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Neeknog

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Everything posted by Neeknog

  1. Thank you sir! Only 2 redeem codes left. Grab them now to get your free copy of my assets pack!
  2. Hey Guys, some of you may have been seen my project pestilence online in the projects section of this forum. I'm trying to create some extra cash online with my hobbies because i have a little on coming in july 2017. So I have decided to start selling my 2d asset sets. The first of wich is my rogue-like pack which i call rogue realms. Rogue Realms Link to Scirra Store Download Page: https://www.scirra.com/store/2d-game-graphics-packs/rogue-like-assets-pack-3126 Price is only $10.19 USD! Eventually when the pack is much larger the price will go up so grab it while its cheap. The Rogue-Like Assets Pack is a collection of Retro 2d Pixel Graphics meant to create a Rogue-Like Game Or RPG. This pack is continuing to be developed everyday and all updates are free! Pick this pack up while its cheap and feel free to tell me what you want added to this set in the comments section below. Currently as the pack stands, there are more than enough graphics to create a rogue-like or RPG game with. Because RPG's and dungeon rogue-like games can be so massive we will always continue to add more items, monsters and more to this pack! Currently Included in this set is: 53 Item Icons 6 Tile-sets(TiledMaps) 8 World Animations 39 Entities(Players/Npc's) 8 HUD Elements 55 Gathering Skill Graphics(Ores For Mining, Trees For Chopping, Mushrooms For Picking EX) 6 Paper-dolls(Item Overlays For Character So The Items Shows Up On Your Character When It Is Equipped) Fog Overlay For Special Effects I have created 5 Redeem coupons! First come first serve, redeem these for a free download of the entire asset collection! 8CAC-KHSD-3YEU-8VC7-6N2W - Used 6UBT-2KZZ-V7U2-JNFJ-NQRA - Used CXZE-2PVJ-QMP8-US6W-PWKA - Used J2N2-ZSS4-J3HE-6WV9-Q5EA - Used R5BN-ZUNN-DGCM-F2JM-RC9A - Used Some screenshots:
  3. looks like it coming together great.
  4. or just test alot of items at once, edit a map, spawn all 10 items and start testing.
  5. @yeroC If you use regular blocks for cliffs there is going to be tiles that a player cannot access. So either the outer most squares inside the cliff will not be able to be walked on, or the grass surrounding the cliff below. This allows for every tile to be accessed while still blocking tiles and not allowing players to just walk off or on cliffs. So it does do more than the bridge thing. We used to overcome this problem in eclipse with the directional blocking. This is what they chose to solve this sort of issue instead.
  6. looks really good!
  7. Thanks bud!
  8. Jc gave us the list of event text variables so I figured I would make a quick tutorial for newcomers who may not be familiar with the event system. So what we are going to make is a player login chat-box clone from eclipse and other mirage engines. When the player logins it will greet the player, alert the rest of the online players that this person has logged in and display a message of the day. So lets get started! As of Intersect 1.7 Alpha you can use the following variables in event commands that display text. (Show Text/Show Options/Add Chatbox Text) \pn -- shows the players name that triggered the event \en -- shows the name of the event that is activated \onlinecount -- shows the number of players that are online \onlinelist -- lists all the players that are online To simulate the old chat boxes on login we must create a common event. Common events handle triggers like "On Login" and "On Level Up". In the intersect editor open up the common events editor: Now you will see a long panel appear, Select "New" to create a new common event. The first event we will create is the message that displays to all