes it.
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jcsnider's post in Changing icon before source was marked as the answer
We are not trying to make rebranding the client difficult. We do not have access to change the icon at runtime.Â
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The only options are resource hacker or changing the icon that's within the source. Wait for source and this will be easy. We cannot make it easier in the meantime.Â
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jcsnider's post in Do you want an event started on the map to run automatically, but at the end of the event it ends and doesn't happen again, how do you do it? was marked as the answer
Player boolean variable. Make the spawn condition of the event being that the variable is false.Â
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At the end of the event set the variable to true and it won't ever run again.Â
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jcsnider's post in help-me erro no client was marked as the answer
That is a reported bug that we are working on fixing. When fixed we will update the issue here:
https://tracker.freemmorpgmaker.com/jcsnider/Intersect-Engine/issues/31#issue-31
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jcsnider's post in Does the intersection accept a gif image? I refer to making an animation within the game. was marked as the answer
No. You need a large png image with equal sized frames side by side and then use the animation editor:
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jcsnider's post in How to unpack things of a another game was marked as the answer
Unpacking another games assets for any reason is not something we will support here.Â
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If you have no ill intentions then just reach out to the games owner.Â
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jcsnider's post in Will the client support DirectX instead of OpenGL? was marked as the answer
Simple answer: No.
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jcsnider's post in Discussion about why Intersect could not be used for Web or Mobile was marked as the answer
We're not saying that you can't take Intersect's source code and migrate it in various ways to run on Android, IOS, or even in Web. And in the process of developing Intersect I have attempted all 3 at various points in time. [Android, Web]
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The Intersect Client is written in C#, but only uses libraries that are compatible with Mono (a cross platform .Net framework) so we can have Linux and Mac support. Several technologies exist already that allow C#/Mono code to be cross compiled to web assembly or similar to run in a browser. Unity does that, for example.
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If you wanted to get Intersect's client running in a browser or on a mobile device in the future you're best bet is migrating the code into a Unity project, and then using Unity to compile for mobile and/or web. Alternatively, MonoGame (which Intersect already uses) offers project templates for mobile devices, and web is in the works.
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Nothing is as simple as copying some code over and watching it happen though. Here are the early challenges I faced when attempting this task:
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Unity:
All rendering, audio, networking, and input functionality must be re-coded to hook into Unity's systems. Project assets must be imported into a Unity project, a script would be needed to configure the proper settings for each graphic. Shaders would have to be rewritten for Unity. Loading of graphics, and other resources would need to be rewritten for Unity. Â
Unity Web Export:
All the Unity challenges above. Server and client would need a new socket system since html5 only supports websockets. Performance in browsers is pathetic. Content size/memory limits which would make games extremely limited, or only allow games to be played in web on high end pcs. Â
Unity Mobile Export:
All of the Unity challenges above. Code required to hook into mobile keyboard. (Not easy, or bluetooth keyboard required) Entire UI would need to be redesigned in a mobile friendly way. (Would take forever) Crashes when trying to update ui from networking threads or when networking threads try to check Unity.Time -- lots of function rewrites would be required to get around that. Â
MonoGame Web:
Simply not capable at this time. Their web deploy side of things isn't advanced enough yet. All the same challenges faced under Unity Web Export would surely apply here anyways. Â
MonoGame Mobile:
Code required to hook into mobile keyboard. (Not easy, or bluetooth keyboard required) Entire UI would need to be redesigned in a mobile friendly way. (Would take forever) Packaging assets is annoying and difficult. Performance is better than Unity mobile, so that's actually a good thing -- but I believe less devices would be supported (especially on the Android side of things) Â
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Bottom line:
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It is possible to get an Intersect client running within a web browser or on a mobile device. I have done both at one point in time. (No, I will not share my work/code in that regard, nor does any of it work anymore anyways.)
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Getting the Intersect client to run on mobiles/consoles/or within a web browser requires rewrites of major functions for each platform including rendering logic, audio playback, network sockets, ui design, input handling, etc. Make no mistake, the work involved is long and hard. You're effectively rewriting the most complicated portions of the Intersect client which means the skill required to make this happen the same as developing the entire Intersect engine itself.
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Cross platform support for this community beyond Windows/Mac/Linux is not one of our goals, and that is not something I'd expect to change for a very long time. I'll encourage other developers to tackle this once we're open source, and I will be available to answer questions here on the forum, but beyond that you all are on your own.
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Edit: Obviously a complete client rewrite/port to a native language for your target platform (ie javascript for browser) would result in the best performance at the expense of the longest development time. I don't foresee anyone attempting that anytime soon though.Â
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jcsnider's post in Intersect Client Web Browser Version was marked as the answer
No. This is not a goal of ours. Only Windows, Mac, and Linux support for the foreseeable future.Â
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Unlike the Eclipse era it's actually somewhat of a feasible task with source, but the skills required to do so are the same as developing your own browser client from scratch -- it won't be remotely easy and it will be fairly time consuming.Â
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jcsnider's post in Public Utility was marked as the answer
@panda and @Kibbelz are also developers of the engine with full access to the source. They would release the source and likely continue working on the engine in the event of my untimely demise.Â
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It's all coded in C#.Â
