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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. Anything you want to share Ill make and do a tutorial on it for the community Did you check out my hunger and thirst system? Seen a while ago you were after such a system, not sure if you made one or not.
  2. Glad is helps, I’m hoping from my tutorials people can learn more about the event system in Intersect.
  3. No problem hope you enjoy it!
  4. Thought I would put a post combing all my tutorials and ones to come, so I asked JC and he said it was cool. Below are all my current tutorials I have made for the community, so enjoy. Do bare in mind that I am using these systems for my game, so try to edit them to suit your game best so we can all make unique games I will be continuing to make more game features by using events, which is a very powerful system ( I can't wait for the next update with some new additions to events) and adding to this list. But was also going to see if people have ideas on what type of features through the event system they would like to have, and I can have a bash at trying to create them for the community List of Current Tutorials: Game Intro System Hunger and Thirst System Journal/Tradeskill Book + Alignment System Alignment System Addon Lift System NPC Kill Counter Respawn System Equipment Based Skills NPC Summoning Tutorial Content: All ideas and thoughts are welcome Have Fun!
  5. Description: This will enable a hunger and thirst system in your game. Players will then have to find food and water to recover hunger and thirst, but if they don't the character will stop (twice in total) saying you have to wait to recover for a bit (3 seconds). This puts the player in a vulnerable situation in game. If the player still does not get some food or water, they will die and re spawn (Warp / re spawn which ever way you have in your game). Players hunger and thirst will then be reset to 100. Video: None Chat Screenshots (System speed increased to get all text reads) Process: Player have 100 Hunger and 100 Thirst. Players loses hunger and thirst over time: Player loses 1 hunger every 30 seconds. Player loses 2 thirst every 30 seconds. When players hunger or thirst gets to low warning messages start appearing in chat every so often (Doesn't spam). Players have 4 states of hunger and thirst: 0 = Fine 1 = Getting Hunger 2 = Need to find some food 3 = You are starving to death Players in state 3 will stop moving for a short time to recover a bit, this happens twice (stops for 3 seconds). If player does not replenish they will then die and states will be set back to normal: "State 0 - 100 Hunger - 100 Thirst". Issue: Sometimes one of the warnings runs after death. Editing the "Waits" in Hunger Warning Events can solve this. Build:  Lets start with the variables, we need to create 4 for them, each one with a Text Id: Name: Player Hunger - Text Id: hunger Name: Player Thirst- Text Id: thirst Name: Hunger State - Text Id: hungerstate Name: Thirst State - Text Id: thirststate Now for the Common Events, this system has lets say, a few of them... Now don't worry they aren't that big on the inside First thing that is needed is a "New Player" Common Event. I have one is all my games to set the player variables on a new player joining the game, but people might do something different in there games, but this how I do it: Creating a player variable or switch. Create a common event "New Player", trigger = autorun, condition = run if New Player Variable is equal to 0 In common event set variable player Hunger and Thirst to 100 End event with set variable New Player to 1 Lets move on with the Hunger and Thirst Ticks Now the States Time to do the warnings. Hunger Warnings Thirst Warnings That is the main bulk of the system. Now we just have to add food and water for the players to consume to recover stats. Now make an item and change its type to "Event" Consuming the items will show in chat Complete! You should now have a fully working hunger and thirst system. This can be changed easily be changed to make a stamina system or something along those lines. Enjoy
  6. Very cool! Will come in handy
  7. Thanks buddy I will be adding my "Hunger / Thirst / Stamina" system next
  8. Description: This is a add on to the alignment system from this tutorial and is require for this add on to do anything: Video: None Process: As a player kills MOBs and NPCs in game they will gain or lose Alignment Points. In my game I have 6 different types of MOBs and NPCs: Animals - Sheep, Pigs, Cows (Friendly MOBs) Creatures - Snakes, Bats, Orcs (Non-Friend MOBs) Monsters - Trolls, Orges, Giants (Non-Friendly MOBs) Demonics - Demons, Hell Hounds, Succubus (Non-Friendly MOBs) NPCs - Paul, Chris, Shopekeeper (Friendly NPCs) Heroes - Champion Of Light (Friendly NPCs) Depending on what you kill will gain or lose alignment points. Such as killing a Monster will give you + Alignment, and killing a NPC will give you - Alignment. Issue: None Build:  First we need to make the variables Now we have the variables time to make the "Common Events" The last thing we need to do is apply these "Common Events" based on a MOB or NPC being killed by the player Complete! Now you should have events based on when a NPC or MOB is killed in your game and give or remove player alignment points. Enjoy!
