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Everything posted by Shilo
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Thank you for the input. We were definitely worried about that and trying to strive for assets that meshed together. She says that she's using the Mack (RPG Maker) tilesets and the new Intersect tilesets in this map. Aren't they similar in style? It does seem like the new Intersect tilesets are trying to be more retro though. Could you please point us to the tiles and areas that look out of place and dont mesh? Personally I cant see any tiles that look really out of place.
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My girlfriend is creating a map in Intersect. She's a beginner artist and mapper and we would like some constructive criticism from the community to improve the map. We are aware that it needs more details and feel like there is a bit of a creativity block. It's still work in progress. Is there any tips/tricks and/or tutorials to help with designing maps in general and making them professional and attractive? How do we know when there's too little or too many trees and so forth? Is there a general distance we should use between trees? Any other suggestions is welcome! I'm sure all of this is vague, but art and creativity is definitely not my strong suit and it's hard to help her with mapping. I am a programmer and logical by heart, so I lack creativity. Any help would be much appreciated by both of us, thank you very much! Here's the map: http://ascensiongamedev.com/resources/filehost/4dce8f345bf5bfce5ace45adee711cb5.png
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Thank you for the clarification of the theory and the effort involved in creating such a feature. I definitely want this feature when it becomes open source, so I might try my luck on it.
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I don't know if this is the right place to ask. But this topic interests me and I am confused what feature is being discussed. In theory, is this where you walk on a tile to remove the roof of a building thats on the same tilemap?
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Thank you! Any chance you can give me details on your developing platform? Like what engine you are using. Games like this make me interested in how it was made.
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This game looks beautiful. It's really polished. Any news on a date for open beta? I noticed SkywardRiver has played it, but i assume he's in closed beta?
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@Kasplant From what i played so far, this is what i gathered: The "player level" is the "soft cap" for the pokemon in the specific region you are in. You are allowed to use pokemon cross-region, but if the pokemon is lvl 99 and you are lvl 50 in that region, your pokemon will be lvl 50 in battles. It's a really neat system, but i kind of prefer the old system of starting fresh everytime I go into a new region.
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I don't have time to read the post. But let me say this: My girl and I are huge fans of Endless Online. We played Endless Online private servers (EOServ) religiously. We also developed a server and coded on the EOServ framework. We like the idea of resurrecting Endless Online. EOServ is great, but there really needs to be an open source client that a developer can fully modify. That's where EOServ lacks hardcore. Id love both a generic isometric ORPG engine, as well as a more specific Endless Online style ORPG that I can fully modify to my liking (with both client and server). Keep up the good work!
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You need to close and re-open the editor program for it to recognize and show the new assets. > Question: "Also how do I make it so others can map?" I haven't tested this myself, but you will need to have the user create an account via the game itself, then log on your Admin account, press "Insert" key to open the Administration window, add the account name to the "Name" field, and change the users "Access" level to "Moderator", then hit "Set Power". After make sure they have the editor executable and related file(s). (See attachment)
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Some good changes. I can't wait for a proper logout button. I love the dev blog posts. Keep them coming and keep up the good work.
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Story Today I did this on my project...
Shilo replied to SkywardRiver's topic in Design & Creativity
I can't express how much I enjoy looking at your work. This interface is the most appealing interface I have seen yet. It could use some work with the layout, but it's looking great so far! Keep it up! -
Story Today I did this on my project...
Shilo replied to SkywardRiver's topic in Design & Creativity
I love the anti-aliasing. I am digging the "i" character, I have always loved tall characters. It needs more color though, all black doesn't show enough depth. /sarcasm -
HAHA! I had to look up what "epeen" meant. I'm honored that I am on the list when I feel like i'm a nobody on these forums. I am not as active and haven't contributed as much as I want to yet. Hopefully I will get the time to dig deeper into Intersect and then contribute properly.
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Keep up the good work. I have always respected you and your work. I may be interested in your hosting in the future.
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Could you please explain what animated sprites are used for and how exactly its used? The XML value makes sense, I just don't understand what its used for. I tested it out and I can see that if i set 1.png to an animated sprite, it will auto loop through the animation frames on my character. What practical solutions could this be used for? I assume an animated non-moving npc maybe.
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I'm excited to try this version! My favorite feature with this release, is the dynamic UI. This will be very useful. It is possible to give us more details on the "faster networking" and "fixed combat"? I'm wondering what interactions will be faster with the networking (maybe everything in general due to a change in the networking library?) Also, combat is a huge thing for a game engine, so I'm interested in what "fixed combat" means. Thank you and keep up the good work!
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Just in case someone has trouble finding it, the website is https://opengameart.org/
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Thank you! You are always helpful. I kind of feared that it would require a lot of core changes, unfurtonately I have no experience with isometric either, so I was hoping to get more of an insight! What you say makes sense though. As far as when the source code is released, I know it will be released when you guys are ready. Thanks again!
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Sounds fair enough. But I do think one of the hardest tasks would be implementing isometric for the map itself. Just hoping to get comments and ideas on how I might tackle full isometric support.
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This question is directed towards the development team: When the engine becomes open source, in your opinion, how much of a difficulty would it be to convert to or add support for for isometric? Also, in general terms, what would be the steps to add isometric support? I only ask because Intersect is the best engine I know of, and there's no really popular isometric mmo engines. I plan on trying "Isogenic Game Engine", but I still feel like this engine is the best option available as a 2d MMO.
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Any pitfalls to changing map and tile size?
Shilo replied to Shilo's question in Questions & Answers
Thank you for the quick response and the useful link! Sorry, I didn't find the post when I searched for an answer prior to posting this. -
Hello, First, I would like to say that I love this engine and can't wait for it to be open source! Thank you for all your hard work! I want to change the tile size to 48x48 to mimic the tile size for RPG Maker MV. I may also like to change the map size to either be smaller or bigger. I have a few questions: - Is the map and tile size virtually limitless within reason? - What are the problems with changing the map and tile size? I saw that the config.xml file has the following: It makes sense that changing the sizes would corrupt existing maps, which is not an issue for us, since we will creating the maps from scratch after changing the values. I am, however, worried by the severity of the comment itself. It seems like there might be other immediate or near future issues when changing the size. Is there anything I should be worried about? Thank you for your time!