players that you have logged in. So you can name this event PlayerLogin or something similar. Right click in the "Commands" section of the editor and select insert: This is where we will tell the common event what to do and when to do it. So since this is all chat box based events, select the "Add Chat-box Text" command located under the Dialog section. So first and for most lets edit the trigger. At the top of this editor there is a drop down menu called "Trigger" lets set this to Login. This means that whenever a player logs in this event will run. So When the player logs in it will activate the player login and Show everyone that a new player logged into your game. Ok, so now we will grab an event txt variable from the top of this post called \pn (displays the players name) and add a little message with it. I put "\pn has logged into Pestilence Online", simple but to the point. I set the color to green, feel free to use any color you like. Now we will set the Channel to global. This means that everyone in the game world will see this message displayed in their chat-box when a player logs in. Setting the channel to player means only the player who triggered the event would see it, and local means the players on the same map or close to you will see the event. Next we will create a motd text display. Lets go back to the common event editor and create a new event. Once you create the event insert a command like before and add in another chat-box text command: This one will be easy, Your basically just adding in a message. The trigger for this event will be on Login. Type in your message select your color and Player for your Channel. The reason we chose player is so that only the person logging in will see the motd. If set to global, every time a player logged into your game all current players would be spammed with the motd whenever someone new logged in. You can use the motd to display weekly events, exp boosts, news or whatever you would like. Ok that's done, now lets create an event that displays a congrats message upon player level up. Create a new common event but this time select "Level Up" as the trigger: So lets create a Chat -box text command like we have done before by right clicking the command area, selecting insert and choosing chat-box text. We will use the \pn variable again to display the players name. I made a simple message "\pn Has Gained A Level!" I selected the color yellow and chose Local for my channel. This will allow players close to the player who just leveled up to be notified as well. But it will not send the message to everyone in the game world. .Lastly We will create a welcome message for players when the logged in. We did create a notification before that showed all players in the game world when a new player logged in. This will be a personal message to the player who logs in, greeting them and letting them know how many players are currently playing the game. So create a new common event, and a chat-box text command. The trigger for this event will be "Login", I chose the color yellow and selected player as the channel because this is a personal message to the player. We will be using the \onlinecount command for this message. My message read: "Welcome to Pestilence Online! There are currently \onlinecount users playing Pestilence Online!." That was easy right? The final product should look something like this: Well that's all for the tutorial, I did not cover the \onlinelist command because I thought it would be obnoxious to display all current players names in the chat-box. But you could make a bulletin board in a city in your game or something. When a player walks over to it and uses the action button it could display everyone's names. There are lots you guys can do with this stuff!
  9. Waiting for JC to announce that Panda has officially purchased AGD and the Intersect Engine.

