-
Posts
380 -
Joined
-
Last visited
-
Days Won
16
Neeknog's Achievements
-
Artheios reacted to a post in a topic: Today I did this on my project...
-
Story Today I did this on my project...
Neeknog replied to SkywardRiver's topic in Design & Creativity
Got a website up and running for my game Arcanist Online. www.arcanistonline.com -
Aesthetic reacted to a post in a topic: I Ran An Intersect Game For 3 Years - What I Learned
-
I Ran An Intersect Game For 3 Years - What I Learned
Neeknog replied to Aesthetic's topic in Community Guides
Great read for anyone who has a few minutes! -
How to create a container with access for all players, for example a chest?
Neeknog replied to Lancelot's question in Guide Requests
Hmm, maybe I did not understand the question. Do you mean. Like a chest that all players can add things into and take things out of? Don't bileve this is possible without code. Though guild banks do exsists. -
Lancelot reacted to an answer to a question: How to create a container with access for all players, for example a chest?
-
How to create a container with access for all players, for example a chest?
Neeknog replied to Lancelot's question in Guide Requests
Hey, if you want all the players to be able to open the chest the same chest at different times you would create a player event with player variables. If you want the chest to be emptied for everyone and no longer full of loot when someone opens it you would create a global event / variable. -
It lands on the item on the spinner if that's what you mean, it does do that. Then it places the item in your inventory and gives you a message letting you know you received it.
-
Hey, I made a tutorial for this way back when.
-
Are these custom sprites? They look great, as for the mixing of the tile sets I'm not too fond of it.
-
Beefy Kasplant reacted to a post in a topic: [Tutorial] Premium/Membership System
-
okay.
-
I'm not sure this is a feature you want to tackle with the events system. What happens to a player when their in a premium zone and their premium hours run out? What happens to premium items in the players bank and inventory when their hours run out? Can players trade premium items to players who have not paid for a membership? How will player pay for premium membership with real world cash? I'm assuming the owner will have to accept payment on a website then manually give a premium membership activation item to the player. Also giving membership based on a large pool of hours that only count down when a player is logged in is a method I'm not sure many game owners are looking for. It is cool that you have a small prototype for this idea created in via events, not sure its sustainable for a real release.
-
Neeknog reacted to a post in a topic: Today I did this on my project...
-
Vio reacted to a post in a topic: AGD Ownership Update
-
Artheios reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
Beefy Kasplant reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
WereAlpaca reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
Guite Emortal reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
jcsnider reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
Neeknog reacted to a post in a topic: [Read First!] A Warning About Custom Code Modifications
-
[Read First!] A Warning About Custom Code Modifications
Neeknog replied to jcsnider's topic in Developer Discussion
This post hits me deep in the core. I spent a around 2k usd on custom features for my game that I thought were essential to make my game unique and stand out. Looking back I really regret doing this and do not suggest it for people who are not efficient programmers. That is unless you have a big budget which I'm assuming most do not have. When the big intersect update came out that fixed a bunch of stability and vulnerability issues I knew I had to upgrade if I ever wanted to release my game. There is no easy one click way of upgrading major releases like this. This left me with two options, try to migrate everything or start over. I obviously didn't want to start over so I went the route of hiring someone to migrate my features. The programmer got close to fixing most things but the whole process was convoluted and painful. Some features where never truly debugged which was mostly my fault because I failed to stay in contact with the coder. I also knew that I would end up crossing the same path again one day soon and couldn't stomache the thought of it lol. My suggestion is if you can't program to try and base your game idea around the current features of the stable engine. Just work long and hard on your minimal viable product. The core that makes your game your game. Worry about the fine details when your close to a real legitimate release. I say this because you could be working on your game for 2-3 more years before a real release is possible. In this time the engine could go through some huge rewrites and your plans could be spoiled multiple times. Also if you don't have a programmer on your team it's probably best that you focus more on the talents you are bringing to your game. This could be art, music, story telling ECT. Take it from someone who has restarted his game like 4 times. Just forget about custom features until much later in your games development. Build an audience, get some eyes on your game so you can justify spending some money on it. Also note that if you can't fix a bug within a custom feature yourself, it may never be fixed. -
Story Today I did this on my project...
Neeknog replied to SkywardRiver's topic in Design & Creativity
The green leaves of your trees completely blend in with the grass tiles, try making them different greens. -
Oh! Sorry about this..
-
You don't seem to display the price anywhere in the thread.
-
Good luck @Kibbelz, @jcsnider & @Jcsnider2