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Shilo

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  1. Like
    Shilo reacted to jcsnider in Migrate .NET to .NET CORE ?   
    .Net Core is awesome. Moving to that is a stretch goal of mine. 
     
    As for DX, a lot of the users who cannot run the client with OpenGL wouldn't be able to run it on DirectX either. If it's absolutely critical for those with PC's 10 years old or older to play your game then you can use an old VB6 engine, or create your own DirectX Intersect clients when we open source. I think it's also important to note that for the clients on the borderline who could play your game if it was DirectX instead of OpenGL are on such old hardware they wouldn't be able to enjoy the game from a performance aspect anyways. 
  2. Like
    Shilo reacted to jcsnider in Discussion about why Intersect could not be used for Web or Mobile   
    We're not saying that you can't take Intersect's source code and migrate it in various ways to run on Android, IOS, or even in Web. And in the process of developing Intersect I have attempted all 3 at various points in time. [Android, Web]
     
    The Intersect Client is written in C#, but only uses libraries that are compatible with Mono (a cross platform .Net framework) so we can have Linux and Mac support. Several technologies exist already that allow C#/Mono code to be cross compiled to web assembly or similar to run in a browser. Unity does that, for example.
     
    If you wanted to get Intersect's client running in a browser or on a mobile device in the future you're best bet is migrating the code into a Unity project, and then using Unity to compile for mobile and/or web. Alternatively, MonoGame (which Intersect already uses) offers project templates for mobile devices, and web is in the works.
     
    Nothing is as simple as copying some code over and watching it happen though. Here are the early challenges I faced when attempting this task:
     
    Unity:
    All rendering, audio, networking, and input functionality must be re-coded to hook into Unity's systems. Project assets must be imported into a Unity project, a script would be needed to configure the proper settings for each graphic. Shaders would have to be rewritten for Unity. Loading of graphics, and other resources would need to be rewritten for Unity.  
    Unity Web Export:
    All the Unity challenges above. Server and client would need a new socket system since html5 only supports websockets. Performance in browsers is pathetic. Content size/memory limits which would make games extremely limited, or only allow games to be played in web on high end pcs.  
    Unity Mobile Export:
    All of the Unity challenges above. Code required to hook into mobile keyboard. (Not easy, or bluetooth keyboard required) Entire UI would need to be redesigned in a mobile friendly way. (Would take forever) Crashes when trying to update ui from networking threads or when networking threads try to check Unity.Time -- lots of function rewrites would be required to get around that.   
    MonoGame Web:
    Simply not capable at this time. Their web deploy side of things isn't advanced enough yet. All the same challenges faced under Unity Web Export would surely apply here anyways.  
    MonoGame Mobile:
    Code required to hook into mobile keyboard. (Not easy, or bluetooth keyboard required) Entire UI would need to be redesigned in a mobile friendly way. (Would take forever) Packaging assets is annoying and difficult. Performance is better than Unity mobile, so that's actually a good thing -- but I believe less devices would be supported (especially on the Android side of things)  
     
    Bottom line:
     
    It is possible to get an Intersect client running within a web browser or on a mobile device. I have done both at one point in time. (No, I will not share my work/code in that regard, nor does any of it work anymore anyways.)
     
    Getting the Intersect client to run on mobiles/consoles/or within a web browser requires rewrites of major functions for each platform including rendering logic, audio playback, network sockets, ui design, input handling, etc. Make no mistake, the work involved is long and hard. You're effectively rewriting the most complicated portions of the Intersect client which means the skill required to make this happen the same as developing the entire Intersect engine itself.
     
    Cross platform support for this community beyond Windows/Mac/Linux is not one of our goals, and that is not something I'd expect to change for a very long time. I'll encourage other developers to tackle this once we're open source, and I will be available to answer questions here on the forum, but beyond that you all are on your own.
     
