-
Posts
688 -
Joined
-
Last visited
-
Days Won
32
Content Type
Profiles
Forums
Downloads
Everything posted by Khaikaa
-
Not possible at the momment. You'll have to wait until source code gets released.
-
What I do with the basic npcs is so simple: First of all I add all basic stats of the player(for example, if the basic stats are 20atk, 15def, 20ab, 15mr and 25speed, I get 95 points). After that I think in which lvl will the npc be(for example, lvl5). If the player gets 5 points each lvl up, I get 5 points for each lvl upper than 1(in this case, 20 points), so 95+20 = 115 points. Finally, I distribute these points depending on what are the strong and weak points of the npc.
-
Great contribution to the community, I'm sure a lot of people will enjoy it
-
Hi guys, today I wanna say some things about games created using intersect. This may get a bit long, and my english is terrible, so feel free to kick this topic right in its ass and to not read anything. As many of you already know, I found this community only a few time ago. I was looking for some mmorpg games to play and just accidentaly found this place. After reading a few, I found out the intersect engine(I thought intersect was some kind of mmorpg game, not an game developing engine). That was a big surprise, I tried making my own mmorpg game before using alter engine(any of you know it?), but intersect engine looked nice to me since the first time I opened it. I found a great oportunity to fulfill one of my biggest dreams ever and I started learning how to use the engine. At the momment I'm writting this post I think I know very well most part of the intersect engine tools, specially the event system. I think I'm exploiting almost all its potential(version 4.8.1) and I'm so happy someone developed something like this for free. At the momment, I managed to do almost everything I wanted to do. Also, I teached all I learned to a good friend of mine and both of us are working on the same project. Our project is growing slowly this days because its pc died and he can't afford a new one until June(or even July), so I'm currently working alone on the development(but we still do the game design work together). Also, I'm currently paying 2 people in order to get our own graphic resources(one of them works with the tilesets, charsets... designs and the other one works in the interface designs). It's incredible how our project has grown after all this time of hard work, but we have no confidence enough to show it yet. But how? How can this be possible? We've been working on this project for more than 3 months, and we can't even feel confidence enough to even show it?(releasing it is, obviously, even farthest in time). Both of us want to finish its development as soon as possible, we can't wait to see how players enjoy our work, but we don't feel we've done a good work yet. We've made the most important game mechanics, we've made 3+ different game modes, we have enough graphic content to make simple game stages, we even have enough graphic content to let players decide between 5+ fight styles and 3+ armor sets. With all this content and with all this work done, how can be even possible that we have no confidence enough to show our game yet? Since I'm here I saw a few great intersect projects(such as Arcwyre & Nightmare, the most famous projects on this community) and other projects that look so great(for example, kasplant dragon ball fanmade game or the dinosaurs game whose name I can't remember atm lol). But I see some intersect projects that I can't get so seriously. I talked about this with Skyward a few time ago, and I think I changed my mind a bit since that. I see a lot of projects that don't use its own graphic content(can't even talk about own music). I understand that not everybody can make its own graphic content(I just can't make any kind of graphic content), and I understand that not everybody can afford an artist, so the only way is using intersect default content & other's content. Obviously I would like to see more intersect projects with their own and unique graphic content, but that doesn't mean that a game without original graphic content can't be a good game. The bad point is that I see a lot of mistakes on some "final versions" and "full versions". Some mistakes are small and hard to find, such as a bad layout work on a corner of the world, but other mistakes are terribles, such as not enough blocking attributes on houses, cliffs... others have infinite conversation loops... It is even possible to find empty places on some of them. And, for those who release games like that, I have a question: why so much hurry releasing your game? If you are making a game just for fun... that's ok. You don't have to do the best game ever if you only want to have some fun. If you are making a game because you want others to recognice your work(and even try to get some money)... you are throwing stones at your own roof. If your game feels empty, or if it is full of bugs, or if it is not well balanced, or if the story is not even good... and most important... if your game is not funny... the player's game experience will be terrible. People will think your game doesn't worth the time and won't play it never again. Also, a lot