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Everything posted by Ainz Ooal Gown
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What are you guys playing right now?
Ainz Ooal Gown replied to Shaunfroggydog's topic in Video Games
New World of Tanks: HEAT is decent, free to play so been blasting that since it came out -
Just set the Player Respawn LOC when a user is created or in common event "Set New Player Variables". Depending on your game you should have a common event that runs for your new players when they first create a character to set all the players variables.
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What are you guys playing right now?
Ainz Ooal Gown replied to Shaunfroggydog's topic in Video Games
Hytale and BF6 at mo -
Count as high as you can while staff are sleeping!!!
Ainz Ooal Gown replied to Giligis's topic in Forum Games
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Count as high as you can while staff are sleeping!!!
Ainz Ooal Gown replied to Giligis's topic in Forum Games
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Can I make "scrolling to change world scale option" perm for all players?
Ainz Ooal Gown replied to Aesorn's question in Questions & Answers
Hey, I believe this would have to be a source edit to set the default scale -
Count as high as you can while staff are sleeping!!!
Ainz Ooal Gown replied to Giligis's topic in Forum Games
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Can you show your weapon setup and NPC? As out the box calculations look to work fine. You can change how damage and defence is calculated by changing the formulas.json in server side folder > resources: { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" }, "MagicDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_MagicResist))", "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))", "TrueDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025)" }
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I have same issue with latest build. Issue raised: https://github.com/AscensionGameDev/Intersect-Engine/issues/2744
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Game Server Running but Clients Can’t Connect
Ainz Ooal Gown replied to Juniper's question in Connectivity Support
Hi, Have you had a look through the official documentation for deployment? https://docs.freemmorpgmaker.com/en-US/deploy/forwarding/ Also this might be helpful: Double Check Port Forwarding Intersect Engine uses port 5400 by default (TCP). In your router settings: Make sure you're forwarding TCP port 5400 to your local IP address (like 192.168.x.x). Double-check the internal and external port numbers match. Make sure the local IP hasn't changed (set a static IP or DHCP reservation for your host machine). Firewall + Antivirus Temporarily disabling the firewall was a good test, but also check if antivirus software might have its own network protection. If your firewall is back on, make sure there's an inbound rule allowing TCP on port 5400. Test Using External IP Is the second device you are testing within the same network, or external to your network? Have a friend (or yourself using mobile data/tether) try connecting with your public IP address. You can find this at whatismyip.com. Example: if your IP is 123.123.123.123, they should enter that in the Intersect client. Check Intersect Server Config Open your resources/config.json on the server. Make sure port is correct “5400” or whatever you are using. Also verify the client configuration (client's resources/config.xml) points to your public IP (not localhost). ISP NAT or CGNAT Some ISPs use Carrier-Grade NAT (CGNAT), which blocks inbound connections. You can check if you’re behind CGNAT by comparing your router’s WAN IP with your public IP from whatismyip.com. If they're different, you might be under CGNAT, and port forwarding won’t work. In this case, you’d need to: Contact your ISP for a public/static IP. Or use a VPN with port forwarding like ZeroTier, Tailscale, or a VPS. UPnP and Router Reboot If your router supports UPnP, try enabling it or disable it if it’s causing issues. Always reboot the router after making port forwarding changes to ensure they apply. Server Logging / Debug Check Intersect’s server logs to see if it even registers the connection attempt from the outside device. If there’s no attempt at all, it means the request isn’t reaching your PC—pointing to a router or ISP block. Also I tend to do all my development locally on my machine and use Intersects Hosting for my deployed server: Hope this helps -
Help Knightmarish Games Continue Creating
Ainz Ooal Gown replied to Agoraphobic's topic in General Discussion
Good luck buddy, I hope you get a new laptop/PC soon and get back to development -
Hi, What you are trying to do is possible but will be a lot of work overall and wont be that efficient. Doing a source edit would be better to make this an actual function. Here are some issues you will come across using events to do this: You cant use \pv{variable} inside the descriptions of items/spells and such (I might raise this as a feature request as could be useful) You will need to create a variable for each item you want durability Need to consider what happens if the player has two of the same weapon/armour, using player variables will mean same items will have the same durability Setting the durability on pickup randomly: this will allow players to just drop the item and pick it back up for new durability? unless you make the items non droppable
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What are you guys playing right now?
Ainz Ooal Gown replied to Shaunfroggydog's topic in Video Games
Hey sorry, no its not playable yet, far from it currently building the core system still. Might even put a few of them on here as new AOG event tutorials if I get time. Heres a preview of a cave I am currently making: -
What are you guys playing right now?
