Seshy
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megafrom reacted to a post in a topic:
Beam Animation System
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Seshy reacted to a post in a topic:
[Intersect] Middle Ages: Online *LIVE NOW!*
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Seshy reacted to a post in a topic:
Introduce Yourself Thread!
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RaalB reacted to a post in a topic:
Beam Animation System
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If you were to start over again with learning programming in C#, how would you start and continue to learn? I've dabbled a bit with Python, learnt some C# syntax and read through the fundamentals from Microsoft but opening the source code for Intersect just smacks me in the face. I can read bits and pieces but trying to wrap my head around how it is all interconnected is difficult.
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Seshy reacted to a post in a topic:
Seasoned RPG music producer looking for work
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Vio reacted to a post in a topic:
Beam Animation System
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Yes - this is possible. The trick I had used was the following: 1. Create an animation of the beam extending, see below example image. Notice the large whitespace of the bottom half of the image, this is because the character will be in the center of the image when the animation is played and we want the beam projecting from the character, not from behind him. 2. Create the spell for Kamehameha. The spell must be an event and the event does the following. 2.1. Sets the player variable "In Cast" to True (we need to make sure if the player tries any other action, it is denied. The "In Cast" variable will change to False when finished). 2.2. Hold the player still (we don't want the player moving when the Kamehameha beam animation is playing). 2.3 Set the player sprite to be the image of Goku with his hands out (essentially holding the Kamehameha). 2.4 Play the beam animation 2.5 Set a wait timer until the animation is complete 2.6 Set the sprite back to normal Goku 2.7 Release the player 2.8 Set In Cast to False so that any other action that checks if the In Cast is False will now be successful 3. Create the projectile for Kamehameha. The projectile is independent of animation. The projectile will have no image. In my example, I made 5 projectiles all invisible but you can see when they hit in the video example. any questions let me know Embedded Video Link
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Hi there, I'm looking for somebody who can code a patch for the latest release with the features below: - A way for NPCs to chain spells - With the chained spells, each spell will need to still maintain their own casting animations and cast times - Intuitive way to adjust the spells, i.e. in the GUI or editing a text file Please let me know if you're interested and your proposed cost. Thank you!
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Event spells is good but I was hoping to have chained spells for NPCs. The Event spells however do not work for NPCs.
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Seshy reacted to a post in a topic:
[6.2] Chain Spells
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Is anybody able to verify if this patch would work with the latest version of Intersect?
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ok thanks Push, i'll have to look at the code
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Is there anybody that might have an idea on how to implement this? Either by coding or with the engine's current features? I'm kind of stuck with my game unless I can get this going
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Seshy reacted to a post in a topic:
Today I did this on my project...
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Seshy reacted to a post in a topic:
Today I did this on my project...
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Seshy reacted to a post in a topic:
[Intersect] Middle Ages: Online *LIVE NOW!*
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Seshy reacted to a post in a topic:
Replacing Fonts and Adding Font Characters
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How can I only change the size of the combat text? I've messed around with font sizes with the MonoGame Pipeline Tool but it changes text size for a lot of items. For those that are in need, the required source files are on the AGD Github (including the Content.mcgb) at: https://github.com/AscensionGameDev/Intersect-Assets/tree/main/fonts and shaders/client And you can download the MonoGame Pipeline Tool from: https://community.monogame.net/t/monogame-3-7-1/11173
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Seshy reacted to an answer to a question:
NPC spell frequency
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Bumping this post. Has anybody else been experiencing this issue? E.g. Fireball - Frequency = Often Add new spell: Frostbolt - Frequency = Not Often After having added Frostbolt, Fireball will also change to "Not Often" Thanks!
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Bumping this post. Just wondering if anybody knows if this is possible without source edit? Thank you
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when assigning a new spell to an NPC with a particular frequency, all previously assigned spells adopted the frequency of the newly added spell. am I doing this incorrectly or is this a bug? thanks
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Hi there, Does anybody know of a way to "hold" the NPC (npc here means monster/creature) in place, much like the "hold player" event? I would like the NPC to cast a spell with a projectile and then remain in place for a moment. Thank you
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I'm not sure what I had done wrong here but I moved my work over to a new server/client and it works OK
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Hi there, I have made unique cast animations for different abilities. My problem is that the cast animations aren't consistent, e.g.; - Log into the client and cast an ability = no animation - Cast it again = correct animation - Cast a different ability = incorrect animation, same as the previous animation - Cast several different abilities and then back to the one above = correct animation Anybody experienced something similar to this?
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I made a mistake in my wording. Instead of "animation be played when casting a projectile", I should have said "after casting a projectile". My plan is to already have a casting animation of the character. Afterwards, a bolt of lightning is projected from the character in a line (but I need the lightning to stay still as it progresses through its animation). If a target is in its path, it will be hit by the invisible projectile. I can do this with casting animations, but my cast time will be about 3 seconds, therefore the lightning animation would need a lot of blank space at the beginning (about 2 seconds worth) whilst the actual lightning animation will be 1 second long... the projectile will then instantly be released after that 1 second. I hope that makes sense... does that seem like a decent approach? It seems like a "hackey" solution but I think the only available.