     
    Edit: Obviously a complete client rewrite/port to a native language for your target platform (ie javascript for browser) would result in the best performance at the expense of the longest development time. I don't foresee anyone attempting that anytime soon though. 
  3. Like
    Shilo reacted to Dashplant in Rate my DDOR mapping   
    I've seen worse, but I've also seen a lot better:
     
    1. Do yourself a favour and get different tiles
    2. Some maps just end into black nothingness. Easiest way to block the player from progressing is by an impenetrable forest, water or a cliffside. 
    3. Speaking of cliffs, are those randomly placed cliffs or patches of dirt in your town in the bottom middle?
    4. Bad texture mapping. You can clearly see you filled some maps and then forgot to add natural looking edges to ground tiles. 
    5. The one wide path from the city that leads to nowhere makes no sense.
    6. Mix of trees is weird because the ones close to the walled off city are 3 times bigger than the other trees. 
    7. City is bland and boring. Add paths and detail.
    8. Why is there no path from the village to the city? People would walk there and create a path. Also a good way to guide your players.
    9. I assume that's a waterfall in the bottom left? Normally waterfalls fall from cliffs, I would add some mountain or something. 
    10. The bridge over that tiny body of water makes no sense at all. It doesn't come from anywhere, and it doesn't lead to anywhere. 
    11. The maps are boring. Try to play with multiple grass layers, some groups of trees and more detail. As mentioned before, cliffs are a great way to make your maps more interesting.
    12. Bottom right map with the snow you're better off deleting completely. I hope that one is a test map. 
     
    EDIT: Also add shadows or something to the buildings to make them less flat.
  4. Like
    Shilo reacted to Uyarrr in [Tutorial] Move or Add New Equipment Slots to Character Window   
    Hello everyone, I saw too frequently asked question about how to add new equipment slots to the character screen properly. So I decided to make minor tutorial about it. It's my first tutorial I hope it will be helpful.
    First of all you need understand what is bounds for.
    STEPS:
    1.Open gui/layouts/game/characterwindow.json
    2.Find for "EquipmentItem0".
    3. You will see this. Example, here X Pos:29 Y Pos:32 and size is 36x36. (It's different from yours, I edited it.)
     
    The most important part here is, where x and y starts. IT'S NOT THIS!
    You should use this one instead, which I made it easier for you just download it. 


    Okay for example, Ill show my own design. I showed where is the 29x32 point written in bounds. I hope it's understandable.
    So you just need make a design in photoshop by placing "equipmenticon" and input starting points for EquipmentItem0,1,2,3,4's.... bounds.
     

    Question: How I will know which equipment is which number?
    It's really simple, open your server/resources/config.json file.
     
    "Equipment": { "WeaponSlot": 2, "ShieldSlot": 3, "Slots": [ "Helmet", "Armor", "Weapon", "Class Specific", "Boots", "Amulet", "Ring", "Belt", "Telasia Stone" You will see equipments written like that. So okay, check it respectively. Equipment0 is Helmet. Equipment1 is Armor, Equipment 2 is Weapon etc. Goes like that. 

    Question: I made bounds for my own created item slots but it's not works! Help please.
    Here is your answer, extra equipment slot's settings not setted at all. Just replace this settings for your custom equipment item slots and change bounds to whatever you want.
     
