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Everything posted by Kibbelz
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Ok so my opinion is, there will always be stats or moves better than others when building a class. That is just unavoidable. From the players perspective most stats and skills are useless atleast in terms of pvp. (Big moba player here). Most non-meta items/heroes and build paths are complete garbage and considered troll. The way i see adding too many additional stats is more stats become "useless". Im not disagreeing with adding more stats etc just saying somthing I'd be wary about personally.
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@jcsnider can we include these in the default pack?
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Have they announced what game titles are coming with it?
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I thought it was more of a representation of the gold currency item type. For that they would need source. Using exp as gold is bad since that just completely trashes the shop system.
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@panda or just don't have anything that gives exp and set the max level to 1.
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I'm really glad you're doing a tutorial however the way you're doing it is wrong. First of all, you don't need a million variables or switches. You need 1 and set it to the correct number if appropriate. This way only 1 condition will trigger and i don't use a single variable.. So i.e. say you want to respawn at spawn point no 3 your respawn variable should be 3 and checked as such. Also assuming I have all variables of your current system set to 1. I get warped to the first, second, third and fourth map in succession before stopping. (not to mention the initial default starter map of my class). This is going to make deaths extremely laggy for having to load 5 maps minimum and the potential surrounding 8 maps of all of those 5 that are loaded from the server on death. I'm glad you wrote a tutorial but I hope you can update this, kibbelz
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Story Today I did this on my project...
Kibbelz replied to SkywardRiver's topic in Design & Creativity
Spent most of today doing bug fixes and balancing for Nightmare however today I finally got to do some mapping! (which some of you guys know I enjoy the most out of game dev aha). @SkywardRiver noticed we forgot to make a tunnel connecting the Storm Desert up to the Fire Fang clan den so I got to map it (yay). Not particularly groundbreaking development or special but I'm happy I got to map (if you guys can't tell) so I decided to post it: @Murdoc will probably have a lot more interesting things to show than me today aha. -
Sharing My Music and Sound FX - Over 2000 Tracks
Kibbelz replied to Eric Matyas's topic in Resources
Good share as always Eric, Just FYI you're in the credits of Nightmare! Your music has really helped bring our game alive, thank you -
Concept "Why should you play my game?"
Kibbelz replied to Weylon Santana's topic in Design & Creativity
Totally not shamelessly advertising but Nightmare's pre-alpha will be released this friday at 6pm GMT. Pretty much agreeing with @jcsnider and @Weylon Santana are saying here, developing a game is hard and takes time. A lot of time. If you look at the date of when @Murdoc created the topic for nightmare it dates back to august 2016. I can confirm Nightmare was started a lot longer before even that (unsure exactly). Either way it takes time and commitment and I'm really proud we're at the point where we are. Nightmare doesn't have any fancy pet, guild, mount or housing system (at least not yet since source is closed for us too even though I am a dev of Intersect). What truly separates these projects (Arcwyre, Nightmare, Nimue and The Wheel etc) from the rest is the raw content of the game is so vast and at a higher quality than the rest of the games I see posted on AGD. They don't take breaks because "the class editor isn't working and I cannot do anything else until its working again" or because source is unavailable. These are the projects that will get success and the developers deserve all the success they get. My two cents anyway. -
I think the main thing is credibility. Once you know someone is credible you're set to go.
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Its usually on you for not looking at their portfolio for what their skill level is in that area. When I've freelanced I've had clients want a small edit, bug fixes for code I usually do it for free since its on me for not doing it right the first time. I always make sure payment is done before i send them my code. I would always recommend going to someone wit a good reputation on the forums rather than a low post user. Also we as mods will ban users on the spot with proof of anyone scamming anyone for money so I'd say we have a safe environment here so problems shouldn't occur as long as you communicate well and give constructive feedback if its not what you want exactly.
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Quest Marker Tutorial - How to use animations to show a quest's progress
Kibbelz replied to Mcadams's topic in Event Systems
good share, very well done. -
Yo everybody, while preparing for the alpha of Nightmare, I decided we needed some player /commands to spice up the chat. I felt like releasing a tutorial on this since no one had really done this yet and I feel this is a nice little perk for your game community to interact with one another! Trust me, when you have a server with 30-40 people they love to use these all the time! Before we start, be sure to learn the chat commands in the event editor located here: Just a small heads up! This guide is a little dated and be sure to check in the above topic for the latest way to get variables in event messages. (I might update this tutorial at some point in the future...) Without further ado, lets head to the common event editor! Look below for some example commands I made for nightmare! Hopefully from this you should be able to make your own! Basic one liner commands: Basic condition commands: Using the \param chat command: Calling in the game time variables: Using variables: In game results: Hopefully you all will be able to make some of your own inventive commands! You can also use /commands as emoticons in game by playing an in game animation on the player in game like smilies etc. Got any really cool commands you've made? Post em here
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Really good share, thanks!
- 27 replies
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- user interface
- free
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Literally just make a resource with the dummy sprite... Not sure why you'd do it any othet way when this way works just fine without having to hassle with npc avoids and other properties in the NPC editor.
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Make a resource with no weapon type requirements.
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When Intersect goes open source I can help you write the plat former code if you need any help
- 30 replies
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- side
- side scroller
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This looks really good. Are the graphics all custom?
- 30 replies
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- side
- side scroller
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Glad to see people are releasing free user interfaces! Thats what the thought process was when we decided to add a user interface xml file!
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It does you just have to make it visible by setting it to visible in the editor configuration files. Reason is we got so many people struggling to get it to work that we hid it for "advanced users only".
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Absolutely hilarious people didn't know how easy it was to find someones password back on the old eclipse days.
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I'd like to see you complete this tutorial @Gibier, the dynamic ui xml is so powerful even when source becomes open. Rather than having to dive into various source modules trying to make heads and tails of a hard coded interface we have the option to find and edit the relevant attributes with minimal effort. A good feature for both new and experienced game developers.
