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Weylon Santana

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Everything posted by Weylon Santana

  1. Now I found the magic of transforming to make the paperdoll disappear weird, wouldn't that be a bug? If it were the case, it should be reported, so that it could be corrected and then you would have the system you want for a dbz game.
  2. Okay. I'll put your name on the list, because as I am going to leave a week and a little to test, you can explore a lot. Okay?
  3. Version 0.5 We are finishing translating 100% into English. Global version. I made several small changes in this process. For this reason I am downgrading, from playable to closed beta. The most important is ... We need players to be able to test the game. To help us look for everything to be in English, you can make corrections if you need to, and also on the site / game features. So if you are reading this, and if you were interested in the game for what it says on the main page, we will leave 10 vacancies available, we believe it is necessary to find all possible bugs and errors. Then we start planning the game's release right here on the forum. Comment on this topic or feel free to contact me in private. I will create a chat so that we can communicate. Whoever helps will be rewarded after we reset the database at the end, on launch day. Heroes Apocalypse is a totally Free to Play game, with no items sold, etc., the reward that players will receive will only be a small advance in the beginning, when we go to launch, to reward their work. I will leave this accountant, and update every time someone volunteers. 4/10 players Call only if you have enough time to play, we will start testing as soon as we fill the vacancy or no one else appears to start. Then taking advantage of the quarantine where many have free time, and while I finish the translations. Thanks for listening. I'm quoting you three here for looking interested, if you want, send a message xD @felipesmoke94 @wishy @Blestro @Jackson
  4. Your problem is that you are transforming an entire png file. Not just a paperdoll or something, when you created something just from the head, without a body, it is from this png image that it "transforms". About the paperdoll, I don't know if, because it has no body and is transparent, the paperdol stops rendering or something. Your mistake was to think that transforming spell is placing one image on top of the other, in fact it replaces the png. I just don't know about the disappearing paperdoll.
  5. So ok. If there is nothing to do I will leave it in my own language.
  6. Main page updated. Ver0.4. Go check
  7. It has nothing to do with it. I simply modified this part there, colors, if I leave it in my language it works, but if I leave it in English it doesn't work. Only those lines there, if it is in English, no colors, if it is in my language, it is colored, and I do not understand why, I have not modified any more files.
  8. I copied and pasted the '' colors '' part of the original file to my game file [client and server strings], and now all messages through the events are white. This, for example, should be red. Am I missing something?
  9. Estou esperando Tiago ajeitar o site, para fazer download e cadastro, mas o servidor está on, assim que tudo tiver ok avisarei aqui. I spent a week making it all work, I tested all the bugs that happened, I believe everything is working normally. Thank you very much, and I am really thinking about making an English version and leaving the two servers running, or translating the entire game into English only, since it is an almost global language. I'm analyzing the situation, but maybe in a few weeks.
  10. I am returning to the topic again. The project is active and has always been active. I'm revamping the main page and adding points that I didn't have before, besides working a little on the aesthetics of the topic. The game is online and playable. I'm posting images of the latest news[v0.3], Efficiency in Hunting, if you came to this comment, please see the main page to find out how this efficiency works. Location of the barn in the village. Interior Automatic chat notification for checking the vacancy and sex of the animal, only when it is inside the barn. Outside it, it simply says whether the player won or not. Chat notifications when the animal is hungry. and so on [Using the JC format now hehe] What are the next Search for a song for the farm background. Give the animals a chance to breed. Insert diseases and night theft for animals to be more vulnerable. Stay tuned
  11. Simples, basta ter animações, dos emotes, cria um evento comum, ativador do evento com /comando, e na linha de comandos ''executar animação, no personagem, 1 ou 2 tiles acima''. Ele executará uma vez ao digitar o comando no /comando. Nesse caso /:D. Dependendo do caso, não precisa de animação completa, mas emoticons, uma imagem [32x32] se preferir colocada na pasta de animações. Acredito que de certo.
  12. I saw this ... I fragmented the event and cleaned it up more ... now everything works.
  13. What is it? And why does he delete an event? He gives the following message Common event eliminated due to commands processed in a single frame that exceed the threshhold event watchdog.
