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Ravenborn

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Ravenborn last won the day on February 11 2019

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  1. Oof. Alright. Thanks for being direct and concise. I'll keep my fingers crossed that this becomes something in the future. I can imagine it'd be a headache to implement.
  2. Does anyone know if there is a way to make an instanced map? (eg: a party can enter and see each other but other players don't and the effects of combat and map changes, etc. are localized to the party) Or possibly a solo map? (the same but for only 1 character instead of a party)? If not, is there a setting planned?
  3. Just got torches and animated stuff, working doors as well as tentative z sorting added to this. Super excited. The working title is Deruvial. It's planned to be dungeon crawler that's a mix of Diablo and Zelda, using the SNES resolution and playable up to 4 players local coop via controllers. The players are all implemented and can move, but their attacks are non functional at the moment. Player 1 can play via keyboard (WASD) and mouse _or_ controller. I have 2 enemies, one with a semi complex AI. Pretty simple at the moment but I hope to flesh it out much more in the future. You can find a functional version of the "game" so far here. All of the art is mine. 100%. The music is a CC0 piece from Opengameart and possibly going to change. https://deruvial.netlify.com/
  4. Thanks for all the work you do! Got my server and client updated with no issues currently!
  5. Also, along the same lines of the previous question, Is there a way to display an equiped item in a layer BENEATH the player themselves? I'm wondering if a negative value will work...
  6. Were you able to post this somewhere Jc? I'm not sure if I missed it...
  7. Anyone know of a way to do this? I know I can just give the player another one in the event but it still destroys the original and removes it from their hotbar. EDIT: I was able to find a way around this by creating a spell, but I'm still interested in the answer to this.
  8. Aaaaand the working XML <?xml version="1.0" encoding="utf-8"?> <!--Config.xml generated automatically by Intersect Server.--> <Config> <Language>English</Language> <GameName>Realm of Shadows</GameName> <ServerPort>5400</ServerPort> <GameObjects> <!--You can increase these if you want, but you shouldn't unless you need to.--> <MaxNpcDrops>10</MaxNpcDrops> </GameObjects> <Player> <MaxStat>255</MaxStat> <MaxLevel>100</MaxLevel> <MaxInventory>35</MaxInventory> <MaxSpells>35</MaxSpells> <MaxBank>100</MaxBank> <MaxCharacters>10</MaxCharacters> <!--Percentage chance of each item being dropped on player death. e.g. 50 = 50% drop chance per item.--> <ItemDropChance>0</ItemDropChance> </Player> <!--Trigger player passability based on map moralites. True = Passable, False = Blocked--> <Passability> <Normal>False</Normal> <Safe>True</Safe> <Arena>False</Arena> </Passability> <Equipment> <WeaponSlot>2</WeaponSlot> <ShieldSlot>3</ShieldSlot> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Pants</Slot4> <Slot5>Boots</Slot5> <Slot6>Amulet</Slot6> <Slot7>Gloves</Slot7> <Slot8>Cloak</Slot8> <Slot9>Ring1</Slot9> <Slot10>Ring2</Slot10> <Slot11>Relic</Slot11> </Equipment> <Paperdoll> <Up> <!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Pants</Slot0> <Slot1>Boots</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Gloves</Slot4> <Slot5>Armor</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Up> <Down> <!--Paperdoll is rendered in the following order when facing down. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Pants</Slot0> <Slot1>Boots</Slot1> <Slot2>Armor</Slot2> <Slot3>Gloves</Slot3> <Slot4>Cloak</Slot4> <Slot5>Weapon</Slot5> <Slot6>Amulet</Slot6> <Slot7>Shield</Slot7> <Slot8>Helmet</Slot8> </Down> <Left> <!--Paperdoll is rendered in the following order when facing left. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Weapon</Slot0> <Slot1>Pants</Slot1> <Slot2>Boots</Slot2> <Slot3>Armor</Slot3> <Slot4>Gloves</Slot4> <Slot5>Cloak</Slot5> <Slot6>Amulet</Slot6> <Slot7>Helmet</Slot7> <Slot8>Shield</Slot8> </Left> <Right> <!--Paperdoll is rendered in the following order when facing right. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Shield</Slot0> <Slot1>Pants</Slot1> <Slot2>Boots</Slot2> <Slot3>Armor</Slot3> <Slot4>Gloves</Slot4> <Slot5>Cloak</Slot5> <Slot6>Amulet</Slot6> <Slot7>Helmet</Slot7> <Slot8>Weapon</Slot8> </Right> </Paperdoll> <ToolTypes> <Slot0>Axe</Slot0> <Slot1>Pickaxe</Slot1> <Slot2>Shovel</Slot2> <Slot3>Fishing Rod</Slot3> </ToolTypes> <Misc> <ItemDespawnTime>15000</ItemDespawnTime> <ItemSpawnTime>15000</ItemSpawnTime> <AnimatedSprites></AnimatedSprites> </Misc> <Combat> <RegenTime>3000</RegenTime> <MinAttackRate>1000</MinAttackRate> <MaxAttackRate>200</MaxAttackRate> <BlockingSlow>30</BlockingSlow> <CritChance>20</CritChance> <CritMultiplier>150</CritMultiplier> <MaxDashSpeed>200</MaxDashSpeed> </Combat> <Map> <!--MapBorder Override. 0 for seamless with scrolling that stops on world edges. 1 for non-seamless, and 2 for seamless where the camera knows no boundaries. (Black borders where the world ends)--> <BorderStyle>0</BorderStyle> <!--DO NOT TOUCH! These values will resize the maps in the engine and will CORRUPT existing maps. In MOST cases this value should not be changed. It would be wise to consult us before doing so!--> <MapWidth>32</MapWidth> <MapHeight>26</MapHeight> <TileWidth>32</TileWidth> <TileHeight>32</TileHeight> </Map> </Config>
  9. The armor is set to the Armor slot. This has me baffled. I'm also having the same issue with the Shield when turning right... EDIT: After several server restarts it seems to be working properly. >.> Still not sure what could have happened. I'll share a final copy of the working config.xml in case something changed.
