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Weylon Santana

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Everything posted by Weylon Santana

  1. Edit: ------------------ System Information ------------------ Time of this report: 4/20/2021, 11:30:54 Machine name: DAVI Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_rtm.101119-1850) Language: Portuguese (Regional Setting: Portuguese) System Manufacturer: QEMU System Model: Standard PC (i440FX + PIIX, 1996) BIOS: Default System BIOS Processor: Common KVM processor (4 CPUs), ~2.4GHz Memory: 4096MB RAM Available OS Memory: 4096MB RAM Page File: 1315MB used, 6873MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode
  2. In the playerbox, there are 3 items about hpbar that must be configured. HPBarBackground HPBar ShieldBar In "bounds" did you check if the width and height of these three components are the same as that of mana?
  3. Try to do the following I do not know if it will work I have not tested. Create a common event, let's call it "event" Create an spell type event, let's call it "spell" Create a projectile, let's call it "proj" In the "proj" place "collision of spells" choose the spell "spell" This means that when the target is hit, the spell will be cast. In the event spell, choose the common event "event" In theory: 1 - the projectile will hit the player and cast the spell 2 - the magic will conjure the event 3 - the event should apply the warp effect you want But in theory everything is beautiful, in practice not so much.
  4. You can only create one level of folders, you cannot create folders inside other folders ----------------------------------------------------------------------------------------------------------------------------------------- Você só pode criar um nivel de pastas, não pode criar pastas dentro de outras pastas
  5. I noticed that the server has new settings "Processing": { "CpsLock": true, "MinLogicThreads": 2, "MaxLogicThreads": 4, "LogicThreadIdleTimeout": 20000, "MinNetworkThreads": 2, "MaxNetworkThreads": 4, "NetworkThreadIdleTimeout": 20000, "MapUpdateInterval": 50, "ProjectileUpdateInterval": 50, "PlayerSaveInterval": 120000, "CommonEventAutorunStartInterval": 500 I would like to know if these settings could be causing the game to lag. I was in a more stable version, 101 (there is no stable version, even 6.2 isn't, but this is not so bad), and this version could handle 20 players calmly. Now version 111 can barely handle 5 players, on the same machine that can handle 20. This is just a test we are doing. I would like to know why. The server sends all lag signals to clients, such as: Walking backwards, monsters suddenly deactivating aggression, when they(npc) return to the spawn point(origin) they fill their whole lives suddenly while in combat, in the middle of the fight they ignore the player, deactivating aggression and return to the point of origin, high ping with people who have a great internet speed, and so on. onwards. We did a test with only about 5 people to check if version 111 was fine. And it is not. The lag was so much that you couldn't play. Is there anything I can do in this configuration that can fix this?
  6. I will mark it as the best answer, I do not see it as a bug. It's nice that everyone has their drop while partying. What I would worry about is 1 player opening 4 clients with 4 different accounts and dropping items insanely into his main account.
  7. I was going to ask this in the chat, but this is the place @jcsnider, is it your intention for the intersect to duplicate items for each party member? For example: A monster drops 90 gold (https://prnt.sc/11nntg9) If you have two party members drop 2 lots of 90 gold (https://prnt.sc/11nnqvn) If you have three party members drop 3 lots of 90 gold (https://prnt.sc/11nnnql) etc.. Or is this a bug? I was testing this with some friends and we found it in the latest version (xxxx.111)
  8. I am one of the people who work with @Khaikaa, me and my girlfriend @Daniele Santana. This has always been one of the things that concerned us, like working on the internet and avoiding these kinds of situations, since then we work in a certain way, we deliver the work or part of it, to then get paid, if there is no payment, we stop working and it won't be much time wasted. Besides always trying to show our work before, to talk about prices afterwards. It is our method of analyzing whether we will meet customer expectations. Part of the situation reported above I was present, when he joined the group it didn't take about 30 minutes to send a complete animation as a draft. But as the days went by he never spoke to the group again. khaikaa asked me for an opinion on him, I didn't know him, but as everything was going on I encouraged him to ask for the money again, as he had all the clear signs that the work would not be delivered. I am sad that all this happened, I hope that people like that are discouraged to stay here on the forum, and that they are more exposed so that there are no other victims, as khaikaa said, he will not die for 50 $, but that can be a lot of money for many people.
  9. I have tried too, but unlucky, i believe its in source.
  10. In this case, I think you will have to use an event on the map and define the event as global. So the event always despawn before spawning. if it doesn't work, then only with source.
  11. If you are talking about a place that will enter one player at a time, before you start to spawn the monsters, you despawn first. The map is empty, player 1 enters, despawn and then spawn again. Player 1 dies and monster stays there. Player 2 enters, despawn first and then spawn again and so on
  12. Cool, cool, interesting. Are you still too early in the dev?
  13. Woooow, how much is it, how many maps are there? How are these kingdoms going to work?
  14. But, everything I tried above, was trying in release, never in debug. Were you able to compile this plugin successfully? Could you show me how? The error from what I saw, is that he is trying to restore packages that do not exist. https://www.nuget.org/profiles/AscensionGameDev There is no nuget package "AscencionGameDev.Intersect.Server.Framework" There is only "AscencionGameDev.Intersect.Client.Framework", even so it is not in version 0.7.0.4 but in version 0.7.0.3. I believe that because there are no such nuget packages, the plugin will never compile. When I edited the packages files for the client.framework to stay at 0.7.0.3, the error was resolved, but the server's error still did not. At the 0.00000001% that I know about programming, I think this is the error.
