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Everything posted by Weylon Santana
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I did everything you said, and what he said above through events. I will not say step by step why it is too long, or send images of how it is done, I will say it in a simple way and then if you can understand it you can reproduce it perfectly. 1 - Count how many players are inside the dungeon. 2 - Know who is inside the dungeon. 3 - Dungeon stages. 4 - If a player leaves the dungeon before starting. 5 - If the player leaves the game. 6 - If the player dies in the dungeon. Failures: If you are a novice and do not know how to handle events, you will not understand anything I said. But I left a good example of how it works, it is not an easy question, especially if you want more dungeons. If you are a novice, focus on your game on simpler things, and then develop your ability to handle events, conditions and variables. Then return here and you will see that you will be able to understand. If you understood, reproduced perfectly, good, just apply in the same way for other dungeons and NEVER let two dungeons run at the same time IF you are going to use the same player counting variable for both events. How I do.
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Concept Concept of a 2D lateral-ish DBZ game
Weylon Santana replied to Alatar's topic in Design & Creativity
It's more or less like this in the config (these names are from my game), so they won't be stuck in the air. I will follow this topic and follow closely, because I like ideas that are out of the box. -
Concept Concept of a 2D lateral-ish DBZ game
Weylon Santana replied to Alatar's topic in Design & Creativity
I thought of the same, on the server, config, there is a file that you can put the name of the images in the entities folder, and the image is constantly moving. I also thought that for the sprite exchange there could be a series of events that would maintain this sprite exchange. For example. Events that if the player touches, changes the sprite to flying. https://prnt.sc/rvo7xa Events that if the player touches, changes the sprite to stopped. https://prnt.sc/rvo8jw Then, these events being played, would turn a variable on or off and execute a common event that would make this maintenance. (To avoid manually editing each event, if you need 1 event to change.) I think that way it would be a way to work, but I can't say. I was excited by your idea why it’s out of the box, and also why I like games like that, I never imagined one being done with the intersect, in this case this is the first one I see. -
Concept Concept of a 2D lateral-ish DBZ game
Weylon Santana replied to Alatar's topic in Design & Creativity
Man this is really cool, and what happens when the sprite touches the ground? I got curious. -
I totally forgot about that. Sorry, I will take into consideration and warn everyone who comments as well.
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https://discord.gg/N4Et2Mx Aqui está o discord, criei hoje inspirado por esse tópico do @Koji, então se puderem entrar e chamar mais pessoas da comunidade br, vamos ajudar a crescer a comunidade, a cerca do Intersect.
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Quem criou foi Tiago o que está no Heroes comigo. Lá na main page eu marquei ele, quando ele criou ele tinha tempo livre, mas agora ele mal tem tempo livre, não sei se ele iria fazer outro gui devido as varias responsabilidades dele. Basta clicar na marcação lá.
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@Joyce is Right. Just a button to show a webpage ingame. Yeah, I forgot totally about the monogame question. That's was I thought.
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Legal cara, gostei da sua iniciativa. Sou Weylon, afrente do Heroes Apocalypse, E eu geralmente sano duvidas de varias e varias pessoas com relacao ao intersect, no caso dos br que me procuram pra tirar duvidas. Tambem fiz a traducao do game pra pt-br. To sempre me disponibilizando a ajudar os outros.. fiz ate uns tutoriais basicos aqui na aba de projetos.. antigos agora mas ainda uteis pra quem ta iniciando.. e quero aumentar mais a fama do intersect.. pois quanto mais gente conhecer o intersect.. mais e melhores serao os upgrades.. o que sera tambem retorno pra mim melhorar meu game.. e tambem por que br é legal de interagir.. principalmente o povo da minha epoca (96). Entao to ai.. tenho discord.. mal uso o facebook.. acho que vo ate atualizar meu perfil e no momento to sem celular.. mas pretendo concertar nos proximos meses. Se quiserem criar grupos de whats e/ou discord. Posso ajudar na moderacao e na parte de sanar duvidas. Nao sei tudo sobre o intersect e nao sou programador em c#.. mas ja tenho meu projeto ha 3 anos e observo o intersect crescer ha uns 4 ou 5 anos. Qualquer coisa to ai.
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If possible, for some programmer, I would like someone to make a button, to open a window. I will try to cite examples below. And within that window you can see a website, defined in the source, of course. The objective of this, would be the greatest practicality. Because through the website, and the api, we can deliver items, take items, among hundreds of things. We, would like to do auctions, trade remotely (or offline), Offline messaging system like emails, and the like. special shops, external chest, among various features that the api allows us to. But no player will be opening the site and / or chrome, several times to do things like this. We think that maybe, for those who know the engine, it is something simple to do. Everything else, within the site, would bring features that would not need hundreds of modifications to the source to obtain, through the api. Even less risk of corrupting the database or the like.