    "EquipmentItem5": { "Bounds": "8,144,36,36", "Padding": "0,0,0,0", "AlignmentEdgeDistances": "0,0,0,0", "AlignmentTransform": "0,0", "Margin": "0,0,0,0", "RenderColor": "255,255,255,255", "Alignments": "", "DrawBackground": true, "MinimumSize": "1,1", "MaximumSize": "4096,4096", "Disabled": false, "Hidden": false, "RestrictToParent": false, "MouseInputEnabled": true, "HideToolTip": false, "ToolTipBackground": "tooltip.png", "ToolTipFont": "sourcesansproblack,10", "ToolTipTextColor": "255,255,255,255", "Texture": "equipmentitem.png", "HoverSound": null, "LeftMouseClickSound": null, "RightMouseClickSound": null, "Children": { "EquipmentIcon": { "Bounds": "2,2,32,32", "Padding": "0,0,0,0", "AlignmentEdgeDistances": "0,0,0,0", "AlignmentTransform": "0,0", "Margin": "0,0,0,0", "RenderColor": "255,255,255,255", "Alignments": "", "DrawBackground": true, "MinimumSize": "1,1", "MaximumSize": "4096,4096", "Disabled": false, "Hidden": false, "RestrictToParent": false, "MouseInputEnabled": false, "HideToolTip": false, "ToolTipBackground": null, "ToolTipFont": null, "ToolTipTextColor": "", "Texture": null, "HoverSound": null, "LeftMouseClickSound": null, "RightMouseClickSound": null } } },
    Sorry for my terrible grammar, I hope it' understandable. Feedback would be appreciated!
  5. Like
    Shilo reacted to Zetasis in New Eden [Dev Log - September 8th and 15th, 2019]   
    Summary
     
    Story
     
    Features
     
    OST
     
    Discord
     
    Meet the Team
     
    In Closing
    Thank you so much for reading! Be sure to leave your feedback and critique on this thread and on our Discord Server! We're always looking for ways to improve! Be sure to stay tuned for our Dev Logs, released every Sunday!

     
    Dev Logs
    Dev Log - August 18th, 2019
    Dev Log - August 25th, 2019
    Dev Log - September 1st, 2019
    Dev Log September 8th and 15th, 2019
     
  6. Haha
    Shilo reacted to jcsnider in Map types   
    There is no room for such sound logic on this forum or in this engine. Take it elsewhere. 
  7. Thanks
    Shilo reacted to jcsnider in Automated Intersect Builds & New Bug Tracker Are Live!   
    Automated Intersect Builds & New Bug Tracker!
    9/16/2019
     
     
    Automated Builds
    Now that we've wrapped up most of Intersects' planned features we're looking towards the future of maintaining an engine that's as stable as possible. Part of that future requires us getting new releases and bug fixes deployed rapidly instead of weeks or months apart. In order to achieve this goal we are now using a continuous integration system called Teamcity.
     
    Teamcity monitors the Intersect code base, and when changes are detected it automatically creates and distributes new Intersect builds.
     
     

     
     
    Build Numbers
    Every build has a build number, and that number will appear within your Client/Editor/Server.
     

     
     
    Change Log
    Teamcity looks at our code base and creates a change log that you can view for each build to see what bugs are being fixed and what changes to expect:
     

     
     
    Build Notifications
    When new builds are created Teamcity will update the Intersect download page on FreeMmorpgMaker.com and will make a post on our forums! You can follow the Stable Builds thread to be updated when new builds are generated.
     

     
     
    Downloads
    Every build has 3 downloads. (Full/Upgrade/Patch)
     
    Full downloads are for clean copies of Intersect for new games/projects.
    Upgrade downloads are for upgrading from the most recent major Intersect update.  (IE: 0.6.0.X   ->   0.6.1.X)
    Patch downloads are if the version number is the same except for the revision at the end.  (IE: 0.6.0.0  ->  0.6.0.115)
     
    *Patches do NOT need to be applied in order. 
     
     
    Stable & Development Builds
    Stable builds contain bug fixes and performance boosts only since the most recent official release.
    Development builds (coming soon) will be unstable builds that contain the newest features expected in the next major release.
     
     
     
     
     
     
    Bug Tracking
    Our current bug tracker does it's job, but that's it. It leaves a LOT to be desired and it is hard to search to find bugs that have been previously fixed or already posted.
     
    I'm happy to announce the new Intersect bug tracker located at https://tracker.freemmorpgmaker.com
     

     
     
    New Bug Tracker Features
    Cleaner Interface
    Easier to Search
    Better Labels
    Reactions
    Assignments
    More!
     
     
    Reactions
    You can react to bug reports now, and the bugs with the most reactions/activity that are plaguing the most users are the ones we will try to fix first. 

