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Everything posted by SkywardRiver
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Hey that's really well done. Looking forward to more work from you. Welcome to AGD!
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Pretty impressed with that sprite, and the paperdolls you've done for the looseleaf sprites are well done as well. I'll try to download and play this later tonight.
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Intersect Beta 4.9.1 Released!
SkywardRiver replied to jcsnider's topic in Announcements & Quick Links
Nicely done! -
Intersect Development Road Map
SkywardRiver replied to jcsnider's topic in Announcements & Quick Links
You forgot to mention the new forum emotes: (Jokes, they're too big for the forum I think) -
I believe he’s asking for someone to put existing graphics into a workable format for Intersect. Could be wrong though
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Is there a way to set hotkeys for menu windows?
SkywardRiver replied to Ravenborn's question in Questions & Answers
In any case, if not available before source release, it will be very easy to implement afterwards. -
This just further proves my point. Now you have to jump through hoops for jumping through hoops. Anyone who uses systems like this in an actual released game with an engine deemed "open source" is setting themselves up for failure. Yes, I understand the majority of people using Intersect will simply be using it as a hobby. But for those looking to learn some good principles of game design while doing this should at least be made aware of the proper way to do things. Again, I admire the creativity behind these systems, but from a business standpoint and a game design standpoint, it's simply bad practice.
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This might be a good place to mention that using events in place of actual code is not only liable to make your project prone to issues, it's also just bad game design. I saw someone had made a Mount System earlier via events, and while I praise the creativity, the hoops they had to jump through (such as literally sacrificing the ability to choose a sex) makes it not worth it in the slightest. While creating your own Housing System with events is great, it's far more prone to issue than simply programming one. The message to take away from this? Don't use events when a programmed system can do it more efficiently and far easier.
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It will be easily possible with Intersect when the source releases. It's really down to if you want to wait that long or not.
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Purchased my copy. Always great quality from you and I’m looking forward to seeing more. Cheers!
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I don't own a NAS so I can't say for sure on that first point. A more reliable and affordable option would be to run Intersect on a VPS. Having used these in the past for titles with larger connection requests at the same time (at one point a game of ours had 5000+ connection requests, and the VPS we were running on did just fine with it) I can safely say you will be able to use a VPS or for Intersect. Some of the work being done on Intersect right now will actually allow website integration to your Game Server's database. Virtual money and the like will be extremely viable, if you have the knowledge required to set it up. Hopefully I've answered these questions decently enough. If I haven't, let us know and we can work out a solution for you.
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Spin Me Right Round: Need Feedback
SkywardRiver replied to Agoraphobic's question in Questions & Answers
Something like this is what I was referring to in the shoutbox, @Agoraphobic -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
At first I was worried about this myself, however after plugging in these animations into Unity with some of the Tiles we have made as well, it looked superb. I think it's due to how smooth the animations are. If they had just a few frames then I think I would agree fullheartedly with it being a travesty against the graphics. Being so smooth, though, I can't foresee a future where people have a problem with it while playing the game. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Alrighty. Double post but this is pretty cool so *shrugs* So, while we are trying to keep much of what Project Mythril is and will be under wraps, we were facing a roadblock in terms of production costs and time for what we had envisioned. A few nights ago I was searching for a solution, and found one: 2D Skeletal Animation. Using this system we can cut down dramatically on entity production time. We can also delve into several game systems we had planned without having to worry about creating individual hand-drawn frames for every single paperdolled armor, hair style, and weapon. As an example of how this works: Here's a quick Move Down animation (this was made by me, and therefore definitely not as slick as our artists can manage lol) And here's that same animation with new graphics: Not only can this be used for Entities, but we can also use this system in the environment. (Again, by me so don't expect to be BLOWN AWAY!) I'm so sorry But yeah, we're all super excited about this, and we are looking forward to what you guys think! -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
We've got a super cool announcement for you all later, but for now, here's two new songs: -
Okay so I need an Opinion on these sprites.
SkywardRiver replied to Grizzy's topic in General Discussion
You're frames are 32x64? (just for future ref, X axis comes first) If each frame is 32x64 then it's an aesthetic mistep on the Intersect Dev's part. When source arrives I'll put out a tutorial on how to edit the text placement to your liking. -
Okay so I need an Opinion on these sprites.
SkywardRiver replied to Grizzy's topic in General Discussion
You make each frame smaller. If you have 60 pixels of blank, unused space above a head of a sprite, that is calculated in Intersect's code and applied accordingly to where it should render the name. The quick fix is to simply take out any extra space while still keeping all frames of equal dimensions. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Finished the Puzzled Solved theme today as well as some more secret stuff. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
I like everything but the trees haha. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Little chest theme that plays when you open a Key Item chest. Working on a "Puzzle Solved" theme next as well as some secret stuff. -
The way we did this for Life Forge was an optional checkbox for Helmets that read "Hide Hair". If it was checked it would render a bald head instead of a head with hair on it. If you want to start making assets for this system (a bald head and heads with hair), I'll be releasing a free tutorial for adding it when the source code is released.
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I do have to disagree with this unfortunately. Creative problem solving is a large part of Indie game development. Game Development IS all on the developer. To think or state otherwise is indication of amateur habits/attitudes.
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Been a big fan of the game and your work since when it was first announced in Eclipse. Can't wait to see where you continue to improve on this project.
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Pokemon: Let's go Eevee and Let's go Pikachu announced
SkywardRiver replied to Damian666's topic in Video Games
Had a coworker tell me how he just bred pokemon for 48 hours straight to get a perfect competitive salamance loool Casual my ass hahaha -
Need Help Wanderwolf Studios Looking for Artist
SkywardRiver replied to SkywardRiver's topic in Recruitment
As an update, we've recently recruited the second programmer to the team: the esteemed General Awesome. We're excited to have him with us and are equally ecstatic awaiting more applications!