  14. If you make an agriculture system using local variables, no player will take the land slot from the other.
  15. Great points, I prefer common events at the moment. Im trying transfer the maximum of my game to the common events. But in answer to your question. I think this question has hundreds of thousands of conditions to get the exact answer or the answer you want. You would have to take the machine's CPU, machine RAM, broadband (in case of online games) conditions, the number of events, the size of the scripts made in these events and so on in consideration. Logically, the higher cpu / ram, the less time it would take to read and execute these events. A common event with 100 pages versus an map event on the 100 page with hundreds of conditional branches would have a greater weight on a weak machine like mine for example than yours (which I can guarantee to be better than mine ). I believe that no one can give an answer exactly, but I particularly prefer commom events now than those on the map. The tip (in addition to being a super machine if your game is big enough to crash on any weak computer) would be to save on conditional branches, make small and functional scripts (without gambling) and focus on the simplicity and basic functions of the intersect. However for a big game you must go beyond these limits and trust the engine itself and the computer of who will receive your game.
  16. I Understand your point I forgot to mention
  17. I Got It
  18. High fantasy sprites style. But nothing about paperdolls.
  19. Totally for pvp I do not guarantee. Why if two players summon at the same time the monsters will not attack. (unless they are programmed to attack each other). Using a necromancer-class system they could not use "helpers" to attack other necromancers. In your game as there are no classes, a helper will not attack if another player calls at the same time. I would say that in pvp it would be 70% functional. We have to think about the following question: what is it that each player has, that is unique, that can be used as a condition in the "friendly / protector"? If we have an answer then we will have the behavior we want from npc.
  20. @Ainz Ooal Gown I found the answer you wanted. I'll give you the tutorial and then you test it and please answer me if it worked. If it works you can add it to your npc summoning tutorial. Works for PVP and PVE. 1 - Choose 2 player variables. Let's simulate two player variables '' spawn '' and '' summon ''. 2 - Choose the npc. And put it aggressive only. And NPC vs NPC enabled [monsters that he must kill must also have NPC vs NPC enabled with him on the list]. In my game I simulated Slime [with npc vs npc enabled and Guard in the list] and the Guard [who will be summoned, with npc vs npc enabled with slime in the list]. 3 - In the friend / protector condition of the player, guard, set this. Spawn = Summon 4 - Create 2 common events. An event that is activated in login And when logging in, set these commands Set player variable, spawn, random 1 to 1000000 Set player variable, summon, random 1 to 1000000 Simple common event without trigger Spawn Guard on player Set Spawn = Summon So far, the npc will attack players as well as other npcs. I tested I can confirm. As an option, you can define at the end of this event, wait 10000ms. despawn npc Set player variable, spawn, random 1 to 1000000 Set player variable, summon, random 1 to 1000000 What remained to test was two players activating the spell at the same time. and guard with npc vs npc enable with guard in the list. If you can test it for me and give me feedback, I would also like to thank you. That way, the invoked npc attacked another player and also monsters.
  21. I agree with you. Haha
  22. I did not know that. As far as I can remember when I tried to summon monsters and then use despawn they all disappeared which would be bad against a boss. This is already a step forward.
  23. O que mais se aproxima é o time fantasy que eu conheco. Graficos como do intersect voce nao vai encontrar facil por que eles encomendaram tudo aquilo especificadamente para o intersect. Nao é copiado ou pego de nenhum lugar foi feito por dois artistas pagos pelas doações da comunidade. Entao o time fantasy é o que mais se aproxima.
  24. Sky using the intersect timing system which is very powerful. You can make items temporary with a set date and time from the moment the player took the item. For example. Exactly 3 days. 7 days. From the moment the player took it and it will work even with the player offline. I make the code already set up in my mind, I talked about it with Tiago the other day. But I'm not going to put it in my game because that way it is much more work for each item added.
  25. Man, what a simple and impressive system. I liked very much. The "1 in 1000000000" part took me by surprise. I would like to know the following: What will come next? In the sense that we will not be able to use the "despawn npc" command as it would kill all monsters on the map in question. And also they will not follow the player, the intersect does not allow you to know it well. Then they will be summoned and will help against a simple npc, player or boss. But What will come next?
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