     
     
    Only for Bugs
    Our current bug/suggestion tracker will be re purposed as solely a suggestion tracker. It makes sense to separate the two, because bugs require more immediate attention and we don't want them getting lost or unseen.
     
     
     
    I am bringing both of these systems online right now! If you have pending bug reports on our current system please feel free to move them over to the new one! I recommend that everyone go ahead and grab the latest Intersect v0.6.0.115 for about a dozen bug fixes over the original Beta 6 release! We're finally automating!
  8. Like
    Shilo reacted to teamcityBot in Stable Builds   
    Build: 0.6.0.115 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 115 Full.zip Intersect Engine Beta 6 Build 115 Upgrade.zip Intersect Engine Beta 6 Build 115 Patch.zip  
    Automatically built by Teamcity on Sep 16 2019 at 06:21 PM UTC.
     
     
  9. Like
    Shilo reacted to teamcityBot in Stable Builds   
    Build: 0.6.0.124 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 124 Full.zip Intersect Engine Beta 6 Build 124 Upgrade.zip Intersect Engine Beta 6 Build 124 Patch.zip  
    Automatically built by Teamcity on Oct 06 2019 at 03:57 PM UTC.
     
     
    Build: 0.6.0.123 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 123 Full.zip Intersect Engine Beta 6 Build 123 Upgrade.zip Intersect Engine Beta 6 Build 123 Patch.zip  
    Automatically built by Teamcity on Oct 04 2019 at 12:50 PM UTC.
     
     
    Build: 0.6.0.122 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 122 Full.zip Intersect Engine Beta 6 Build 122 Upgrade.zip Intersect Engine Beta 6 Build 122 Patch.zip  
    Automatically built by Teamcity on Oct 02 2019 at 01:14 PM UTC.
     
     
    Build: 0.6.0.121 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 121 Full.zip Intersect Engine Beta 6 Build 121 Upgrade.zip Intersect Engine Beta 6 Build 121 Patch.zip  
    Automatically built by Teamcity on Sep 21 2019 at 09:57 AM UTC.
     
     
    Build: 0.6.0.119 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 119 Full.zip Intersect Engine Beta 6 Build 119 Upgrade.zip Intersect Engine Beta 6 Build 119 Patch.zip  
    Automatically built by Teamcity on Sep 20 2019 at 09:59 AM UTC.
     
     
    Build: 0.6.0.118 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 118 Full.zip Intersect Engine Beta 6 Build 118 Upgrade.zip Intersect Engine Beta 6 Build 118 Patch.zip  
    Automatically built by Teamcity on Sep 20 2019 at 01:15 AM UTC.
     
     
    Build: 0.6.0.117 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 117 Full.zip Intersect Engine Beta 6 Build 117 Upgrade.zip Intersect Engine Beta 6 Build 117 Patch.zip  
    Automatically built by Teamcity on Sep 19 2019 at 07:31 PM UTC.
     
     
    Build: 0.6.0.116 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 116 Full.zip Intersect Engine Beta 6 Build 116 Upgrade.zip Intersect Engine Beta 6 Build 116 Patch.zip  
    Automatically built by Teamcity on Sep 19 2019 at 03:58 AM UTC.
     
     
     
    Build: 0.6.0.115 (Change Log)
     
    Downloads:
    Intersect Engine Beta 6 Build 115 Full.zip Intersect Engine Beta 6 Build 115 Upgrade.zip Intersect Engine Beta 6 Build 115 Patch.zip  
    Automatically built by Teamcity on Sep 16 2019 at 06:21 PM UTC.
     
     
  10. Like
    Shilo reacted to Zetasis in Mythril Age Assets: Freebies and Patreon   
    Hey thanks guys! My prices are low but that’s because I just want to help everyone out while at the same time they’re helping me out. 
  11. Like
    Shilo got a reaction from Zetasis in Mythril Age Assets: Freebies and Patreon   
    This guy is an amazing artist and person. His art has always impressed me and he's very friendly. I recommend checking him out!

