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EduKrowlley

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About EduKrowlley

  • Birthday 04/04/1991

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    Male
  • Location
    Brazil

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  1. Yep! Worked! Bigger sprites exported from a 3D model on Blender, worked perfectly!
  2. In this case I don't need even change anything, if the actual system of engine works like you've said, it is exactly what I want. Gonna test this and report here if worked. Thank you'all guys.
  3. Hi guys! How can I use bigger sprites inside Intersect? I don't want to make my game bigger, on the screen, just wanna use bigger sprites to gain more quality on my sprites (my sprites are exported of 3d models).
  4. Try to enable the option of Parallels to open windows apps directly inside of MacOS, I've make this work with this option, Catalina 10.15.
  5. Very nice, thank you! Gonna wait for @panda.
  6. Okay, where can we change these keys on both client and server side? And how can we control these versions? Another question, here on this forum, somewere I've read we have a autoupdater included, where and how can we manage this?
  7. Hi guys! Its me again! I've been thinking about the login system with the server by client-side, Intersect already have some system to verify the authenticity of the client and allow (or not) the connection? Something like we make for web systems to allow APIs to be read, like a token what must be decrypted by the server and authenticated to allow the connection. And about the version? Something to verify if the user has the latest version of client installed?
  8. Worked! Off course @Shenmue, with no doubt! But as I said on another post, I'm a 10+ years old programmer (Mainly Java and PHP), and started study C# only because Intersect, for me isn't a good idea to copy codes from another sources right now.
  9. No difference I guess. But I'm not searching for other codes, only writing mines. But thanks bytheway.
  10. I've added this code inside of InputHandle() of the client. How often InputHandle() is called? Inside of game loop? This code are right down of the character movement inputs...
  11. I don't know if have another way to do that, but, I would not like to have to change that configuration... maybe anything inside of source can keep my packets cleaner? or another way to call the PacketSender that is not in every change of direction?
  12. Yep! I've did this already, I've put the line PacketSender.SendDirection(dir); after the all dir changes inside of the ifs, but when I press two or three times, the account is disconnected by the server with flood reaction.
  13. Hi guys! Its me again (not Mario! ). I'd like a system where player can change his direction without moving out of square, and started to chase the right block of code to change, I've make some changes and got this result shown on gif... but! The problem is, if I open two clients and stay side by sided, when I change direction of one of the characters, the another player can't see that changes. What can I do to make these works properly? I've implemented the Running system, and its working properly, with shift + arrow (or AWSD keys) we can move faster and with control + arrow (or AWSD keys) we can turn our character direction, but I still with this problem of the direction can't be seen by another players.
  14. I'll take a look at this point @Shenmue and see what I can get of this. Thank you! But at the server side don't have anything what I need to look?
  15. Hi guys! Someone can tell me how can we create new event triggers? Exist some way to do that without changing source code? If not, where inside the source we must go? E.g: If we need to create a trigger what is activated when some player type a message around the event.
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