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Gibier replied to kalechips's question in Questions & Answers
Eh?!? I think this is the thing you're looking for? I haven't used it but it's a feature that the engine have since alpha if I remember correctly. @Artheios -
Manigold reacted to a post in a topic: Advanced Event tutorial - Various event system
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Vextunnel reacted to a post in a topic: Today I did this on my project...
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Artheios reacted to a post in a topic: Today I did this on my project...
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Skit reacted to a post in a topic: Today I did this on my project...
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Story Today I did this on my project...
Gibier replied to SkywardRiver's topic in Design & Creativity
I've been working on the interior tileset and some mapping. Here's what will become the school. There will be two floors. -
Skit reacted to a post in a topic: Advanced Event tutorial - Various event system
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Artheios reacted to a post in a topic: Stick Around
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Gibier reacted to a post in a topic: Advanced Event tutorial - Various event system
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No there wouldn't be a way or at least something good/unbugged. This feature with or without UI should be make in the source code.
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[Update] The mapping is 'done'. I won't add more things to it. So now it's mainly going to be working on interior and system. Eventually a little story to start the game. Drugs: - Amphetamine: Will decrease the sleepiness level of the character. You can be addicted and more you're addicted it get less effective. If your addicted you'll be less stress else you'll get stress. - Cigarette: Will decrease the character's stress level. If the character get addicted not smoking will increase stress. Illness/Issues: - Lungs cancer: If the player smoke the player will have a change to get lungs cancer. - Stress: Doing things with negative result will increase stress. Stress decrease overtime and by doing some things. - Anxious: If the character get 100 in stress he/she will become anxious and will refuse do do some event like talk to people (Won't affect shop and essential stuffs). Assurance: The player have the possibility to choose between 3 assurance choice: medical drugs(10%), medical drugs and hospital (20%), Drugs, Hospital and Healt (35%). The player select the amount he/she want to pay and will get the % of the choosed plan. Then will be able to use it to pay a part or the whole bill.
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Manigold reacted to a post in a topic: Advanced Event tutorial - Various event system
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Quand 5 ans plus tard je recommence tranquillement à rajouter des systèmes au topic. Je viens d'ajouter un simple système de gambling par choix.
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It's been age but I'm slowly going to add more system to this page. I've added a choice gambling system to it.
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Ainz Ooal Gown reacted to a post in a topic: Today I did this on my project...
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Story Today I did this on my project...
Gibier replied to SkywardRiver's topic in Design & Creativity
I made the fishing system without the animation. I'm pretty much happy with the current state of it. The players get more change to catch something with an higher fishing level https://www.ascensiongamedev.com/resources/filehost/b9c691ece28e0cd9bbe21979001c5f60.mp4 -
Agoraphobic reacted to a post in a topic: Stick Around
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Zerinho reacted to an answer to a question: Event NPC become duplicated
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I mentionned this like two years ago and got the reply 'work as intended'. Happy that you got a better reply xd
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Gibier reacted to a post in a topic: Today I did this on my project...
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Gibier reacted to a post in a topic: [Intersect] Middle Ages: Online *LIVE NOW!*
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Count as high as you can while staff are sleeping!!!
Gibier replied to Giligis's topic in Forum Games
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[Update] Character creation: Now the player will have to choose his stickman color the first time the character enter the game instead of in the character creation. Eventually the player will be stuck in a mirror until he/she chooses the character's color. Also this will allow stickman to change color with chirurgic change. Class: Class are now base on the character's age and visual condition (missing body members). First IG connection: I had to change the system a bit to make it works with the stickman color selection. Growing up: With the new class and character creation system the character's sprite will grow up at 21 years old. Birthday presents: Since the character grow it just make sense to give characters birthday presents at their birthday. Each 3 days spend in IG time the player will get random items that he/she accept or refuse. This will be useful in prison.
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I noticed 'experiments' in the command menu of the server. Does someone know what it does? Is it to enables/disable event or source feature?
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[Update] Growing up: Now there's teen sprite and adult sprite. The players will begin with a teen sprite then when the character arrive at the age of 21 the become an adult. (Currently the chracter's sprite doesn't change cause there's now conditional branch for which sprite the player have) Legacy: Each character can die multiple times but can also die permanently so each character are now a family legacy. A family tree will have 10 characters. The stat and most thing will get reset except (reputation/bank/owned hourse and other map oriented event) IQ drop: If you do nothing to increase or maintain the character's brain then he/she will loose one IQ point when the IQ get at -1 then the character will loose 1 IQ level (55 is the minimum level) Book to increase IQ: There's 9 books which can be read 3 times each per 15 minutes. Map: Discord: I've made a basic discord server. I'll adding more stuff to it later https://discord.gg/bmZJa7psXA
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[UPDATE] Tree: - 4 types of trees (only one made yet) - Cutting trees in the city will increase police notoriety - Cutting trees will increase woodcutting skill Luck: - Everything in the game is randomly increase: stat gain, skill point gain, notoriety gain, alignment... - Every time something random is calculated the character's luck will increase by 1 point. - Luck level influence the randomization basically the more you play the more you should be lucky. Notoriety: - When the player get 100 notoriety point in one of the 4 npc groups they will chase you. Then it drop by 5 points each 2 min. This way already added in the previous update but couldn't be tested until now. - The gang will only stop chasing you when the play will have 0 notoriety point. - Notoriety doesn't start dropping until the group want to kill/arrest you Being chased by the police is not something you want cause it take 40 min of gameplay before they will stop trying to kill you. This is the first update that add some real gameplay.
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[UPDATE] Food: - 9 types of food and 2 types of drink (Water and food system isn't done) - Eating or drinking now display the food and water level on the chatbox after consuming them - Drinking water or juice with a bottle now give an empty bottle to the player (I may make a system to refill them later) School: - 5 types of class which have 5 level each Phone: - Phone now give the player the choice between calling NPC, see bank, see online shop (Shop not done) and going back to menu Radio: - Removed the option of song looping. Now it will play all time until the player turn it off or change station ID Card: - ID card is now done and display every skill, food and water level Task reminder: - The command '/reminder' will let the player to write a reminder string and configure when you want it to be displayed Wanted: - The command '/wanted' will let the player know the wanted level of each npc gang. - Notoriety of each gang drop of 5 points each 2 min Sadly due to many life problems I had to slow the developing a lot.