  15. It does not compile, it shows 8 errors (after cleaning the solution) saying that "it is not possible to check the version" 0.7.0.4 beta "of the ascensciongamedev.intersect.server.framework package" When I go to the menu "manage solution nuget packages", a yellow banner appears saying "some nuget packages are not present in this solution" and asks to click on restore giving the same error above. I don't know about programming, but I believe the error is in that nuget 0.7.0.4 package that is missing and even clicking to restore it does not find.
  16. So, I downloaded the source from the intersect and compiled it following all the instructions on this link: https://docs.freemmorpgmaker.com/en-US/developer/start/compiling.html And okay, compiled ok. But my goal was with the example plugin. I have been with @panda helping me because I am a very beginner in this. And i got this: I compiled, cleared the solution and tried again. Even so 8 errors. Trying to find a solution, I clicked here: Panda then asked me to click the restore button on the yellow banner warning. Finally he asked to show the versions of the nuget package (I think) and he was also surprised to only have 4 options. So we got (or I got) stuck. He said it was just to compile a .dll and put it in the client and server plugin folder. Does anyone have a solution for this? Does this example plugin not work now? will it only work in the final b7? If there are answers, could you explain in the way that a non-programmer would understand?
  17. Modifying the source, yes. Otherwise, no
  18. It is something simple, but very effective for the aesthetics of any game. Congratulations! The only change I would make is to change the variables, instead of using 4 boolean variables, I would use 1 int variable. And each value: 1, 2, 3, 4 would represent the created fades, 0 being the default value. This would save variables. Edit: I downloaded your images and tried to improve your script a little, I realized that your wait is at 1000ms, so I thought that the transition could be a little "halted" (that thought was what made me download to test) (to make fade in and out just set to 1, wait 1000, set to 2) So I came to the conclusion that the best to wait that you could use is the 50ms, so the fade is very fluid look: Embedded Video Link Ps: I used only one commom event and a variable, because it is only a test, but I hope that this knowledge has added something more for you and for everyone who will read in the future
  19. @Zerin @daviih123 verifique isso é sobre seu jogo.
  20. Let's play! What? Wait! Where is the link?
  21. Look, I am not going to teach everything I know because you are not talking about modifying only one file as you said, but several, at least 4 files. Go to the files that I speak and put the values in parentheses with quotes. ChatboxWindow - Alignments = ("Left, Top") MenuContainer - Alignments = ("Center, Top") HotbarWindow - Alignments = ("Right, Top") (default value) PlayerBox - Alignments = ("Bottom, Center") In player box Put "true" on the "hidden" lines for the following sections EntityInfoPanel, EntityNameLabel, EntityLevelLabel, NameAndLevelLabel, EntityMapLabel, EntityGraphicContainer, EventDescLabel, HPTitle, MPTitle, EXPTitle, StatusArea (In this case the player will not be able to see the debuff and buffs if under one.) At the beginning of the playerbox remove the value of Texture In Bounds, change the width and height values. (How do you know which one? Bounds have 4 values separated by commas - x, y, width, height - Change only width and height so that it fits almost the entire screen (for width) and to be the size of the hotbar (for height), x and y will be changed automatically by Alignments) After that in HPBarBackground, HPBar, ShieldBar, HPLabel, MPBackground, MPBar, MPLabel, EXPBackground, EXPBar, EXPLabel, change the values of x and y in bounds as you like to make it the way you want from the image above. If you don't understand anything I said then you will need good luck and patience to do this, or pay someone who knows. These files were not made for programmers only, it is not necessary to be one to understand, I am not and until I understand enough. Now I won't be able to make the files for you to upload here.
  22. I understood, cool then, I didn't see that the date was old, I only saw it in the last topics haha
  23. Hey @Beast Boyz I want to help you with that. But I was a little confused on how exactly this combo will work. Could you give more details? So far, the only thing I can recommend is not to use event conditions in "Spawn / Execution Conditions" For something you want to "turn on" and then "turn off", in this case set it to one value and then to another, because the moment the conditions do not fit, the event will stop running immediately, regardless of how many lines there are after the conditions no longer fit. It would be best to use an unconditional event that has conditional branches, where you can make the value change within the conditional branch so that it will still continue executing the lines even if the conditions do not match. If you can explain a little more, or show a video of what you are trying to do, I can try to reproduce it here and try to help in a better way. On the other hand, when I arrive from work at 8 pm, (gmt -3), I can try to reproduce it as it is and see if I come to a solution.
  24. Report this on this link: https://www.ascensiongamedev.com/forum/384-tracker/ Enter the description of the bug; Enter the version you use; tell how to reproduce; Attach the video; Developers will be able to fix the next version.
  25. Quando voce cria uma variavel todo jogador ja possui essa variavel. Todos possuem.. O que mudara as funcoes do jogo com essa variavel eh o que voce mesmo atribui como o exemplo que voce citou.
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