Ainz Ooal Gown replied to Shaunfroggydog's topic in Video Games
Not playing any Intersect games currently. Middle Ages was one I was going to check out, but just been busy with work and building my game. -
This means that the developers have been working on a fix and applied to latest version. You can download the latest version of the engine from the nightly builds: Follow this guide to update you engine version: https://docs.freemmorpgmaker.com/en-US/upgrade/upgrading/
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Never came across that before, are the resources on the same map? Looks like a bug/issue which you should report here: https://github.com/AscensionGameDev/Intersect-Engine/issues
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Yeah you are correct because of the way diagonal movement works but all depends on how you have your sprite sheet. So mine in the above post does: DOWN = RIGHT LEFT = LEFT RIGHT = RIGHT UP = LEFT I am not too sure what you are trying to accomplish with "a way to have the character move up and down, without changing its facing direction", do you have an example of your sprite?
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Np buddy anytime You can get really in depth with the systems you can make for your game with the event system, just all learning.
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The easiest way to do this is to change your spritesheets, changing all you sprites to face the direction you want. You could also change the sprites settings on the server config for the sprite frames: "Sprites": { "AttackFrames": 6, "CastFrames": 6, "IdleFrames": 4, "IdleFrameDuration": 200, "IdleStartDelay": 200, "NormalFrames": 6, "NormalAttackFrame": 3, "NormalBlockFrame": 2, "NormalCastFrame": 2, "NormalDashFrame": 1, "MovingFrameDuration": 100, "ShootFrames": 6, "WeaponFrames": 6 }, I did a version a while ago using roguelike sprites that only animated in a single direction. so I change the sprite frames config side (reduced them) and change the spritesheets to have up down, lft, right, all facing with the down sprite image (if that makes sense), like this:
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Why item rarity doesn't save? (Intersect)
Ainz Ooal Gown replied to Zerinho's question in Questions & Answers
Hi Buddy, Best to report any bugs or issues you find here please: https://github.com/AscensionGameDev/Intersect-Engine/issues I am currently working with Beta 389 and I cant seem to replicate this issue. The latest version is stable with a very bugs which the development team is working hard to fix. In my opinion the dev teams works fast to fix bugs as the community finds them, but they also prioritise work. Report bugs or issues you find via the correct process and the dev team will work towards resolving them. Have patience as the dev teams also have lives (well some of them :P) and also do this for free (<-- very key word, free) -
Hi Buddy, welcome to the community. Intersect is a great engine, much better than RPG Maker in my opinion So the bit you are stuck on is for the "Spawn/Execution Conditions" of the page you are on. Its a button in the conditions section of the event page: So clicking (1) will open the spawn/execution conditions of the page your are on, which you can then add to the conditions list by clicking (2), then adding the condition (3). The condition is for when you want the commands for this page to run. Now I made this system a while ago so might relook at this, but essentially you create multiple pages for each of your possible spawn locations (easy to create the first one, then copy and paste the page and just change values), and the conditions is what will make that page run: PAGE 1 Spawn/Execution Condition: IF player variable "Player Respawn LOC" = 1 PAGE 2 Spawn/Execution Condition: IF player variable "Player Respawn LOC" = 2 Hope this helps
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Np buddy. No my game isnt playable yet, will be some time until its ready
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Yes this can be done very simply using variables. Add a Global Variable: Type: Boolean, Name: "House Key Owned" Add a map event: Add a command - Condition: House Key Owned = false Give House Key to player Else Show Text: House already owned. This is very simple to add this to you game so each house has a key, that can only be created once, you can expand upon this by asking for money and such to buy the key, have it so a player can sell the key back, which would change the "House Key Owned = False". Each house would need its own Variable, also you need to consider what happens if that key is lost. It would be better to do a key but also assigned the house to the player who purchased it (ids), or like a deed, so if the key is lost they can purchase it back for a small fee, my game does housing something along those lines
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XP Percentage deduction from player
Ainz Ooal Gown replied to Stan's question in Questions & Answers
Ah most likely, I didn't notice date sorry Still doesn't work as intended I think, so I will raise an issue for this -
XP Percentage deduction from player
Ainz Ooal Gown replied to Stan's question in Questions & Answers
I thought it has this ability to do this now with events? Never had to use lose experience, but I can see an option to "Enable Losing Levels?" in the "Give Experience command": I have however just testing and it doesn't seem to be working correctly. Seem very temperamental When I try to lose -10 exp based on above event, nothing happens. If I "Enable losing levels?", it randomly does either: Removes all experience, no matter what value or current player experience. Reduce a level, but keep experience the same. Do nothing. Is this bug possibly? Should it have the ability to lose experience and levels now? Ive tried as both a common event and map event. I've not testing on the latest build which I will do tonight after work, but I think this isn't working as intended.