    @Zetasis
    I intend on supporting you again when I can afford it. I think your prices are too low though. I wish you the best of luck. 
  12. Like
    Shilo reacted to jcsnider in Dev Blog 2/6/2019 - New UI!   
    Chaos is a ladder.
     
    But for real this is a step by step sorta thing. What we currently have is better then nothing. This is better than what we currently have. Whatever comes next will probably top this. Good news is that I’m learning a LOT about photoshop, and I’m getting ideas on how to make our UI config files better moving into the future  
  13. Like
    Shilo reacted to jcsnider in Dev Blog 2/6/2019 - New UI!   
    You gotta add the slots via the server/resources/config.json file.
     
    Then launch your client and open the character menu (the slots won't be there.)
     
    Close your client.
     
    Open client/resources/gui/layouts/game/chatacterwindow.json.
     
    Look for EquipmentItem1, EquipmentItem2, EquipmentItem3, etc.. you can tweak the position of the slots, the graphics, size, etc there. It's not intuitive but with some tweaking you should be able to work it out.
  14. Like
    Shilo reacted to davidsaid06 in Intersect Beta 6 Released!   
    @Shilo 
    If it helps you or others you can have it, it is not the best design, and some slots are not in an especific order, but maybe it can help as a base.
     
    https://ascensiongamedev.com/resources/filehost/21282a578a1543f01a9e837744e81e6b.json
  15. Like
    Shilo reacted to Worldofjimmy in Intersect Beta 6 Released!   
    Just made the upgrade and the client runs really smooth on my MacBook Pro 13” 2015 retina, the fan doesn’t even prepare for take off anymore 😃
  16. Thanks
    Shilo reacted to jcsnider in Intersect Beta 6 Released!   
    Wrote some docs for it, but it is broken in B6 and the button will never show up. Will be fixed in B6.1.
     
    I gave a very short description on how this is done here. Gonna tag @Gibier who has been writing lots of our UI tutorials recently.
     
    There won't be much change in latency.. I don't think we can really do anything about that. Packets that are smaller can arrive quicker, and will deserialize quicker so both the client and server can handle and display that information faster. I don't know if it will ever be visually noticable but every little bit helps. We do not currently have any sort of predictive movement or anything that's a lot more prevalent in games not restricted to such large tiles on a map. The current movement works by the client moving immediately and informing the server, and then the server will send corrections if the client ever moves to quick or steps somewhere they shouldn't.  Definitely still lots of room for improvement, but the biggest victory with the B6 changes is the ease to make and work with packet classes instead of manually writing/reading from a stream buffer and being forced to keep track of sizing and order of everything.
  17. Like
    Shilo reacted to jcsnider in B6 Credits?   
    It's case by case. Intersect licensing doesn't require that you credit us. The special thanks to MonoGame, the testing teams, etc are all not required. 
     
    Everything else depends on what you use, for example, if you use any of Eric Matyas music you must credit him. 
     
    For everything else you should look at the applicable licenses linked here and decide what's appropriate based on what you're using. 
    https://github.com/AscensionGameDev/Intersect-Assets/blob/master/README.md#licensing
     
    General rule of thumb is that if you're using someone's work, even if not required, you should credit them, not doing so is pretty shitty. 
  18. Like
    Shilo reacted to mrpalladice in B6 Rarity Problem   
    Thank you guys for the answers. Today I will report as a bug. 
     
  19. Haha
    Shilo reacted to Xeno in Intersect Beta 6 Released!   
    Thanks to everyone who's made this possible.


  20. Thanks
    Shilo reacted to jcsnider in Intersect Beta 6 Released!   
    Beta 6 Released
    9/7/2019
     
     
    What's New?
    We're at the finish line now! B6 brings a new UI, performance enhancements, networking optimizations, tons of bug fixes, new assets, and a lot more!
     
