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Colonello

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  1. Like
    Colonello reacted to Justn in animated door events?   
    Ok I have made some progress I think. I found it works as it does in rpgmaker if I unchecked "global event" I thought global means all players could see the door open I think I don't understand what global event means. when I unchecked it the door opened. Notice how it says Move route for [event name]. 

     
    When I go back to edit the event it shows this:

     
    this doesn't seem to cause any issues with the event running but just wanted to point it out.
     
    This is the basic move route for the door animating. 

    So the basic door animation will work if global event is unchecked. Could someone explain what global event means in intersect?
  2. Like
    Colonello reacted to Zetasis in Dev Blog 1/15/2017 - New Layer Icons & Hiding Layers   
    So awesome to see them in action! I can't wait to click them myself lol. Anyways, I really think hiding layers will be something a lot of people will get used to doing as it helps a ton. This way you can check and make sure you have the right layer selected and you're not going to accidentally delete anything on the map.
  3. Like
    Colonello got a reaction from Zetasis in Dev Blog 1/15/2017 - New Layer Icons & Hiding Layers   
    Really interesting concept. The ability to hide layers will definitely be useful.
  4. Like
    Colonello reacted to jcsnider in Dev Blog 1/15/2017 - New Layer Icons & Hiding Layers   
    New Layer Icons & Hiding Layers
    January 15th 2017
     
    News/Updates
    I'm tired of working on localization of the game editor so I figured I would share a cool new addition to Intersect. I want to give a huge shoutout and thanks to @Zetasis, he has made us new icons for the Intersect editor to represent the various layers on a map. Starting in Beta 3 we will ditch the drop down list and make it so you can switch layers with a single mouse click instead of 2.

     
    Switching between layers will make the face light up. The face is overlapped by the fringe and fringe 2 layers to show character placement in game.

     
    We also added a new feature for everyone, if you right click on the new icons a red X will appear, and that layer will be hidden in the map editor:
    http://www.ascensiongamedev.com/resources/filehost/073485739beb29f73bc8e241e7ccf100.mp4  
    You can look forward to this in Beta 3!
     
    Whats next?
    Make sure to check out the Intersect Road Map as for what features we have next planned in line! We are going to be fixing all reported bugs and then getting another release out to you all. After that we are going to explore adding multi-language support to Intersect and going from there.
     
    As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  5. Like
    Colonello reacted to jcsnider in Compatibility   
    Yup, it just needs the extra frame. I believe this tool will do it for you
     
     
  6. Like
    Colonello got a reaction from Kibbelz in Dev Blog 1/14/2017 - Combat Upgrades!   
    So excited formulas are being released. Would really like to start creating some combat oriented gameplay in my game.
  7. Like
    Colonello reacted to jcsnider in Dev Blog 1/14/2017 - Combat Upgrades!   
    Combat Upgrades!
    January 14th 2017
     
    News/Updates
    Intersect has been fairly bumpy and consistent with how stats, levels, and combat works up to this point and we simply can't have that being a problem now that we're in Beta. People want games that they can start balancing so users can start exploring the worlds you all are creating and not perish due to bad coding on our part. I am very happy to introduce new default combat formulas and new options that now exist in our class, spell, item, and npc editors.
     
    Let's start by looking at our new panel in the class editor:

     
    Every weapon, spell, npc, and class will have similar options to these.
    Base damage is a static amount of damage done on each hit.
    Critical chance is the chance your hit has to critically strike.
    Damage type can be physical, magical, or true damage. Physical damage is blocked by armor, magical damage is blocked by magic resist. True damage cannot be blocked and your enemies will take the full hit with no resistances being accounted for.
    Scaling stat and the scaling value will alter your damage. For example, if your attack stat is 20, and the scaling amount is 1.5x then your attack will do an extra 30 damage on average.
     
     
    Having these options in the npc editor will allow you to make stronger npcs that do different types of damage (not just physical.)
    Spells and Weapons can critically strike, and every weapon can be unique.
    Having these options in the class editor could potentially allow players to do damage without a weapon equipped, such as when making martial arts classes.
     
    All of these stats are used together to provide an immersive and balanced combat experience.
     
    With this update we also took the time to pull our combat formulas out of the engines source code and make them available for you all to edit immediately. Starting in Beta 2 you can find a formulas.xml file in your server/resources folder. Feel free to edit this file to use your own formulas as desired

     
     
     
    Whats next?
    Make sure to check out the Intersect Road Map as for what features we have next planned in line! We are going to be fixing all reported bugs and then getting another release out to you all. After that we are going to explore adding multi-language support to Intersect and going from there.
     
    As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  8. Like
    Colonello reacted to Caio in Paperdolls.   
    You can do something like this. I did it in paint lol. I put the sword behind the character and cut the char after.
    The problem is that you need do it for only 1 sprite

  9. Like
    Colonello reacted to Niko in [WIP] Pestilence   
    Thanks a lot bud. Working hard on this thing. Gave all the tiles a tweak in the contrast, look much more bold now. The fog overlay does not make them look as light and dull as before, it also brings a little darker feel to the game.
     
