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Shilo

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Everything posted by Shilo

  1. How do you screenshot from Intersect client? (Yes I know how to screenshot via third party applications) I found this topic (no thanks to the unsmart search bar, which is a topic on its own, the search function has much to be desired! I guess Google spoils me.): I tried F12 and I cant seem to see any indication of a screenshot being taken. Also I see no hotkey settings for the screenshot function. Is screenshot support implemented?
  2. I was told directly by him that he solved his issue, the problem was that the event had a condition for a level requirement that wasn't met.
  3. It sounds like its telling you that the "Client and Editor\resources\config.xml file" is improper (something about whitespacing, I assume). Unfortunately the error trace doesn't explain much that the general public can figure out, so developers can explain more. As far as the config file goes, It should be something like the following: <?xml version="1.0" encoding="utf-16"?> <!--Config.xml generated automatically by Intersect Game Engine.--> <Config> <Language>English</Language> <Host>localhost</Host> <Port>5400</Port> <RenderCache>true</RenderCache> <MenuBgm /> <MenuBG>background.png</MenuBG> <Logo>logo.png</Logo> <IntroBg /> <Font>arial</Font> </Config> Maybe compare or attach your config.xml file.
  4. I love Aseprite: https://www.aseprite.org I haven't used it for Mac yet, so I cant vouch for it on Mac (I didn't even know it supported Mac). But I love using it for Windows. Try the trial before buying it.
  5. Thank you very much! Very informative and covers a lot of my wonders.
  6. Thank you guys for all the great advice! I very much like the idea of closing off the map with natural environment like cliffs and water to minimize the focus on the map and be able to focus on the variety in a smaller set of tiles. She decided to scrap the map and work on it again with the new goals and suggestions in mind. We will update this thread when we feel we have something worthy of showing. Thanks again!
  7. Thank you! 2048x2048 isn't the real max right? The editor just gives a warning about older systems. What technology/specs are limited to 2048x2048? Also you recommend width at 512 but height at 1024. Doesn't textures get loaded as squares powered by 2 (or something like that), so it would be loaded as a 1024x1024 texture. I have to admit I don't really understand how it all works but I believe it's worked that way in a few engines ive used. So wouldn't it be best to stick to squared assets? So if the height is 1024, then it will load the width as 1024. Previously, we had over 130 tilesets, and we decided to remove all of the Mack tilesets and other tilesets to keep consistency and easier development. It dropped it down to below 130 tilesets. Then we started combining tilesets and dropped it down to nearly 100 tilesets. Managing over 100 tilesets is really hard when mapping, so we think combining tilesets is a must. So if we can have large tilesets while also minimizing any big memory impacts, woudl be great. I also know that having as many tiles in one tileset also improves frame rate performance. So not only is it easier to manage in the editor, its also better performance in the game. Any recommendations on how to manage it all better? I feel like the real suggestion will be start removing tilesets, but we've tried to trim it as best as we can while also having as much variety as possible. Overall, id like to know the true memory impact vs performance impact based on the sizing of tilesets. Can you give more details on the true impact of memory vs performance when loading assets? I know this is a really detailed topic but any details would be great. I think our goal would be tilesets between 1024x1024 and 2048x2048, but if memory is that huge of an issue, then we should probably rethink it. Sorry to go into so much detail. This stuff becomes OCD for me. I'm always shooting to optimize everything while also not limiting our game.
  8. Whats the max tileset size that intersect supports? (I tried searching the forums, but its not easy to find topics.)
  9. One of the improvements we would like to make on our maps is grass that looks more realistic, seamless, and appear less tiled. I took 2 tiles of grass from "time fantasy" and randomized both 6 times that resulted in 12 unique randomized tiles of grass. I randomized the tiles with the following application: https://github.com/Shilo/pixel_scramble I then drew a map to test the difference between the original "time fantasy" grass and the new "randomized" grass that I created. Here is the result I got: The top half is "time fantasy" grass, the bottom half is the modified "time fantasy" grass that's randomized. Left side is 1 single tile repeated for both "time fantasy" grass and my new grass. Middle is all 6 tiles repeated (2x3) for both "time fantasy" grass and my new grass (Note: "time fantasy" grass doesn't have 6 unique grass tiles for this specific grass, so its technically 1 tile). Right side is an attempt of mixing all the tiles together to make it look more random. Can I please get an opinion on the results and/or graphics itself? In general, I just need a thoughts on the right side, top vs bottom. Personally, I prefer the new randomized grass I created, but I do notice that it looks more "noisy" and not "smooth". So it definitely has cons that I don't like. I realise that randomizing the grass is what results in the noisy look, but i'm not sure how to go about fixing the issue without drawing 6 unique tiles (which I don't really trust my skill to do so beautifully). TBH, If I look at @Kibbelz grass again: I can see how the grass looks more "full" and also less "noisy" and beautiful all around. It doesn't share any of the issues my randomized tileset has. I wonder how I can achieve that kind of feel with the time fantasy grass. Thank you for any input!
  10. Is there any way to put even a small layer of security over the assets without waiting for source? Maybe something Windows supports inherently. The only solution I can think of is to rename the extensions of the image files to an unknown name (example: ".int"), and hope that will keep the majority of people from stealing assets. I know that wouldn't stop the knowledgeable users from stealing the assets, but any layer of protection would be nice, even if its simply renaming the file extension. Can anyone confirm if renaming the files will still be loaded properly in intersect without issues? Is there any other solution pre-open source that could be used to make stealing assets "harder"?
  11. Shilo