     
    Performance Enhancements
    Instead of rendering the map to off screen images, and then drawing those every frame (like we were doing), and instead of rendering every singe tile of every layer every frame (like most engines do), we're rendering using vertex buffers on the player's graphic card. Map data is transmitted to the graphic card once, and drawn rapidly from memory every frame granting massive FPS boosts on most graphic cards and reducing memory consumption significantly across the board.
    Read more.
     
     
    Texture Packing
    When rendering graphics in a video game you can 'batch' draw calls. If you draw several consecutive sprites/objects/animations/ui elements/etc from the same texture all of those drawing commands can be combined and sent to the graphic card at one time.  The fewer batches that get sent the higher your fps. Texture packing increases performance by combining lots of your small textures into just a few larger ones. 
    Read more.
     
     
    Networking Optimizations
    This is a huge step forward for programmers who will want to expand upon the engine. Packets are easier to create and process now, they are also significantly smaller than before, meaning less bandwidth is required for each client.
     
     
    New UI
    Intersect has a whole new look now, which we think you all will really like!
     

     

     
    Read more.
     
     
    New Asset Pack
    The Intersect Official Assets Pack is ready to go! All of the assets in this pack are free to use legally in your projects, even commercially.
     
    Intersect will be the first free 2d mmorpg engine of its kind to be distributed in a state that's ready to create commercial projects. 
    Read more.
     
     
    Combined Switches & Variables
    The coding behind switches and variables was a little insane... they were basically the same thing but handled separately, and in order to clean up we've combined the two. The new variables can now store true/false (boolean values) or numeric (integer values). We've set the foundation so that one day variables can also store different data types like text (strings).

     
     
    Searching and Folders in all Editors
    All editors now have the ability to organize your game objects into folders! Group weapons together, or specific types of spells, groups of events, variables, etc. If you can't find what you're looking for you can also search for specific objects too!
     
    Searching:

     
    Folders:

     
     
    Custom Class EXP Tables
    Want to fine tune the amount of experience it takes to level up in your game? Now you can with custom exp tables!

     
     
    Password Reset
    If you connect your server to a mailing service (like gmail) you players can request password reset codes that allow them to get back into accounts they have lost access to.

     
     
    API
    Allow third party apps, websites, and other services connect communicate with your server. Programmers utilizing the API should be able to create and share:
    Visual server control panels
    Cash shops
    Leaderboard systems
    Website login integrations
    Viewing player stats online
    etc
     
    Read more.
     
     
    Combat and Event Additions
    Kibz added new event commands for changing player name colors, forcing items to equip, percentage based buffs on both spells and equipment, shield spells and more.
    Dev Blog. 
     
     
    Bugs Fixed
    On top of 100+ Beta 5 bug fixes, the private testing team that has been working with Beta 6 for all of August reported over 120 bugs that have been patched leading up to this release. Beta 6 should be one of the most stable versions of Intersect ever, and moving forward we are focusing less on features and more on stability while we create final release candidates and prep our services and the community for a full open source release  
     
    Special thanks to @Khaikaa, @davidsaid06, @Mcadams, @BiGG, @hiroman, @Ainz Ooal Gown, and @Niko for their help during the 4 brutal rounds of testing they endured leading up to this release.
     
     
     
    Download Links
    Full
    Upgrade
     
    If upgrading from Beta 5 chose the upgrade archive, and be sure to read the Upgrading pdf located within.
     
     
     
    Have fun!
     
     
  21. Like
    Shilo reacted to jcsnider in Dev Blog 1/31/2019 - Rendering Optimizations & Texture Packing   
    Rendering Optimizations & Texture Packing
    Jan. 31st 2019
     
     
    Client Rendering Optimizations
    This is really hard to explain, but we've made some massive performance updates to the rendering system in Beta 6.
     
    We no longer cache each map into 9 massive background images. 
    (Lower/Middle/Upper layers * 3 Autotile frames)
     
    Multiplying 9 massive images by 9 on-screen maps = 81 massive images.
    Those no longer eat up valuable video ram.
     