  9. No problem. I thought I would share some systems from my games that I think people would like for their games.
  10. Info: I have just this moment realized that I had already made this tutorial before! I must have been drunk, oh well you can compare systems but I believe they are the same lol: Description: Very simple intro system for new players to your game to give a bit of backing and story. Excuse my poor intro images, they were just placeholders to make sure the system worked before I started working on better images for each scene. NOTE: You can use the engines intro system for a intro images to show on every startup of your game. My system is for a one off play to give a new player a visual story through images. Video: https://www.ascensiongamedev.com/resources/filehost/a65b382fcb130ac97b798dea5253f37f.mp4 Process: New player/character starts the game music plays and images are shown in sequence to explain a story line. After story intro finishes chat starts to main story line in game and a quest is given to player. Issue: Will only work with higher resolutions, as the smaller the resolution the more squashed the images in each scene will get. Pre-Build: We need some Images for each scene made: Image Size: 1920 x 1080 Store Images in: Client and Editor\resources\images Sample: Build:  We need to create a "Common Event" and call its "New Player" Completed! Now every time a new player joins your game they will have a cool intro. Enjoy
  11. Description: Player journal / trade-skill book that a player can click to open and display stats about character, but also showing in inventory book opening and closing. With in the trade-skill book on player information page the player can check character alignment which has been integrated with the journal system. It works by showing a page in the journal depending on what the players alignment points are at, this way the page can show the name of of the players current alignment such as: Divine, Good, Neutral, Evil, Demonic. You can rip out the alignment system and just have the 3 pages to go to with no conditions on alignment needed. I just didn't want to rip it out to do a tutorial so left it in as a joint system. Video: https://www.ascensiongamedev.com/resources/filehost/bcc670d0de58b5817632b7e0333eca66.mp4 Process: Click on trade-skill book item in inventory. Book opens in inventory. Opens a a show options command in events showing 3 pages and a close option Each page can be customized the way you want, I did Journal Information, Weapon Skills, Trade Skills. Close trade skill book closes book in inventory. Issue: None Addon: (Needed to add/remove alignment points) [AOG] Alignment System Add On - Gaining/Losing Alignment Points Aisen's Guild System: Build:  If you want to keep the alignment system with the journal, then we need to create the variable to hold the players alignment points: NOTE: Switch is optional. I use it as at some point in my game the player will lose all ability to see stats and such. So the switch is optional to if you want to do that at some point in your game. If not then do not add the switch and later on when we come to making the common event just skip out the condition at the very beginning. We also want a "Player Switch" for the Journal: Next we need a book with a closed and open state. Then we need to create 2 items, first for the book closed and second for the book opened. Name the books the same, but just remember which order you created them in: Now we have the items and variables created we can make the "Common Event". Now we need to go back and set the Item Types to the "Common Event - Journal" we just created: Complete! Now just give you players that "Closed Book" Item and they will have a wokring Journal to show additional player/game stats. You could also bound the "Items" and set the "Closed Book" as a "Spawn Items" with in "Classes" so the player will have Journal from start of game, and will always have it. Hope you Enjoy Dont forget the Addon: (Needed to add/remove alignment points) [AOG] Alignment System Add On - Gaining/Losing Alignment Points
  12. Might of used a pulley system lift haha
  13. Haha thanks buddy! Yeah nice one, I shall add the button display for the down lift today
  14. Actually now that I think it will work(visually) for just the individual for animations and whole process, as it is using a "Player" variable and not a "Global". So only the player will see the lift change (doors open/close and such). EDIT: Just tested and works so that only the player using lift see changes (doors open/close) this is because its based on a player variable. If you did global then everyone would see change, but then you would have to have a global variable for each lift you make for the stages/process.
  15. Hmmm not sure, I believe the animation plays for everyone? I will test this and advise.
  16. I’ve not tested it with multiple players, but in theory it should work with no issues. If you have the map as a safe zone then the players can move through eachover so can call the lift at the same time and interact with event at same time. If not a safe zone then players can’t walk through each over so have to wait in line for player in front to enter lift event... if that makes sense lol I will do some testing and let you know
  17. Does the check equipment have the ability to remove the item equipped? Or is it just a check condition? Be good to have the ability to remove an item from equipment slots to be used with paper doll and transformations, as if you have paperdoll graphics and a transformation spell to a different sprite such as a wolf, then the paperoll will no longer align.
