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Kibbelz

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Everything posted by Kibbelz

  1. Then we should enable different animations applied for different projectile spawns, rather than assigning all to the same animation Should be easy to set up.
  2. You can make a beam already by spawning loads of projectiles since you set the quantity attribute and the delay attribute in the projectile editor. So set lets say 100 projectiles at 1ms delay spawn between all of them. A lot of these features will be dependant on the game and not used by a considerable amount of developers, so most of these will be left as source tutorials. I assume a very basic guild system will be created though, very vanilla.
  3. I think the maps are all online already to copy from Kasplant. If not you can always download an emulator with a 100% completed ROM, then just fly to all of the houses and work that way :/
  4. Badass, I love how Oak just waltzes right through that random guy!
  5. Looks nice but there is no shading on the clothes of both, its just bucket filled. That's the main difference between high quality sprites and low quality sprites. A good start though!
  6. You'd need to bribe me too haha.
  7. Looks badass man, If you do decide to go further with this I hope you convert it to Intersect <3 Did you program this all yourself? Years ago I got a battle system going myslef but only as far as catching pokemon, running and using moves before I got fed up since its a lot of work! I hope you're going to allow people to test this soon, if so sign me up!
  8. This can be implemented by each person with "scripted" spells. Not everyone will have a need for this. I know I won't and it would just be a hassle to have to figure out how not to use it. ^ This 100%, Spells are pretty advanced at this point. Alongside the active effects such as the physical damage and type of spell we already have passive effects such as buffs/debuffs, and soon to be status affects such as stealth, stunning, silencing etc. At this point adding more to this is just going over the top, I don't see many developers using this idea. Something that i envisioned with JC when starting Intersect was an engine with not only modern features and a modern language to bring 2D MMO developers up to date but also features that the majority of developers are actually going to use. This avoids redundancy of resources and avoids the engine being classified as what many people call a "cluttersfuck" engine. If you want it, the engine will be open source and you can add it yourself
  9. Eh if you still count being 19 as a kid (I consider myself so) then I'd say you're a cool kid
  10. I added a link to an old blog post of the projectile editor showing how you assign unique spell patterns for your projectiles.
  11. Adding Spells and Projectiles Dev Blog 3/24/2016 News/Updates Hey all, Spells and projectiles are now a thing! (I have all the basics done, just not fancy shit like HoTs/DoTs, planned dash spells and status effects such as stuns). On the positive note we have something WORTH showing! My close friend JC has spilled a few leaks of what I've been doing Here is the list of the various spell types possible with Intersect currently (alongside the few major features left before this is done): Warp - Warp the caster to said map co-ordinates. AoE - Damage all units within the range specified around the player (The same as eclipse) Self Target - Spells will target the user only, typically used for buffs and heals. Single Target - Target and damage a specified unit within the range specified. A later addition will be casting AoE spells around the target selected. (Next on my to-do list) Projectiles - Fire a projectile in the direction specified, you can make really cool patterns and interesting moves. Familiarise yourself with the editor: http://www.ascensiongamedev.com/community/topic/340-dev-blog-11032015-projectile-editor/ More on these bad boys later. Dash Spells - Dash in a target direction (Soon TM) Effects can be added to spells such as buffs/de buffs which last for a limited duration. Soon this will also include other effects such as stunning, stealth etc. Note: Projectiles can also be used on weapon equipment just like in older versions of eclipse. Content/Show Off Here is the spell editor: Here is the projectile editor: Here is a unique projectile live in action: Here is projectiles being used to harvest resources: https://ascensiongamedev.com/resources/filehost/WSUaIohsXcEmelDJLK.mp4 As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  12. I can't fund anything until I get my student loan in a month :/
  13. It took me a little while myself, I did see it in the end.
  14. Kibbelz

    GrowlUpdater

    I look forward to seeing you're c++ updater.
  15. Looks so badass man, how long does each map take? roughly
  16. These look badass man, hope to see more!
  17. Isn't there a forum rule against trolling? haha. This is also why I call the girl on the spot to make sure the number works. I personally wouldn't worry about it, She knows your keen now so let her come to you like before. If she doesn't then you wont get no where, just don't come across as needy. If that fails, follow Kasplant's advice, would be a good laugh to see it in action.
  18. This is with intersect? Looks nice bro, Unfortunately you'll have to fill some of the side maps with random trees, cliffs and crap to make it that the camera extends when reaching the edges. Other than that looks beast
  19. I mean, it is in the league of legends sub-board
  20. Finally haha... Urgots emeralds no less. Oh joy ;')
  21. teamwork OP, Damian?
  22. Fed to the rules and I don't stop running...
  23. 158 lads, top notch counting
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