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Colonello

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  1. Like
    Colonello reacted to jcsnider in Intersect Beta 4.1 Released!   
    Intersect Beta 4.1 Released!
    August 20th 2017
     
    News/Updates
    Due to an expected influx of bugs in the Beta 4 release we will likely have a Beta 4.1, 4.2, and 4.3.
    I just released 4.1 with general bug fixes to fix minor problems plaguing Beta 4.
     
    Problems fixed:
    Tile transparency issues (50%)
    Map grid not rendering
    Item, Npc, Class, Etc Editor bugs when renaming game objects
    Switch/Variable editor not working
    Attack animations not appearing in the right location
    Slower than expected network speeds
    Item Animations not displaying
    and more!
     
     
    Download
    If you are already using Beta 4 just download 4.1 and extract that archive in place of your current game.
    If you are currently using Intersect Beta 3 (or 3.1) click upgrade below! (You can upgrade from Beta 3/3.1 straight to Beta 4.1) Otherwise click clean install.
    Upgrade Installation
    Clean Installation
     
    As always, feel free to post comments and questions below!
  2. Like
    Colonello got a reaction from jesusbleach in Undertale MMO (NOW ONLINE)   
    Undertale is pretty much my favorite game of all time, will be cool to see this project grow!
  3. Like
    Colonello reacted to PixelFox in Tile Animator - Quick and Easy!   
    32x32 Tile Animator!

    (Very basic at the momment)
    Input a texture, Export a animation!
    Water (sinwave) effect only at the momment, but more to come, hopefully!
     
    Export either frames

    or a complete sprite sheet:

     
    Results:



     
     
    [Download]
     
    Comment bellow, if you have any troubles.
  4. Like
    Colonello reacted to jcsnider in World maps amount   
    There might be a point where using the map grid becomes not-so-smart. You might be the furthest along in world design so you tell us when things get unbearable  
  5. Like
    Colonello reacted to jcsnider in Dev Blog 7/17/2017 - Automatic Port Forwarding, Multi-Char and More!   
    Automatic Port Forwarding, Multi-Char, and More!
    July 17th 2017
     
    News and Updates
    It's safe to say that we're finally wrapping up all of the planned Intersect features and are starting to shift our focus towards bug fixes, performance updates, and general quality of life stuff. I have some really exciting stuff to talk through tonight and then it should get a little boring leading up to our final release.
     
     
    Automatic Port Forwarding!!!!!
    The difficulties of port forwarding have inhibited these style of games for over a decade! Most of our users do not have the technical background to host games on their own home networks. Some simply didn't have the credentials required to modify their router settings. Moving forward this will be much less of a problem. Most routers these days support UPnP where apps like ours can request that ports be opened automatically with no work on your part, and we're taking advantage of those features but we're not stopping there!
     
    When your Intersect server starts, and after it tries to automatically port forward, it will ask AGD to make sure your server is open and accessible to the public. At the same time, AGD will tell your server what it's external or public ip address is. When we bring all of this together we get an extraordinary amount of information regarding your network setup so we can help everyone get their games online with as little effect as possible.
     

     
    If UPnP Automatic Port Forwarding works, but AGD cannot connect to your server then you get debugging tips and ideas on where the problem lies:

     
     
    Keybindings
    I had this working months ago but never really discussed it. You can now set and modify your own keybindings within the Intersect client

     
     
    Multi-Char
    Change one value in your server's config.xml to allow your players to create multiple characters per account.

     

     
    Your most recently played characters show up first on the selection screen  
     
     
    Credits Page
    Our credits are a huge WIP, we will have a list of probably 50+ names when all said and done with the final release. We wanted to have a nice way to display credits and allow you to change them for your own games. Access the credits page from the main menu and modify credits easily via an xml file.

     

     
     
    Status Effects Hud
    Sped up by a spell? Getting killed by poison? Now you know what exactly is helping or harming your character!
    http://www.ascensiongamedev.com/resources/filehost/c869daa2135a2ef02c7443f6c64b54ed.mp4  
     
    Paperdoll Rendering in Menus
    For a long time I had thought that we already had this. I never use paperdolls in my testing so I never knew this was missing. No more naked characters in the UI! Paperdolls are fully rendered everywhere

     
     
    Whats next?
    I'm fixing bugs with Dynamic UI and then that will get it's own topic. We're still neck-deep in reworking our network code so keep your eyes open for open-tests around the site and in the shoutbox. No ETA for Beta 4 yet but that will be ready when everything is stabilized and performing better.
     