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Of course, I don't mind teaching. 1 - Create a common event. Name it with something you remember, let's go for "NpcDrop". 2 - In the NPC editor, you can run the common event "NpcDrop" when the npc die. https://prnt.sc/rri4kv 3 - In the event in question, you will define his drop. From this point you can put your imagination. I'll give you examples... 1 - If you want a normal drop. Change items - Deliver item Item x Successfully delivered --Show text in chat: You received item X. If it fails to deliver --Show text in chat: Delivery failed, check your inventory. 2 - If you want a drop with a chance to give more items Create an int local variable - DropItem In the common event --Set Variable "DropItem" random between x and y (Choose numbers) --Conditional branching {DropItem = 1} [Repeat - 1 - If you want a normal drop.) Else End of branching. --Conditional branching {DropItem = 2} [Repeat - 1) Else End of branching. --Conditional branching {DropItem = 3} [Repeat - 1) Else End of branching. And so on... 3 - If you want a drop with a chance to give items based on a skill, skill. You will have to use your skills which are in variables, say "HuntMastery" In this case, let's say that the maximum of this ability is 10. If HuntMastery = or < than 5, deliver 3 items. if > deliver 5 items. --Conditional branching {Variable HuntMastery = <5} (Repeat - 1) Else (Repeat - 1, giving more items) End of the branch. 4 - If you want a drop based on the lucky percentage. You can use the Intersect 6.1 function Or Create an item, let's call "Lucky charm" an amulet that gives the player 10% luck to receive more items. -- Set the value of the variable "Random" between 1 and 100. -- Conditional branching {Player has at least 1 "Lucky Charm"} -- Set the value of the Random variable (add 10) else End of Branching --Conditional Branching {(Repeat 3 - Replacing "HuntMastery" with "Random")} . . . 5 - All previous. Just copy and paste all the codes within branches. Always remembering to set the value of variables as DropItem or Random to a random value between a number X and Y before entering the branches. --Set Variable "DropItem" random between x and y (Choose numbers) -- Set the value of the variable "Random" between 1 and 100. -- Conditional branching {Player has at least 1 "Lucky Charm"} -- Set the value of the Random variable (add 10) else End of Branching --Conditional branching {DropItem = 1} -- Conditional branching {Variable Random = <50} (Repeat - 1) Else (Repeat - 1, giving more items) Else End of the branch. Else End of branching. If any of these works for you, then there will be no need to make changes to the source and you can mark my answer as "best answer". Every time the npc dies it will activate his death event, delivering random items, setting random values, depending on what you want, and everything in the inventory.
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The right would be: "I need programmers, who write in C#, to do paid work by modifying the source, for every code change, interested - send me a message." He's hiring programmers. @Damian666 or @Gibier If my memory serves me correctly, you are still moderators, right? This topic is in the wrong place. The right would be in Recruitment. PS: I'm not acting as a moderator, I'm just reporting. I spoke to felipe, and he allowed me to correct it here, because his message was not being transmitted correctly.
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I see, my doubt was really that. It would exceed the limit imposed by the server. But both you and joyce replied, I am grateful.
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Ahh got it, I'm not a programmer, you know, so it's hard to understand the codes.
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This modification is cool. But a doubt, if the speed is already very high, or at most. Say 0.5s (500ms). Something that we set up in the server config, using the button to run would go even faster?
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This can currently be done through events in several ways. I use it in my game like you said. Even the part of saying in the chat what the player received, not only for npc but also for resources.
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I wasn't thinking about a pet system, I think it would be useful for a pet, but no, I was thinking about "invocations". The intersect has the property of putting the NPC to protect the player, (guard), but he does not follow, he stands still, it would be good if he had this movement, to follow while protecting the player. It wouldn't be like a pet, that the pet would have to evolve, or something like that. So that through events we could invoke, wait seconds, despawn. So that the summoned would disappear. And as long as he was alive, go on while protecting him. the other, on the other hand, seems a "to avoid seeing" like you said.
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As the npcs seem to have a seeing behavior, (distance from the view), I believe they should follow the first player they see, and then if they have an aggressive behavior, attack other players or npcs (with the npc vs npc function enabled). considering an "invocation" that would be done through events, he could follow the player who activated the event. (magic / event). considering a pet, just follow the player who interacted with it, (if possible). considering a normal npc, with the function to follow, just that, the first one he sees. And then the player would choose to leave, or kill. if the player leaves the npc view configured to follow, he stops. on the other hand, the npc configured to move away from the player, would go in any direction away from the player, every time the player entered his field of vision.
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About moviment of the character, make the npc move to follow the character, and make the npc move to move away from the character. (character = player). Just like there is for events when we use the "set route ..."
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Press spacebar to continue
Weylon Santana replied to Beefy Kasplant's question in Source / Plugin Requests
This is very useful. hahah -
I would like to ask, if possible, for the movement to be changed from WASD / ARROWS, for click of the left mouse button. Attack, to left click with the mouse on the npc. Lock, to right click on the npc. And movement is blocked when windows of craft tables and / or shops are open. Or when dragging items from inventory. I think I thought of all situations.
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Why? It worked! I was stupid now hahaha
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I have a friend's computer here, and I was seeing how to make the intersect open here, but all that appears is a small window. The drivers have been updated recently. Open gl version and drivers The Server and editor work normally, even in the latest version (6.1.239)
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Version 0.6 I am adding several images of the game on the main page, in addition to also describing a little about the work system of Heroes Apocalypse [ver0.6]. If you have an opinion, you are welcome to participate. If you want to help with the tests, leave your comment. I call you.
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Problem with Paperdoll & transform.
Weylon Santana replied to Aiden9's question in Questions & Answers
I understood. I understood.