    Safe Zones

    How dare you put down the genius guy and than me at the same time. You should be a-shamedplant.
  12. Shilo

    Safe Zones

    I have to reply just to say that's a pretty creative idea. I like it. Although personally id probably still just make the appropriate outdoor maps safe zone.
  13. Will server properly save on window close? There are 3 ways to close the server: - "exit" command - "x" button (or "close window" context menu) - alt+f4 I'm not sure if Windows allows proper timing to correctly save data 100% every time. But I tried all 3 close methods and it seems to properly save (the player position at least) for all of the methods. 1. Does it properly save when closing the window or ending task of the application? 2. Is there a chance the server will NOT save due to not enough time to save when closing the window or forcing the task to end? 3. I noticed the server sometimes sends a message to the chat that the data was saved, is that the periodic/interval saving or will that also show on close/exit? (I've only seen it a couple times) 4. Side question: What's the interval of the server saving data? Thank you!
  14. Sorry everyone, I am having trouble finding time to reply. @Agoraphobic Thank you for sharing your map, it looks great! I can definitely see what you are pointing out. Also I totally forgot about itch.io, thank you for reminding me! 7Soul's assets and High Fantasy assets are also new to me, they look nice. I REALLY appreciate the in-depth tutorial you posted. No need to explain the layers. I have no issues with the technical side of things, more so the design aspects. Sorry I don't have the time to discuss your map. But I think it looks great and we will take inspiration from it! @Kibbelz You did a review on the map for me! Very good points. I agree, I am impressed with the map, even if its old. @Everyone Thank you all for the great and helpful input. We will learn and improve from this. I think our plan is to go over all the graphics and limit our tiles/entities/ect to a couple sets of assets, with similar style/resolution, and go from there again.
  15. Continued: Since common events are the only way to do item based events, it would also be very useful to utilize "Set Move Route" to move the player. Examples of usage: - A dance skill that rotates the player in a 360 - A dash skill that walks the character forward a few steps (of course to be useful, it would have to change the movement speed of the character too) I'm sure there's other ways to utilize Move Routes for items to move the player itself. I'd really like to see this implemented and I hope its planned for beta 5!
  16. It does look nice. Do you mind explaining what's bad about it based on your current standards and how you would improve it? Anything to help me think like a better mapper.
  17. Ya, I actually didnt mean the feature itself, just the appearance of having a third dimension on the map. I havent had a chance to use the z dimension attribute yet, I would definitely like to use it at some point, but not in this case!
  18. I love it. Utilizing the height/z dimension definitely brings more liveliness and realism to the game. I was thinking about something similar for this map, like creating small hills and/or appearance of uneven leveled ground. Is there a good or standard strategy to making small or big hills without the cliffs?
  19. I REALLY love the example a lot! She will appreciate it very much and get inspiration from it. I do agree with you on all your points and trying to find the right balance of the empty and busy feel. This map is really beautiful and will definitely help give us some ideas! I am really impressed. May i ask what asset is being used in this example or is it custom assets? I'd love to buy it. They are so beautiful. Thank you for the awesome example! Did you create it? BTW, do I see a character hiding in a bush, and a character hanging on the wall of a house? Haha, very interesting map!