  18. Thats a good idea, could be done by adding a option set to pick the floor. Why I did it based on a variable to set the lift process so it can be be extended. Would also need to change the Player Switch Lift to a variable for the defined floors I think. Might add an extention to the tutorial with that Kibbelz, thanks
  19. Haha thanks Took some doing to make sure I covered everything. Lol Hoping it will inspire people to use the power of the event system, as can add many features to your game using it!
  20. Description: This is basically a fancy lift system that displays doors opening and closing then warping a player. This system can be copied and paste / used many times, as you will only need to change the "Warp" points in "Lift Up" (lift 1) and "Lift Down" (lift 2). Video: https://ascensiongamedev.com/resources/filehost/a58c6c76386b9421958fa3337aba5509.mp4 Process: A player can walk up to a lift, press action button press to call the lift. Lift doors will then open allowing the player to enter the lift. Lift doors will then close. Player is then warped to another lift located anywhere in your world. Doors to lift open ejecting the player, then closing again. Issue: Only one I found so far, when triggered all lifts in game visually change for the Player ONLY. This isn't a big issue, as the player wont see any of the other lifts. Build: First we need to make a player variable to hold the lift stage process, so create a new player variable and call it "Player Lift". Second we create a Player Lift Switch for a On/Off condition we use later. Player Variable: Player Lift Player Switch: Lift Now we need a start and finish point for the lift. This can be on the same map or anywhere in your world, as well as this system can be replicated (used) many times. (Tiles are not included in tutorial, sorry) Setting the map tiles for lift: Next we make a map event. This will be the "Lift Up" event (we will make the second lift later based on the first one). Each event page uses the "Player Lift" variable we created earlier, which allows the page to run if the condition is met: This event has 17 pages, but most of them are only stages for the doors to open and close. We use the "Player Lift"variable to also set what stage of the lift process we are currently on: Page 1: Pages 2 - 5: Page 5 is different as now the doors to the lift are fully open. So we want the "Trigger" to be set to "Player Touch" so that when the player steps into the lift the process continues. NOTE: If the player does not trigger page 6 by walking into the lift, the lift doors for every lift event in your game will stay open. To get around this you can create a "Common Event" to check this: Page 6: Now we have the player in the lift we want to close the doors, pages 7 - 9: Page 10 we now warp the player to the second lift event, but we make the warp point 2 spaces above the event and make the player face down, as well as have a condition on the "Player Lift" Switch: Pages 11 - 13 doors open in second lift: Page 14: Pages 15 - 17: Awesome! If you have got this far then I have to tell you we have another 17 pages to go... I joke! Now we have the "Lift Up" or (Lift 1) complete we can use it as a template for "Lift Down" (Lift 2). So Save the event the copy and paste the event to the place you want the second end of the lift you want to be! Once you have pasted the lift we have to change a few things: Set the "Warp" point on page 10 to "Lift Up" (Lift 1) position but 2 spaces above, like so: We need to change the Player Switch "Lift": Complete! Now you should have a fully working Lift System! You can copy and paste the lift as many times as you want, and you just need to set the "Warp" points! Event system is very powerful and with it you can accomplish many features the core engine does not have Enjoy!
  21. Yeah sounds is very limited. I just got around it by making the animation time last the length of the sound file.
  22. A workaround I found for this is to create a "Animation", apply the sound you want, but don't actually set an animation, literally just set a sound. Then when you want to play the sound just call the animation (sound) in events. I did this for a lot of things including from crafting benches, to chopping wood, as well as NPC sounds, so the sound would play, but with no animation set. Hope this makes sense, but ive started making a tutorial series which this workaround is included, should be finished by end of weekend.
  23. Thanks! Yeah took a lot of trial and error but got there in the end :) Event system is very powerful! Cant wait for next update to come out that adds more to it. If I get time over the weekend I will create a tutorial on this, probs be just a video of event system with some explanation :) I will most likely be making a tutorial series based on events I did in my last game which I think people will find useful.
  24. Tutorial for system: Not posted or worked on my game in a while due to starting my new job, but now I'm settled in I have jumped back on development. Today I have been messing around with a few new concepts which I have got working such as "Hunger / Thirst System" and a "Lift System" for my game, which I will disclose more late on, for now I just want to show off my "Lift System" I made: https://ascensiongamedev.com/resources/filehost/a58c6c76386b9421958fa3337aba5509.mp4 If people are interested in how I done this I can make a video / tutorial Let me know what you guys think. Ignore the mapping, just placeholders for now until I add more detail...
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