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Khaikaa

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Everything posted by Khaikaa

  1. Great news, I like this updates so much! Just a little thing @Kibbelz, would be possible to "break" the sleep state by hitting the target? I mean, it would work exactly as stun, and its effect will dissapear after x secs if nobody acts, but if someone hits a sleeping enemy I think it should wake up, would that be hard to add?
  2. Be carefull with that, the way events run may stop the despawn if the player dies/warps before that momment, and the npc would be there until someone kills it or until some other player runs a npc despawn command.
  3. Actually... you can do an advertising system in 5.1. How? Using the show image command. Make a common event that runs each 30-60min. That common event will show a random advertising picture previously added to all player's client. Please, make sure to show this advertisment only when the player is not in a dangerous place(so the ad doesn't make him die).
  4. Nice to see people playing with the event system, and well done with your rank
  5. well, you can always add invisible agressive npcs at the edges of the world so if a player go there they kill him in 1 hit with no animations.
  6. or even better, make a .gif!
  7. He said that they are sharing the earnings equally, so payment depends on how many copies they sell.
  8. I only have to point to a mysql server and intersect will generate the whole database?
  9. Hi there, I would like to know if there is any tutorial or documentation which explains the migration process step by step. For example, why should I add a host? is that because I have to point an external mysql server? After the database is correctly generated, what do we need for connecting with it? Is it necesary any kind of software installed? (for example, the most obvious one, mysql)
  10. It's not that simple.
  11. Well, its ok to think alternative uses for intersect, but i dont see the point of making a vr game on intersect at all
  12. - Added a little present for all AGD members that play the game! Write /agdmember in the chat and you will get this nice AGD rocket!
  13. - Added new leveling up quest for bow + 1 new skill available after reaching that level! - Added new leveling up quest for hammer + 1 new skill available after reaching that level! - Added new leveling up quest for sword and shield + 1 new skill available after reaching that level! - Added new leveling up quest for throwing knife + 1 new skill available after reaching that level!
  14. Added a new coliseum game mode! 1 vs 1 arena! Be the strongest gladiator of the entire coliseum and unlock an exclusive armor set by winning other players! Share your 1 vs 1 stats with your friends by writting /1vs1 in the chat box! And get ready, because we will be organizing tournaments with amazing prizes soon!
  15. Something like that, unfortunately the "other event checks if this last event is running" is not as simple as it sounds, but yeah, that's the idea
  16. Hi everybody, As many of you already know, my mate and I worked so hard in order to find a way to make some sort of mechanism to control players logging out. We achieved this a few months ago in a very primitive way, but we perfected this system so we can actually know if a player has logged out and run an event when that happens. We are opening a new game mode in our project(Proyecto Helheim) which has this system enabled in a few hours, but I wanted to show you a little demonstration before: Embedded Video Link http://ascensiongamedev.com/resources/filehost/70f0e3ccd827d90d0e91d85c28566882.mp4 As you see, we did it, we beated one of the most hated intersect limitations. I'll be writting some documentation showing how to do this in a few days/weeks(as the system is very complex and I will need a lot of time to explain it well) in this thread. After we release this new game mode you'll be able to try it, log out during the game and see what happens by yourselves. Warining: Logging out of the game mode counts as a defeat. Stay tuned!
  17. Hi everybody! Today I'm sharing the chat log of the next coliseum game mode we'll be publishing soon! All these game modes seems simple for the players just because the hard work behind its design! Embedded Video Link http://ascensiongamedev.com/resources/filehost/6554a35f214257daecca35affede690f.mp4 Stay tuned! new releases soon!!!
  18. Yes, you can notice for its name that I use some multipurpose switches and variables (variableMultiproposito_1 would be multipurposeVariable_1 in english), so every time I need any of them I set them to 0/false as a good programming practice. I don't know which value may have that variable at the momment of running that event(which in this tutorial is triggered by commands just because it's comfortable to test with but I NEVER let the players manipulate these variables through commands for obvious reasons), so I reset them. Working this way saves a lot of switches/variables space and lets you have a clear workspace.
