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  1. I'm super amazed that the second set seems to have no artifacts. The generators ive tried had really bad artifacts and/or deformed. I like it so far. Not bad human output either. Well done.
  2. I'm a bit confused. The first set looks like AI generated portraits. I am impressed with the second set though. Did you draw it all yourself? Do you have a portfolio and are you for hire? Keep up the great work!
  3. This is one of the most exciting news to me. I feel like the development will be smoother and more rapid now because of these new systems and because the major features are implement. I can't be any more excited for Intersect future atm. Thank you so much @jcsnider and team.
  4. Thank you so much JC and everyone involved! I can't say enough to express my gratitude for this engine and everyone in this community. I feel like joining this community was just yesterday and its been a long ride. I think this engine is finally worth using for me personally based on my high standards and requirements. The 1.0 release and open source will be a dream come true and unlock the full potential of the greastest 2D ORPG engine. I can't wait to dig my hands into beta 6 and await the exciting release of open source! Thank you again and I wish you all the best. <3 @jcsnider I'm also excited for the networking improvements, especially when it comes to adding new packets as a developer. Does the networking improvements also mean there will be better latency and/or smoother networked gameplay? I personally never noticed any abnormal lag with Intersect, but I'm sure there's always room to improve networking in any aspect of games. I like networked games to feel as realtime as possible. I've played some popular MMOs where there is a considerable amount of lag between actions thats not noticable unless you run both clients at once and then the results is depressing how out of sync they are. Is there also client side prediction with the movement so it happens before the server receives it, or does the movement get handled entirely server-side? Any details is greatly appreciated. Sorry if this is the wrong thread to ask on. But I thought it'd be appropriate since the "Network Optimizations" doesn't specify if theres gameplay improvements directly. Also, I absolutely love that its possible to "unlock equipment slot locations for the character menu". Can you give any details on how it works? I assume there's no setting to toggle it on/off and its just editing the JSON file to move around positions and add slots. Is that correct? Maybe a sample JSON file that shows how this specific screen is laid out, would be beneficial to people that are new to JSON. Thanks for all your hard work! Im very excited!
  5. I wouldn't say source is coming out "soon" nor "in a few months", that's all subjective. In my opinion source release is still not in the near feature. But again, its subjective. Beta 6 progress is coming along very nicely though. No matter the pace of development, I have faith in this engine. There's no official release date, but anything worth while is worth waiting for.
  6. Huh? Kind of feel like you are purposely insulting Intersect Engine. Or maybe posted on wrong topic. Either way, you gotta work on your spelling and grammar, buddy. If that was a joke, it went way over my head.
  7. If you master AutoHotkey, in theory you can have it use mouse and keyboard macros as well as executing shell scripts. So that it will automate whatever you want as a robot. https://www.autohotkey.com/ AutoHotkey tries to give you the flexibility of a native developed windows app, while making it easier and more accessable through scripting and a couple clicks to compile.
  8. WOAH! Sometimes I surprise myself. Welp, Intersect is canceled. Everyone can go home now. DARN YOU KARMA! @jcsnider has been avenged by the police monkeys!
  9. +1 I know this isn't meant to for suggestion thread. But I entirely agree. I don't remember the details, but I recall the transformation combined with paperdolling had much to desire. Also I believe there was no way to cancel spells which was a huge bummer.
  10. So this is what these forums have resorted too!
  11. I miss this show :(. Psych is one of the best shows ever. Those two main characters are so entertaining.
  12. Shilo

    DarkStory Online

    I am excited to try this. Is it 100% translated in English yet? If not, is there a status/roadmap on the progress?
  13. From my experience, it seems to be missing key features (in my opinion) that Phaser 2 has. I believe the ones i noticed: - It doesnt have a scale manager - There is no video object. I needed both of those features at the start of one of my projects, so it was a pretty big turn off with Phaser 3. There is probably other features that are missing. I am confused at why Phaser 3 is still lacking features from Phaser 2. Phaser CE is run by the community and still being updated, so i assume it is pretty up to date with Phaser 3 as far as features go.
  14. As far as javascript frameworks go: Phaser and PixiJS are the leading frameworks. PixiJS is just a graphics/render engine while Phaser is a game engine (which includes extra features for gaming). I am mixed between Phaser and PixiJS. I prefer PixiJS as far as the API goes, but Phaser has added features for gaming. If you wanna try Phaser, I recommend giving Phaser CE a try. As far as game engines that offer HTML exporting: Unity Godot GameMaker Theres many others engines. But I think the main concern is to figure out the network library to communicate with your server, and that is where im uncertain. I believe figuring out what route to take for the networking should be the first step. I believe you are wanting to communicate via sockets? It's been a long time since ive done socket networking. I know Socket.IO is very popular but i believe thats just websockets? I have to admit I don't know as much as I should know for networking.
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