  10. Absolutely, one moment... <?xml version="1.0" encoding="utf-8"?> <!--Config.xml generated automatically by Intersect Server.--> <Config> <Language>English</Language> <GameName>Realm of Shadows</GameName> <ServerPort>5400</ServerPort> <GameObjects> <!--You can increase these if you want, but you shouldn't unless you need to.--> <MaxNpcDrops>10</MaxNpcDrops> </GameObjects> <Player> <MaxStat>255</MaxStat> <MaxLevel>100</MaxLevel> <MaxInventory>35</MaxInventory> <MaxSpells>35</MaxSpells> <MaxBank>100</MaxBank> <MaxCharacters>10</MaxCharacters> <!--Percentage chance of each item being dropped on player death. e.g. 50 = 50% drop chance per item.--> <ItemDropChance>0</ItemDropChance> </Player> <!--Trigger player passability based on map moralites. True = Passable, False = Blocked--> <Passability> <Normal>False</Normal> <Safe>True</Safe> <Arena>False</Arena> </Passability> <Equipment> <WeaponSlot>2</WeaponSlot> <ShieldSlot>3</ShieldSlot> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Pants</Slot4> <Slot5>Boots</Slot5> <Slot6>Amulet</Slot6> <Slot7>Gloves</Slot7> <Slot8>Cloak</Slot8> <Slot9>Ring1</Slot9> <Slot10>Ring2</Slot10> <Slot11>Relic</Slot11> </Equipment> <Paperdoll> <Up> <!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Boots</Slot0> <Slot1>Pants</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Gloves</Slot4> <Slot5>Armor</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Up> <Down> <!--Paperdoll is rendered in the following order when facing down. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Boots</Slot0> <Slot1>Pants</Slot1> <Slot2>Armor</Slot2> <Slot3>Gloves</Slot3> <Slot4>Weapon</Slot4> <Slot5>Shield</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Down> <Left> <!--Paperdoll is rendered in the following order when facing left. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Weapon</Slot0> <Slot1>Boots</Slot1> <Slot2>Pants</Slot2> <Slot3>Armor</Slot3> <Slot4>Gloves</Slot4> <Slot5>Shield</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Left> <Right> <!--Paperdoll is rendered in the following order when facing right. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Boots</Slot0> <Slot1>Pants</Slot1> <Slot2>Shield</Slot2> <Slot3>Armor</Slot3> <Slot4>Gloves</Slot4> <Slot5>Cloak</Slot5> <Slot6>Amulet</Slot6> <Slot7>Helmet</Slot7> <Slot8>Weapon</Slot8> </Right> </Paperdoll> <ToolTypes> <Slot0>Axe</Slot0> <Slot1>Pickaxe</Slot1> <Slot2>Shovel</Slot2> <Slot3>Fishing Rod</Slot3> </ToolTypes> <Misc> <ItemDespawnTime>15000</ItemDespawnTime> <ItemSpawnTime>15000</ItemSpawnTime> <AnimatedSprites></AnimatedSprites> </Misc> <Combat> <RegenTime>3000</RegenTime> <MinAttackRate>1000</MinAttackRate> <MaxAttackRate>200</MaxAttackRate> <BlockingSlow>30</BlockingSlow> <CritChance>20</CritChance> <CritMultiplier>150</CritMultiplier> <MaxDashSpeed>200</MaxDashSpeed> </Combat> <Map> <!--MapBorder Override. 0 for seamless with scrolling that stops on world edges. 1 for non-seamless, and 2 for seamless where the camera knows no boundaries. (Black borders where the world ends)--> <BorderStyle>0</BorderStyle> <!--DO NOT TOUCH! These values will resize the maps in the engine and will CORRUPT existing maps. In MOST cases this value should not be changed. It would be wise to consult us before doing so!--> <MapWidth>32</MapWidth> <MapHeight>26</MapHeight> <TileWidth>32</TileWidth> <TileHeight>32</TileHeight> </Map> </Config>
  11. As the title says, is there a way to set hotkeys for menu windows, such a i for opening the inventory, c for opening your character window, esc for options, etc?
  12. Ah, thanks. I was able to get voiced dialogue to work. Wooo~! Sound system is a bit of a diva, but I understand your reticence to ditch the graphic engine.
  13. Having a small problem with layering. The cloak is supposed to appear OVER the armor. Here's an image of the issue. <Up> <!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Boots</Slot0> <Slot1>Pants</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Gloves</Slot4> <Slot5>Armor</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Up> <Down> <!--Paperdoll is rendered in the following order when facing down. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Boots</Slot0> <Slot1>Pants</Slot1> <Slot2>Armor</Slot2> <Slot3>Gloves</Slot3> <Slot4>Weapon</Slot4> <Slot5>Shield</Slot5> <Slot6>Cloak</Slot6> <Slot7>Amulet</Slot7> <Slot8>Helmet</Slot8> </Down> Now, I have switched the cloak and armor back and forth in the draw order (and reset the server every time to make sure it was loading the new config), but it STILL draws the armor over the cloak on facing up. Not sure what's happening here. Any ideas?
  14. Thank you so much! I tried both MP3 and OGG to no avail.
  15. Hey everybody. Quick question here, I have a bunch of ogg formatted sounds placed in my client/resources/sounds/ folder but they don't appear when I click "play sound" in the event editor. Is there a sound format requirement or something I missed? Any ideas as to what might cause this?
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