  19. Hi everybody, Today I'm teaching you how to break another limitation of intersect engine: how to know the empty inventory slots of a player's inventory. Let's start with an example of usage: Imagine that you created a very nice minigame that gives a nice reward to your players. But... what happens if a player starts the minigame with a full inventory by mistake? This player will lose this nice reward and there is nothing you can do to solve that... right? WRONG! You can check that player's inventory and send a warning message to him/her, so the player will notice he has not enough empty space on his/her inventory and go to the bank/shop to make more space. But how? We will make this with an event that fills the player's inventory with a special item. For each item we add to his/her inventory we will add +1 to a player variable and repeat. After his/her inventory gets full, we will take all these special items so the player gets back his/her inventory empty spaces. That simple! This is as so easy to do: Before getting started, make sure you have an available player variable and a useless item. If not, create them. First of all, we set the player variable to 0 and add a label(I called this first label "contar"). After that, add a "change player items" command which will be adding the useless item. If it successfully adds the item, we add +1 to the player variable and go back to the "contar" label. At some point there won't be any empty spaces in the player's inventory, so this loop will break. After that happens, add a new label(I called it "vaciar") and add another "change player items" command. This time, it will be taking the useless item. If we successfully take 1 of the useless items, we go back to the "vaciar" label. At some point we won't be able to take more useless items from that player's inventory and the loop will break. After that happens, add some show text command(i did this with a show chatbox text command) and tell the player that he has "(value of that player variable here)" empty spaces. You can optionally tell the player that he needs at least "x" empty spaces so he/she can earn these great rewards. or you can even forbid his/her entrance until he/she has enough empty space. I hope this helps someone!
  20. In this tutorial I'm only talking about quests. There is a way with variables to make it multilingual(except for item/spell descriptions&names, constants... etc), but I'm not talking about that here. If you ever tried my game you would notice that I already did the select language event(and, as long as I know, I'm the first one who did that). I think you didn't get the point. I'm gonna try to explain it better with another example: Imagine that you have a weapon system in your game just like my own(there is 1 master for each weapon available in your game who gives you 1 quest for each level you can reach with every single weapon. Lets say that we have 6 weapons with 3 levels each, that would be 18 quests. Now imagine that the game is multilingual and supports 3 languages(in my case, spanish, galician and english). You have to do these quests for each language, so 18 x 3 =54 different quests. Now imagine that you want to have the possibility to change the game language at any momment(as you can do in my game). That mean you could make the first quest of the sword in english and the second quest of that same weapon in galician. Now imagine that you want all these npcs checking if you are currently doing any quest and, depending on which quests you already did and which quest are you doing at the momment, do some stuff. Congrats, you have 54 conditional branches to play with. That's what I solved doing this, and that's why I wrote this tutorial.
  21. Hi everyone, Today I'm starting a little tutorial section in order to teach you some ways I use to beat some limitations of the current versions of intersect. This time I'll talk about multilingual quests. As you may know, there is no way to translate quests to different languages in intersect. The only thing we can do is creating 1 quest for each different supported language. Imagine the first quest of a game, the tutorial(for example). You'll have to do a tutorial quest in english, a tutorial quest in spanish, a tutorial quest in portuguese... and so on. The problem here is how can we easily check if a player completed the quest or not. Lets see what I mean with a little example: Imagine that there is a npc in our game that will let us pass through a door after we complete the tutorial. How can we do this? Well, we can make tons of conditional branches or spawn conditions lists for each version of the tutorial quest, but this is so messy. So... how could we solve this kind of problems? There is a magic word in intersect: variables! We can create a variable called "tutorialQuestProgress" and edit the quest start event and quest task completion events. When a player starts the quest(no matter the language he chose), that starting event will set our "tutorialQuestProgress" variable to 1. We did it! We now have a easy way to know if a player started any of the tutorial quests! If that variable value is greather than 0 we know that the player started that quest. With each completion task events we will be changing the value of our variable. Imagine that our tutorial quest has 2 tasks. Well, our variable's value will be 0 if we havn't started the quest yet, 1 if we just started the quest, 2 if we completed the first task and 3 if we completed the second task(and, as our quest only has 2 tasks, that means that the player completed the quest). So, if we want to know if our player has finished the quest, we only have to check if the variable's value is equals to 3. That simple! I hope this little tutorial helps someone! We are currently working with it and the amount of work has decreassed a lot. Regards!
  22. - Added new leveling up quest for axe and hand to hand + 1 new skill for each one - For a few days the coliseum won't be working from 8 am to 7 pm (spanish hour). Thank you for your patience!
  23. It should work this way: if variable1 is NOT equals to 5 -> do stuff
  24. Our discord server is ready to go! https://discordapp.com/invite/Vtnjy6H
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