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aidan1982 last won the day on September 1 2018

aidan1982 had the most liked content!

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  1. I like the use of height changes you did in your cave map Worldofjimmy. Flat terrain is easy, but trying to incorporate a since of height moving from above to below or even making it look like your further down than it looks is more of a challenge for me without just dropping a massive tall wall and saying yea down there is ground level...
  2. That took me I think 7 hours to do total over a week, when I had time. Takes me awhile since I'm also building out the shoreline before adding the resources and scattered ground assets to make it look somewhat natural.
  3. Finally finished the the northern tip of the starting island, like maybe this is just 5-10% of the island itself lol. I really suck at mapping, so yea.
  4. For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you! Reports not in English will be removed. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// I would like to suggest the ability to collapse the in-game menu, so it's not in the way when not needed,unless of course someone already provided a way to do that editing the in-game.xml file. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  5. Today, I was thinking of finally making my games logo and background and start working on fixing up the UI more when I came across some archived logos I made several years ago, when I was actually working on my game in RPG Maker VX Ace. This was one of several design idea's I had for my logo a few years back for a game I was making... Even managed to find I hadn't lost my notes or the alpha project. This was a request from the forums for VX Ace, don't think he used the first one. I remember him wanting to also include the sub-title or maybe, it was his first game in the series.. and I didn't quite understand what he wanted. First image was pretty much me thinking he needed a title logo for his second entry. Than he asked about the subtitle which in turn got the second logo with it, and I believe in the end he was wondering why I had a 2 in the back lol.
  6. Never thought of using labels... So I tried it out and built a beta version of my swordmaster who offers aspiring lv10 players the chance to become a swordsman.. worked out pretty well. Plus able to get everything on a single event page, and finally added the level 60 swordmaster quest that I been wanting to add, without using a different page. Just set it up at the end with label swordtrial and made a conditional branch in the previous conversations checking if the player has reached that level and has also completed specific quests before being offered the quest to challenge their first teacher in mock combat. To unlock the special trait that's needed to do the final class advancement at level 100.
  7. Yea, when I thought about this idea was just using the self switch. But thought a variable would be better in a sense you could have larger conversations with more choice branches. Since with the self switch your really linted to the four available.
  8. I been rattling around in my head about looping conversations. It's damn inconvenient to constantly have to make large conversations in branches where even yourself will forget what the heck was going on, or B make them small and enter as much as you can in a few boxes possible. Well my idea was... how about the self switch? would it work? but does it work with multiple players speaking to the same npc unsure, did not test that lol. But it does work with at least one player speaking to the npc... What I have done as a test is use Set Self Switch for the event NPC. Page One Page Two Page Three Either way it works so far, it allows the player to go back to the beginning of the conversation, or if need be set it so it only goes back to where ever the conversation was previously before the new choice was chosen. But really limited to the 4 self switches... As I said I have not had a chance to test this with other players talking to the same NPC unsure if this would screw up the conversation others are having. Forgot to Note, for Page one and two they are pretty much copies of each other, the only difference was I had to make page two autorun for the looping dialogue, while page one started the conversation. and also ended it. When all switches are set to false. Unless someone has a better way? Maybe using variables? or normal switches to call to.
  9. Anyway to recover a password for an account? Or any plans to have a way to do password resets?
  10. Here is a screenshot of what I'm working on, not sure if you can use this. Need to edit the animation so appears to the left of a character apparently since the character name and hp bar blocks the view. Changed out the character display information:
  11. Last sheet is for data only for job advancement. Example: Fighter can advance to either Squire(defense class) or Warrior(DPS Role), from either of those two trees they can advance again to a more powerful version of the original class; Squire -> Knight ->Sentinal, or Warrior -> Gladiator -> Blade Master. Both Basic IPD & CDP use the job advancement at levels 10, 40 & 75. Marked in Orange on the Level Column, the dark grey boxes mark where the job advancements new percentages take over(which is a total added from the base percentages at level 1). Example: Basic Class (CDP) gains are: HP - 10%, MP - 10%, Atk - 2%, M-Atk - 2%, Def - 2%, M-Def - 2%. Adv. Class Squire gains are: HP - 0%, MP - 0%, Atk - 1%, M-Atk - 1%, Def - 3%, M-Def - 1%. With the formula it adds Base + Adv Class to equal a new percentage gain at level up past Level 10. The New Value for a Player choosing Squire as its Level 10 Class is now: HP - 10%, MP - 10%, Atk - 3%, M-Atk - 3%, Def - 5%, M-Def - 3%. Say Player One, grinds till Level 10 which is the cap for the basic class. Player One is a Fighter and decides they want to be DPS instead of a Tank, they talk to an NPC that can change their job to a Warrior(here you either require them to do a series of quests to unlock the ability to advance to a Warrior or have the NPC change the players class immediately). Player One is now a Warrior at Level 10, so when they now try to level and hit 11 the stat gains are now affected by the Adv. Class Warrior instead of the Fighter class. In the end you can either have multiple class changes, or have one or none at all. To have no class changes, alter all the values in the Adv. Class sheet for Squire to 0. Afterwards for the Adv Class drop-downs select Squire, that is so the level progression is still set to the base rates.
  12. Took your advice and uploaded the file in the download area: Class Development Spreadsheet I have also updated it, so others don't need to edit the range data fields. All they have to do now in the Advance class sheet is enter new classes and the percentage changes.
  13. Yea, tried to make it as simple but professional as possible to follow. The Advance class fields in Sheets 1 and 2 are drop downs, that take information from a range of data from sheet 3. DATA & Classes is for the first set, used in the second sheet. The first sheet takes data from DATA2 and Classes2. Fairly easy to add more classes and information by just doing a google search on how to edit "excel data ranges". Far easier to search for how to include more classes in the drop downs than me trying to explain lol.
  14. Decided I would share this excel file. I created myself awhile back for use with Intersects static progression system, helps out with seeing how the percentage rates affect the overall progress of character development. I Have split the this into three sheets, fairly self explanatory. First Sheet is for calculating only a base rate of progression where you only give the class a set amount of Stats to distribute from the start only. While the second sheet calculates the rates along with possible distribution of points the player would likely choose if the classes gained a set amount of points to distribute per level gain. This can also help the developer in trying to figure out the stats for a mob and the possible exp reward on kill. The final sheet is the data for the advance classes, this excel file is set to have 3 job advances. But you can also just default the advances to a single job if all you have is one job advance instead of multiple ones. RPGScale.xlsx
  15. Ah, your right DL still up. My browser was messing with me, kept giving me page not found error.
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