    1. jcsnider

      jcsnider

      Nah. I'm an evil mastermind you see. I have the site and the money :P

    2. Neeknog

      Neeknog

      And that's why we like yuh.

  10. @yeroC I've been using intersect for months developing virtually problem free
  11. seems like your not creating tiles for the game, rather so you are creating like paintings of entire objects. I suggest finding a way to tile your style so you won't have 1 million images to work with. So every time you make a building you wont have to copy the entire building into the engine because they are all standalone buildings. Would be smarter to create many building "Tiles" that way you can mix and match and create new things without having to plop the entire house or area of the world into the engine.
  12. Im doing all the art. The content developer would work on things like events, items, npcs, dialogue and lore. Just getting content into the game and discussing ideas and new content. The content will create things and if they need new graphics for ideas they made or systems they would talk to me and I would make all the art needed to create the content. @George Thank you so much bud. The development is moving very slow currently, its just me thus far a one man team. But the engines not released yet anyway and I have plenty of time to make things great. It will be a bit of a wait for pestilence but I think it will be worth it and please the users. Once I get the current land filled with content and mapped out. My next huge land update will be the plagued land. A Giant area of the world completely destroyed by the plague. This whole zone will be pk enabled and highly infectious.
  13. yes. not even close to completed. At this point im just plotting out land mass and water and what not.
  14. Thanks @Vus, I corrected the info. Dance of death was the old title of my game. Copied the info from another forum. @PhenomenalDev What I wanted is at the beginning of the post. A mapper and a content developer. The content Dev would be multi purpose. Working on events, story's, item and npc creation ex.
  15. something happened with photobucket so the images were not showing up. Seems to be all working now...
  16. Great update. Why don't you have the menu read the name the player created for the bench instead of just "crafting bench" for everything. So the anvils will display anvil on the top of menu ex.
  17. Hello My name is Niko, I'm currently working on my game pestilence and could use a bit of help to create some content. None of these positions need to be permanent or have minimum time required. I would like to find a permanent staff for my lovely creation but part time and any help is useful. I will Be The Head Developer of This Project, But I could really use some help. Ive laid down a foundation for how I want to the world to look from a mapping stand point, but i lack some creative efforts with elevation and such. I want to be able to focus more on creating more art to expand the game with more content. So The mappers would map and the content developers would stay in close communication with me. When they need new graphics for new content I would create them and help refine ideas and content. What I Need: -Head World Designer (Main Mapper). -Assistant Mappers (Follows Design Ideas Of Head Mapper, Works Together) -Head Of Content Design (Works with event editor, quest editor, Lore, items, skills ex). -Assistant Content Designers (Works With Head Content Designer) New Website: http://www.pestilenceonline.com Information: Pestilence Online is a 2d online rpg based around the Bubonic plague. Pestilence Is jam packed with story telling & lore, events, custom features and much more. Train on mystical creatures, plague carriers, the undead and other enemies. Follow the Epic quest line from clean city's to infected villages, city's and castles. The main mission being to help find a cure for the black plague. Meet interesting characters and learn all about the wacky methods these citizens from the dark age use to try and avoid the plague. From toad licking, religion, smelling herbs, releasing blood from their body's, and locking them selves up. These people will pretty much do anything to try and rid the plague. Tier 1 Classes Available at Game Launch: Main Menu & Current Logo: Gui Style: Some Pre-Alpha Development Screenshots: Planned Plague Features Upon Source Release: -Blackness percentage. If your blackness bar re aches 100% an alert will appear letting you know your are infected. Your character sprite will change to the infected sprite and you will experience major in game penalty's. This includes a Major decrease in your max hp, mp, and all of your combat skills such as damage, int ex. You will not die just because your blackness Reaches 100% But if you do die while being 100% infected you will loose all of your inventory items and re-spawn with your blackness level still at 100% Allowing your blackness level to reach 100% should be avoided at all costs while pk-ing. To bad all the pk zones have a high infection rate. -Hunger system, staying healthy is important in these times. The more hungry you are the quicker you will become infected. -Npc's can infect you with plague illness while attacking you. The speed in which they infect you will differ between npc's. -Certain areas of the world and maps can infect you with blackness, A sewer will raise your blackness level much quicker that a forest will. -New Item type: Medicine. These items such as mushrooms, toads and flowers can help lower your blackness percentage. -New skill type medicine making. Combine mushrooms, blood, flowers and all type of wacky ingredients to achieve better medicines that will heal you much better. -New Item Type: Blood Letting. This allows a player to buy or find a special item type that trades health for a reduction of infection level. So if a player finds a knife, he can choose to cut himself with it. This will lower his hp by 50% but also his blackness level by 50% A small sacrifice. -Heavily trapped and guarded citys, to prevent plague holders from spreading disease. -Rats, Mice, bugs and certain other animals and scenarios can raise your blackness level. -Large quest series involving the whole realms attempt to rid the plague. -If caught stealing or breaking laws you will be sent to jail. Your blackness bar will slowly raise in jail but smart players can break free from jail. -Different citys will show their percent chance of infection upon entering city walls. -Sewers hold a high chance of becoming blackened. Only stay in the sewers for short periods of time. -Food will lower your blackness bar, also washing your hands, feet, face. Bathing and basic antibiotics. Certain herbs and mushrooms will help
  18. I thinks it is just an unfinished feature
  19. any luck with 2008?
  20. Great resource, easy to use and great for making npcs. I've been using this for pestilence online.
  21. Could it be because its windows 2012? Maybe a windows 2008 server would be a better option? Also you tested to make sure the same copy of the server your using is not doing the same thing when your just host it locally on your comp and run the client?
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