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About XerShade
- Birthday 06/26/1992
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http://www.xershade.ca/
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Male
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Canada
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Interests
Gaming, Coding, Bugging PandaCoder, Website Design
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My Project
Esmiylara Online
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TheShadeGamer
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XerShade
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XerShade
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Walk it up to a map border and try. If it was a properly coded entities system all that would matter is the npcs location data. If they are doing it where entities are loaded on the maps then probably not. But until any of them chime in walk it over a map border.
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Find the original size of the dragon. Multiply the dimensions by four, then copy and paste the same image right next to the others. What you could also do is put all of the same dragons on the same sprite sheet, will improve resource management.
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Trixer reacted to an answer to a question:
Maximum Player / Usergroups
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Pretty much. I usually set my minecraft and ark server to what I think might peak times two, and if it hits that i double the slots. Honestly would just remove that cap if I could. What putting a cap on it does is basically announce to the world, "Hey, I don''t think my game/server can handle more then this amount of people." So then people look for other games with more/no limit because they do NOT want to be unable to play the game.
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Trixer reacted to an answer to a question:
Maximum Player / Usergroups
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So started up the good old ark server, it is setup to have faster xp, tame, breeding, harvest, and other rates to make the game a bit less grindy. The details are below: IP: ark.xershade.ca Server Settings Map -> Ragnarok bServerPVE -> true bAllowCaveBuildingPvE -> true bDisablePvEGamma -> false bEnablePvPGamma -> true PassiveTameIntervalMultiplier -> 1.0 MaxTamedDinos -> 99999 MaxPersonalTamedDinos -> 99999 EggHatchSpeedMultiplier -> 10.0 BabyCuddleGracePeriodMultiplier -> 1.0 BabyCuddleIntervalMultiplier -> 1.0 BabyCuddleLoseImprintQualitySpeedMultiplier -> 1.0 BabyFoodConsumptionSpeedMultiplier -> 1.0 BabyMatureSpeedMultiplier -> 10.0 MatingIntervalMultiplier -> 0.1 MatingSpeedMultiplier -> 1.0 TamingSpeedMultiplier -> 8.0 HarvestHealthMultiplier -> 2.0 HarvestAmountMultiplier -> 2.0 XPMultiplier -> 8.0 Installed Mods ARK Servers Plus (AS+) https://steamcommunity.com/sharedfiles/filedetails/?id=1357771552 Super Spyglass https://steamcommunity.com/sharedfiles/filedetails/?id=793605978 Snappy Saddles & Rafts https://steamcommunity.com/sharedfiles/filedetails/?id=725398419 Platforms Anywhere https://steamcommunity.com/sharedfiles/filedetails/?id=779897534 Redwoods Anywhere https://steamcommunity.com/sharedfiles/filedetails/?id=722649005 Platforms Plus https://steamcommunity.com/sharedfiles/filedetails/?id=719928795 Structures Plus https://steamcommunity.com/sharedfiles/filedetails/?id=731604991 Stack Me More https://steamcommunity.com/sharedfiles/filedetails/?id=1184731864 Cross Aberration https://steamcommunity.com/sharedfiles/filedetails/?id=1267677473 Automated Ark https://steamcommunity.com/sharedfiles/filedetails/?id=812655342 Automated Resource Pumps https://steamcommunity.com/sharedfiles/filedetails/?id=855761786
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Yeah the way Intersect hands its sprites is by dividing the width and height by four. Open the image, and without resizing it extend the width and height to four times the original. Then if needed copy and paste it a few times. If you need some help doing this DM me and we can see if something can be arranged.
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Beefy Kasplant reacted to an answer to a question:
varrible global vs player
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The difference is this, Local/Player variables are only stored on the object/player that is using it, an example for this is if you want each player to have their own progress with a quest/event. Global variables are shared across the server, an example for this would be if you wanted to do an event/quest where the community as a whole works towards completing it.
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Also just want to point out that limiting the number of staff you have logged in is kind of a bad practice. Staff should only be limited by the number of them, I've been on a team before with a feature like this, it was a pain in the **InvalidWordException** to co-ordinate our login times, and then even if we just wanted to play when not working we had to co-ordinate that because of the "group limit".
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It's not that hard to do manually, just open up an existing actor sprite, look at the format, then copy + paste the dragons on their own sprite sheet in the same format.
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Eh, getting it done the way I was thinking, you have an enum and a global and npc specific seting, might be a tad more involved then easy but still close to easy. But yeah they have bigger fish to fry right now so it might get done might not.