    The historical alternative for these engines was to draw every tile individually.
    While that requires far less ram you kill your fps by telling your graphic card to draw up to 5k tiles every frame for every map. 
     
    Now we're using a new method. We generate a set of triangles and vertices which are used to draw our map and ask the graphic card to remember those.
    Going forward when we want to draw the map we tell the graphic card to use it's remembered instructions and we gain massive fps by not sending the full set of instructions each frame.
     
    TLDR; Lower vRam usage, quicker map loading, higher fps, and other optimizations!
     
     
     
    Texture Packing
    When rendering graphics in a video game you can 'batch' draw calls. If you draw several consecutive sprites/objects/animations/ui elements/etc from the same texture all of those drawing commands can be combined and sent to the graphic card at one time.  The fewer batches that get sent the higher your fps.
     
    Texture packing increases performance by combining lots of your small textures into just a few larger ones. 
     
    There is a button in the Beta 6 editor that will do all of the texture packing for you:

     
     

     
    Click here for an example of what a packed texture looks like.
     
    Texture packing is completely optional, and the client will utilize packed textures if they are found in the resources folder.
     
     
     
    The Bottom Line
    Let's talk stats, what do these changes mean in practice?  We should see roughly the same or better fps across the board. Laptops with integrated graphics won't see a huge difference while gaming rigs with decent graphic cards might see fps gains in the hundreds.  As far a memory usage goes you should see a sharp decline all across the board, and the client will feel better when traversing map boundaries because there won't be a big stutter when map caching previously occurred.
     
    Here are some of the basic performance tests that I did using my laptop with integrated graphics and my gaming rig.

     
     

    This shows fps, higher is better. My gaming rig saw huge gains, laptop only climbed about 30fps.
     
     

    This is gpu memory usage in megabytes, lower is better. Beta 6 brings huge drops across the board . 
     
     
    These updates will be live with the Beta 6 launch! Stay tuned!
  22. Like
    Shilo reacted to jcsnider in Dev Blog 2/6/2019 - New UI!   
    The limit you want to find is not when it crashes, but rather when there's so much going on that the server starts to lag. 
     
    Beta 6 won't be viable for such a test due to not being fully debugged. If the server crashes due to small little errors then you're gonna quickly lose all your testers without getting any decent information. You need a stable engine release first - that's what the release candidates are for. 
  23. Like
    Shilo reacted to The Bunny Gamer in Mini Paperdoll Pack   
    I realised that this community was lacking a lot of paperdolls, so I decided to dedicate a whole post to the topic.
     
    Here are some free paperdolls you can use! Note they're not exceptional, and don't necessarily fit exactly.
     
    I would very much appreciate if you credit me. Not required though.
     
    If you have any paperdolls of your own, comment them below and I'll add them here with appropriate credit!
     
    BY THE BUNNY GAMER:
     
    Enjoy!
  24. Like
    Shilo reacted to jcsnider in Dev Blog 2/6/2019 - New UI!   
    I really don't want to open this can of worms here... Massive is subjective. It can refer to players registered, maximum concurrent players online at a time, world size, or any other number of things.  There is no quantitative metric that I know of that makes a game a MMORPG vs an ORPG - it's only what you call it. With the right team this engine can be used and tweaked to make any size game you want. (Might require smarter programmers than us, but the actual limits are unknown right now.)
     
    The target audience for the engine is mostly solo devs and hobbyists who will never make massive games anyways so the orpg description is more fitting.. not that it should be taken to imply anything. 
  25. Thanks
    Shilo reacted to Zetasis in Official Intersect Assets Pack   
    You guys need fogs and animations I see. *grins evilly* Then I shall create them! (Not sure when exactly but I will). Also, if anyone else needs more sound effects, in case 200+ for some reason isn’t enough, I also have 111 free sound effects on my itch page. 
     
    Edit: gonna take a look at the wish list and see what I might be able to knock out. 
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