    As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
     
    -The Intersect Development Team
  6. Like
    Colonello got a reaction from Ranqe in Assets   
    Very cool! Always love the graphics Kenney makes.
  7. Like
    Colonello got a reaction from Henry in [VB6] Legacy Game Engines   
    Definitely fun to look back on but yeah nobody use these engines as a base for an actual project. Intersect source is just around the corner so there's no point. Even if the features from some of these old engines sound appealing it's not worth it.
  8. Like
    Colonello got a reaction from Ranqe in Max number of players   
    Eclipse is still limited by VB6 though. I could be wrong but as far as I know it's impossible to use more than one core no matter what you change as that's how VB6 works. Any engine made in C# will outperform it.
  9. Like
    Colonello got a reaction from jcsnider in Max number of players   
    Eclipse is still limited by VB6 though. I could be wrong but as far as I know it's impossible to use more than one core no matter what you change as that's how VB6 works. Any engine made in C# will outperform it.
  10. Like
    Colonello reacted to Ranqe in Assets   
    Nothing to Show Nothing To See?
  11. Like
    Colonello got a reaction from Ranqe in [VB6] Legacy Game Engines   
    Definitely fun to look back on but yeah nobody use these engines as a base for an actual project. Intersect source is just around the corner so there's no point. Even if the features from some of these old engines sound appealing it's not worth it.
  12. Like
    Colonello reacted to panda in [VB6] Legacy Game Engines   
    Like @jcsnider said, they're available as reference only. If there's a problem (missing files or bad project configuration, not bugs) with any of the source bases, the onus is on you to open a PR with a fix for them. I personally will not support any of the code there, I just wanted to make it available for historical record -- purely archival.
  13. Like
    Colonello reacted to jcsnider in [VB6] Legacy Game Engines   
    First off, let's credit @PandaCoder for putting that archive together.
     
    Secondly, to the readers, these are all extremely old engines. Some of them work, and some don't. All of them have a ton of bugs and none of them are being actively worked on. These are available as reference only and should not be used for any serious projects.  If you ignore this warning and end up needing help the reality is that none will be available unless you cough up cash.
     
    Enjoy!
  14. Like
    Colonello reacted to Mcadams in Screenshot thread - and so it begins!   
    made some houses today
     
  15. Like
    Colonello reacted to jcsnider in Intersect Development Road Map   
    Took us long enough.. I finally have paperdolls showing up in the HUD and in the character menu

  16. Like
    Colonello reacted to Diee in Screenshot thread - and so it begins!   
    Thanks @Refur and here is a small update
     
     
  17. Like
    Colonello reacted to Sekiguchi Okitsugu in I need comments!   
    Thanks:3
  18. Like
    Colonello reacted to Mcadams in Screenshot thread - and so it begins!   
    working on paperdoll stuff (not technically a screenshot but sue me)
     
     
  19. Like
    Colonello reacted to jcsnider in Where is the Source Code?   
    Even more of an idea  
     
  20. Like
    Colonello got a reaction from Vany in Where is the Source Code?   
    Here's the Intersect Roadmap, it should give you a pretty good idea when things like open source will come out.
     
     
  21. Like
    Colonello reacted to Diee in Screenshot thread - and so it begins!   
    I'm working right now on my project and listen to >> this << music.
     
     
  22. Like
    Colonello got a reaction from froggy in Screenshot thread - and so it begins!   
    I have this posted on my project's thread but I figured I may as well share it here as well. Here's the current world map for my game.

  23. Like
    Colonello got a reaction from SkywardRiver in Screenshot thread - and so it begins!   
    Yeah that'll be explained more in the lore. The snow isn't naturally made in the future it will also be a ruined city type thing.
     
    As soon as open source happens I'll be filling out everything with lottttssss of stuff to do.
  24. Like
    Colonello reacted to Kibbelz in Screenshot thread - and so it begins!   
    You're cliffs look nice, i'm not too sure about the giant snow forest in the middle?
  25. Like
    Colonello reacted to SkywardRiver in Screenshot thread - and so it begins!   
    Oooo I hope it will be quite dense in terms of content, Colonello! Lots of cool pics here, can't wait to see the games here in action!
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