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Ravenborn last won the day on February 11

Ravenborn had the most liked content!

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  1. Ravenborn

    Labels and the Enter Key

    For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you! Reports not in English will be removed. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// While entering a label name, if enter is pressed the field refreshes and is completely empty. Anything typed this way simply appends to the end of the label with the default being an empty space. For instance, if one was to name a label Thor and hit enter, the field then refreshes, so they enter Odin and click "OK". The actual Label name will be ThorOdin. If they enter Thor and hit enter, the field refreshes and is empty and they click "OK" it will be Thor with a space after it and MUST be addressed that way when using the Go To Label command. I'm not certain if this affects more than adding labels in custom events or not. My suggestion is to make enter perform the same function as the OK button. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Open Custom Events. Create an Event. Create a new label. Type a name. Hit enter. Click "Okay". use "Go to Label" command. Type name of the label. Click okay. With this you can see that the label cannot be referenced unless the excess space is included /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  2. I'd just like to suggest the ability to: warp a player to a specific event by name reference reference the player's current map, X and Y when setting variables (set Player_Camp_X to PlayerX, etc...) warp a player using player variables create or clone events on the fly (in game) (Player spawns event "Campfire" at his location, with a checkbox to delete the old event after it's created (Move) or simply copy it) ability to Play whatever music that the Map default is set to. (so you can return to map default after, say, playing a bard song) logic flow function that fires "On music end" and "On sound end" with specified sound and song. in engine pre-made "fade to black" and "fade in from black" option This would easily allow dynamic re-spawn locations and many, many other applications. I understand that some of these can be made using in engine workarounds, but a few of these would be simple to implement and make workload a lot easier on the designers part. Great work so far! I'm enjoying messing around with this engine a lot! Within the last few hours I've implemented a fishing system that relies on a custom stat (survival), a chat function that displays all custom stats, and I'm working on a Barding and Camping system (I'm still trying to make a dynamic waypoint system, but I may cut it if I can't find out to jury rig it in. XD).
  3. Ravenborn

    Any way to set a map to instanced or solo?

    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.
  4. 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?
  5. Ravenborn

    Deruvial - WIP

    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/
  6. Ravenborn

    How do you change the spawn point for new players?

    Holy cow! Thanks! I've been searching for hours. lol
  7. I'm sorry if this has been asked before, but I can't for the life of me figure out how to change the beginning spawn coordinates. Thank you for any help you can give me.