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So was thinking the next thing I should do for my game is the Input system but not sure if I should do Polling or Event driven with Sfml. The way I was thinking about is having an InputController class in my engine and having that run first on the update cycle, that way it gets the input for the current cycle then does not modify it until the next, preventing some shenanigans from happening mid loop in some rare cases. The downside to this is that it's only done once per cycle, which means if the cycle takes longer for some reason then there is more lag on input. Just for those who want to know, my game is written from scratch on a custom made engine, using SFML as its Audio/Video system and I will be using SFMLs input events if events should be used instead of polling.
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Make an event item that doesn't consume on use?
XerShade replied to Ravenborn's question in Questions & Answers
Yeah it's an easy solve but only the devs can do it right now. -
Ravenborn reacted to an answer to a question:
Make an event item that doesn't consume on use?
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Make an event item that doesn't consume on use?
XerShade replied to Ravenborn's question in Questions & Answers
I went and posted a suggestion based on this idea here: Gave you credit for the idea. -
So I'm working on a system in my game/engine to generate positions of the frames for actor sprites, the issue is when I run the code I get these "South, South, West, West, Right, Right, Up, Up, All" when I should be getting "South, West, East, North, Down, Left, Right, Up, All". Been looking for about 20 minutes now and can not figure out why the code is doing this. The code generating the file: /// <summary> /// Generates a default texture matrix container. /// </summary> /// <param name="resource">The texture resource object.</param> /// <returns>The generated texture matrix container.</returns> public static TextureMatrixContainer Actor(TextureResource resource) { // Generate the container. var container = new TextureMatrixContainer(resource); // Calculate the frame dimensions. var frame = new Vector2f(resource.Size.X / 3, resource.Size.Y / 4); // Loop through the directions. foreach (Direction direction in Enum.GetValues(typeof(Direction))) { // Add the matriceis to the collection. container.Add(new TextureMatrix($"{direction.ToString()}-Idle", frame.X, frame.Y * direction.AsByte(), frame.X, frame.Y)); } // Return the container. return container; } The direction enumeration: https://github.com/XerShade/Astrendaria/blob/0.0.1/source/Astrendaria.Game/Enumerations/Direction.cs And the file it generates: { "$type": "Astrendaria.Media.Matriceis.TextureMatrixContainer, Astrendaria.Media", "Components": { "$type": "Astrendaria.Classes.ComponentType[], Astrendaria", "$values": [ { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 0.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 0.0, "Width": 52.0, "Height": 72.0 }, "Name": "South-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 0.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 0.0, "Width": 52.0, "Height": 72.0 }, "Name": "South-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 72.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 72.0, "Width": 52.0, "Height": 72.0 }, "Name": "West-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 72.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 72.0, "Width": 52.0, "Height": 72.0 }, "Name": "West-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 144.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 144.0, "Width": 52.0, "Height": 72.0 }, "Name": "Right-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 144.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 144.0, "Width": 52.0, "Height": 72.0 }, "Name": "Right-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 216.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 216.0, "Width": 52.0, "Height": 72.0 }, "Name": "Up-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 216.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 216.0, "Width": 52.0, "Height": 72.0 }, "Name": "Up-Idle" }, { "$type": "Astrendaria.Media.Matriceis.TextureMatrix, Astrendaria.Media", "X": 52.0, "Y": 0.0, "Width": 52.0, "Height": 72.0, "Bounds": { "$type": "SFML.Graphics.FloatRect, sfmlnet-graphics-2", "Left": 52.0, "Top": 0.0, "Width": 52.0, "Height": 72.0 }, "Name": "All-Idle" } ] } } Any and all help is appreciated because once this is fixed I can start refining and cleaning up the sprites code and it will be done, then I can move on to other systems.
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This was the fruit of about four hours of trying to figure out how to do this, it's a simple script that reads the folder id of the page the block is displayed on, then lists the pages inside that folder. I mostly made this for use as an index page for most of the sites folders, however I am thinking of doing up a sidebar version at a later date. Source code: http://www.xershade.ca/content/articles.html/programming/invision-power-board/folder-index-block-r1/ Demo: http://www.xershade.ca/content/index.html/
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jcsnider reacted to a post in a topic:
Disable Built In IPB login
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Not sure why I wanted to make a social login based site, just did thought it would be different. And @PhenomenalDev I do have a site, it should be on my profile. As it stands I have it setup so people can't make an account with the User/password login or change passwords. The login systems still enabled, with admins having passwords, in case the OAuth goes down like jc said.