  20. Currently (beta 4) there is no support for "Set Move Route" for common events. It gives a warning saying "Cannot use this command in common events.". I understand why common events don't directly support move routes, because they aren't attached to an entity. But I think this greatly limits the flexibility of common events. Also, I believe that common events should allow move routes that can change the move route of the player or the delegate/callee/parent event. From personal experience, I already ran into a situation where I wasn't able to add a simple common event just to change the move route of the player itself, and it added a lot more workflow just to create a simple event to multiple tiles. I'm sure the code is a lot more complicated then I may think, but in theory, I believe it should be possible to change the move route of the delegate/callee/parent event entity or the player entity. I believe you could also make it so that the move route command is ignored if there's no player or parent event attached to it (AKA being called from a /command, so forth). Is there any plans to allow "Set Move Route" for common events, for both the delegate/callee/parent event entity and the player entity? Furthermore, it'd be nice to be able to create any type of event and be able to re-use it on other tiles (which in my eyes is the design of common events). (I've never used the Bug Tracker for suggestions, but I can move this topic to suggestions if thats best) Thank you!
  21. Thank you. That's basically the theory I had. Thank you for confirming. Although it doesn't explain the bug I ran into though. I guess it will be best to test it out and avoid editing the same resources.
  22. Can or will the Map Editor support camera zooming in and out? It's probably an unpopular request, but I think it could be useful in some cases, to be able to zoom more then 100% and zoom out less then 100% while editing. I know the Map Grid allows zooming, but it's not as practical since it's not possible to edit while zooming. It also doesn't allow zooming in higher then 100% zoom. If there is no plan, will there be any plans to be able to zoom in the Map Grid more then 100%?
  23. Very good points, I noticed those too. She will definitely be adding more detail and we will fix the roof and rectangle ground inside the pond, as well as change the fence.
  24. I assume Intersect is designed to be able to work collaboratively, but I'd like to know the technical details to confirm or clear my worries before I work on it simultaneously with someone and possibly corrupt or override data unintentionally. I'd like to edit a single Intersect server/database from two instances of the editor application via two computers with my girlfriend simultaneously/collaboratively. For example, she would work from the editor on her computer and be working on a map, while im using a separate editor from my computer and working on a connected map or using the other built in editors. 1. Has anyone had experiences with it and can confirm any success or problems? 2. Is there any cases where it will corrupt or override data? 3. Can one editor work on a map while another editor works on a different map (connected or not connected) at the same time without issues? 4. Can you edit other various parts of the database/server simultaneously without issues? (AKA item editor, event editor, animation editor, ect.) 5. Is it possible to work on the exact same map at the same time? 6. Does it become any more problematic when working with 3+ people at the same time? To sum it up: 7. Does Intersect server allow simultaneous editing via two editor instances and what are any problems I should expect? I know the Editor is basically just modifying the SQLite database, so in theory there should be little problems with modifying data simultaneously unless its data on the same field/row. I recently tried working simultaneously with my girlfriend before. She was working on one map while i created a new map, but once the map was created, her screen showed a duplicate of her map (which was incorrect), it also showed the newly created map on the wrong side of her map. My screen correctly showed her map and my newly created map just fine and connected to the correct side. I was worried it might break any data, so I deleted the map and decided to wait till I get any confirmations for simultaneously editing. I'm sure this topic and feature is fairly complex and big, but id like to cover as many doubts as possible without breaking our database data. I also tried searching the forums first, i wasn't able to find any discussions on this topic. Thank you for any input or help!
  25. @StalysRex Thank you. Actually after I made that post, I noticed that the fence was lower resolution then the rest of the map. It definitely helps to see the massive difference when comparing it to the well and signs. I am guilty of overlooking things when it comes to my girlfriend's work to be supportive and encouraging. @jcsnider Very true! Although I wouldn't call that unfortunate at all. It's nice to have an outside opinion to make sure things are up to par. HAHA! I'd be one of those guys wearing casual wear at a high class restaurant, GUILTY AS CHARGED!
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