of these people won't play any game you develop afterwards, so... what are you gaining releasing it? I know some of them are young, and they feel excited about releasing their first videogame. That's why I'm writting this. If you are not young and you are releasing a bad game anyways... there is nothing I have to tell you, that's your own problem. Do whatever you want with your time. But, if you are young and you don't have experience making games... ask for help. Ask for help here, and ask for help to your friends and family. Let us help you. Making games is not easy, and of course is not quick. MMORPG is not the best kind of game someone should choose at the beginning, but if that's what you want to do... keep in mind that it will take a while making a regular mmorpg game. You won't finish it in 1 day nor 1 week nor 1 month, it may take several months of hard work. First of all... do you really know how to use intersect? do you really know how to use every editor? and not only that, do you even know how to manage the xml files? If you don't... it's time to start learning how to use intersect engine. If you can't learn something by yourself... just read the documentation and ask in this forum. Don't start any serious project if you don't know how to use intersect engine. You will find that you can't do many things that you wanted to do in the first way you thought, you will lose a lot of time and effort and you may think about giving up. You'll have to redo most part of your project not once, not twice... but several times, and you'll be frustrated. Some people make a big mistake here and release their game anyways, and I can't imagine many worse ways to get frustrated that seeing how people try your game and leave to never come back. After that, if you know how intersect works... think about what are you going to do before starting any project. Think if intersect is the right tool you need or not. Many kind of games can't be made with the current version of intersect (or it may be so difficult), so don't lose your time on that. If your project can be made using intersect engine... it's time to start working. Start with the basics... which kind of character can use the player at the beginning? where will the player start playing? what will need the player do in order to move along? When mapping... work map by map, don't start the next map until you finished the current one except if you really know what are you doing. Test every map thousands of times in order to find bugs(such as missing block attributes, mistaken layers...). If you do this scrupulously you will make good maps. Be original. You can referencing other games/films/books... you can even get some inspiration from other's games/films/books... but you need something that make your game unique. A nice story, a new way to play a game, your own mechanics... everything matters! Not many people will play a call-of-duty-like game if they can play call of duty. Work hard creating your own content(in my opinion, both graphic and music content are very important as they give the first impression to the player). If your game is funny and original people will like your game and will play it, and if you achieve that... your work will be recogniced and you could aspire to earn some money. So... don't give up, work hard, don't be hurry and you will get recognition and also will help growing this community.
-
Story Today I did this on my project...
Khaikaa replied to SkywardRiver's topic in Design & Creativity
I don't trust in that hidden Nappa, he es conspiring something @Kasplant -
No, you'll have to wait until code release for that I guess
-
I'm with JC. I don't know how godot language works, but sending data as a string should work without any problem. Only with that you should manage all info the client and the server have to manage. I would start doing that while I don't find any better way and then, if I find one, I would optimize the code(even when doing this could mean tons of work). At least you'll have a pre-alfa version to work with.
-
I think it is possible by editing the InGame.xml file (client and editor/resources/gui). You can manage each box individually, I guess you could hidde hotbarcontainers from 4 to 9 so player only could use hotkeys 1 to 4. I'm not sure if the disable tag works or not so I would just hidde them.
-
I think we'll need to create a pokemon competition lol http://ascensiongamedev.com/resources/filehost/a84999116069b3773a0edddad17d5ee2.mp4 (not my main project, I'm making it just for fun)
-
Intersect - Playstore/appstore crossover?
Khaikaa replied to Space Pirate Jesus's question in Questions & Answers
@SkywardRiver well, maybe it is a more complex issue that I though at the first time. This kind of things remind me how important is a good marketing plan. It doesn't matter so much how crappy is a product if you know how to sell it. Iknew a bit about the rpg maker, but didn't know that people may not try a game just because it's a rpg maker project. If you had that problem then all of us should think about this, most of our intersect projects look similar as a rpg maker-made project, we'll probably have to face that feeling. Time to keep working! -
Intersect - Playstore/appstore crossover?