    Spending the Bulk of my time working on the small island where players will start their journey in pestilence. No this is not a tutorial island where players are forced to read a tutorial, but it will act as a starting training zone and the start to the main quest line of pestilence.

     
    Its still a large Work In Progress, a lot on the island will change. Thanks to Nightmare wolf game for some inspiration on elevation, im getting better with it.
  10. Like
    Colonello reacted to Niko in [WIP] Pestilence   
    Hello AGD I am back to working on Pestilence. Ive been creating many assets in the last 24 hours. Here is a preview of what shores and beaches my bring:

    Screenshot of a church:

  11. Like
    Colonello reacted to Xeno in Nightmare   
    Thanks for the support. We hope to have an Alpha phase during Spring break, if all goes well.
     
  12. Like
    Colonello got a reaction from Kibbelz in Nightmare   
    Looks fantastic, very excited to play this in the future.
  13. Like
    Colonello reacted to Mcadams in RuneScape   
    Started playing OSRS a little under a month ago. Just reached my first goal of barrows gloves, at 64 combat no less!
     
    http://imgur.com/a/fBJxn
  14. Like
    Colonello reacted to Kibbelz in Nightmare   
    Finished off Mount Kaman, here is the map of the peak:
     

     
    Edit: Its also worth noting you can grapple hook between ledges with Intersects grapple hook feature!
  15. Like
    Colonello reacted to Eric Matyas in Building a Free Library of Images for Everyone   
    Hi everyone,
     
    I've been building a library of images that you are welcome to freely use in your projects. They are all original...all my own work. I think a lot of them could be made into cool textures for games.  All I ask is to be attributed as indicated on my homepage:
     
    http://soundimage.org/
     
    The images are on my "TXR" pages.  
     
    I'm adding new ones all the time, so be sure to check back often. I sincerely hope that some of them are useful. Any and all constructive feedback is welcome and always appreciated.  :-)
     
    All the best,
     
    Eric
  16. Like
    Colonello got a reaction from Xeno in Deadfrost Online   
    Spent a little bit of time today making the Deadfrost zone in the center looks less squareish. It's a bit bigger than I would have liked but I'm glad it looks a bit more natural.
    \
     
    Also here's a screenshot of some of the stuff I had commissioned. The commissioned items in the picture are the character's hair, the bench, and the boat. (I did adjust the boat's color a bit to match the docks. May do the same for the bench).

     
  17. Like
    Colonello reacted to Kibbelz in Nightmare   
    New area called Mount Kaman, Only the base though! The peak is a volcano! Stay tuned!
     

  18. Like
    Colonello reacted to Mcadams in Intersect Beta 1 Released!   
  19. Like
    Colonello reacted to Miharukun in Intersect Beta 1 Released!   
    Awesome!!  Great job guys!
  20. Like
    Colonello reacted to Spudnik Studios in Next Update?   
    Yesterday
  21. Like
    Colonello reacted to Mcadams in Intersect Beta 1 Released!   
  22. Like
    Colonello reacted to jcsnider in Intersect Beta 1 Released!   
    Intersect Beta 1 Released!
    January 7th 2017
     
    News/Updates
    At long last we are finally at Beta!!!!!!!  Intersect now contains all of the primary features we wanted for our engine when we started this project 2 years ago. Instead of going into a sentimental speech let me show you all of the Beta 1 updates
     
    Questing! The final editor is done!
     
     
    Trading, Parties, and Crafting! (Conquer challenges together!)
     
     
    Remastered Interface! (DarkUI :D)
    Our friends at Eclipse showed us where we went wrong, so now we are working to make things right. Only the main editor is dark right now all of the other editors will follow in the upcoming beta releases. I want to give a big shoutout to @Robin. His Eclipse Origins helped Joe and I get started with programming. That alone completely changed the course of our lives. It only felt right that we used his DarkUI library in this new engine. Thanks for everything man!

     
     
    Upgrade Instructions (Required for 1.9 Alpha users!)
    1. Make a backup of your game!!!!!
    2. Open the Server folder. Delete EVERYTHING except Resources.
    3. Open the Client and Editor folder. Delete EVERYTHING except Resources.
    4. Download the Beta 1 Installation. Extract the files into their respective folders.
    5. Download the upgrade resources. Extract them to your Client and Editor folders.
    6. Open the Server folder and run the Intersect Migration Tool. Once that is done you are good to go!
     
    Optional: Convert your .mp3 music to .ogg using my converter tool. (Intersect no longer supports mp3 audio)
     
    Download
    Click here to visit the download page.
    As always, feel free to post comments and questions below!
  23. Like
    Colonello reacted to Oddly in Exactly.   
  24. Like
    Colonello got a reaction from Xeno in Deadfrost Online   
    Worked some more on the map today. Going to spend most of my time mapping until the quest system comes out.
     

  25. Like
    Colonello got a reaction from Xeno in Deadfrost Online   
    Introduction
     
    Story
     
    Planned Features
     
    Screenshots
     
    Progress
     
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