Khaikaa replied to Space Pirate Jesus's question in Questions & Answers
As long as a game developing engine is free and easy to use, there will always be crappy games, and nobody can change that. The point is that it doesn't matter if there are crappy games or not, the games people make don't represent the engine they used. There are a lot of crappy games made on unreal and unity and their reputation isn't bad because of that. It would be great if intersect games run not just on mobile but consoles(ps4, xboxone, switch...), but.... intersect is far away to be finished, it doesn't make any sense start messing with such a troublesome issue as portability at the momment, there are only 3 people working on the project, ask for features they can actually add to improve the current version and when the final version is released then ask for portability add on. -
so cool the dragon projectyle animation
-
yes it is, you only have to give him both client & editor with your server IP on the resources/config.xml file
- 7 replies
-
- friends
- working at the same time
- (and 5 more)
-
Story Today I did this on my project...
Khaikaa replied to SkywardRiver's topic in Design & Creativity
Today my mate and I finally designed a full event-driven all vs all minigame. It works this way: - The player enters the lobby and decide if he wants to enter the queue or not and when. - When enough players are waiting on the queue, a countdown starts. Players on the queue can leave while the countdown runs if they want, also other people can join the queue while the countdown is running until it ends. - When the queue ends, all players warp to the battlefield and the minigame begins. Players can't leave the minigame room until they die or win. - When a player dies, he warps to the main map. Depending on his position he may get some prizes or not directly on his inventory. - When there is only 1 player standing, minigame ends. The winner gets his prizes directly on his inventory and warps to the main map. - If a player disconnects during the lobby countdown the queue notices his disappearance and acts accordingly. If there are not players enough on the queue, countdown stops and restart when a new player joins. - If a player disconnects during the minigame, it notices his disappearance and acts accordingly. If there is only 1 player standing when he disconnects, that player will win and get the whole 1st possition prize. We worked a lot with this automated mechanisms and finally, today, we could have some fun testing them. We are so happy that we could do something like this without any source coding (we're working on 4.8.1). We may show this working on a video. Next goal: pve minigame. -
I don't know, I hope @jcsnider @Kibbelz or @Schildpad could help with this, is the only feature I couldn't change at the momment.
-
I did it but nothing changed :S
-
Nobody can help me with this? I searched a lot of times and don't know how to change that. ChatWindow nor MessageList has any Font label as ChatboxInputField has(for example). I tried creating them but didn't work. Where can I, if I can, change the font of the MessageList?
-
Hi, I'm working with the gui but I can't find where could I manage the chatbox text size&font. I found the input font, the combobox font and the send button font, but can't find how to change the chatbox text font. How can I change its size and font?
-
This actually would be one of the best changes on intersect in my opinion. Can't wait to see something like this.
-
Story Today I did this on my project...
Khaikaa replied to SkywardRiver's topic in Design & Creativity
Oh dude it looks so cool! great job! I visited his webpage and liked so much his style, maybe I'll ask him to make the logo of the game I'm working on -
If you open their offers you can see that actually they ask for more than that, for example it is not unusual find offers like 75$-85$ for 3 minutes of song with 10+ instrumentes. Anyways, I'm not criticizing you, you can put the price you think your work worths, I'm only saying that it looks a bit expensive for me. Good luck
-
https://www.fiverr.com/search/gigs?utf8=✓&source=top-bar&locale=en&search_in=everywhere&query=music composer I would pay you 100$ per minute if you were Steve Vai. I understand that it's not only the time of work but skills and equipment, but you should give us a better explanation if you pretend us to pay you that crazy amount for just 1 minute of song.
-
so cool, good job!
-
Crest's Weird AF Art Dump (including old work)
Khaikaa replied to Oddly's topic in General Discussion
her name is obviously khaikaa
