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Everything posted by gaveitatry
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Snort No one replied for 43 minutes. I won. Game over.
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I hear the word NEET a lot in anime, but the term is not restricted to just Japan. I believe that a few other countries use that term too. But in the United States, only anime fans know of the word, and it is not a regularly used word in the United States at all. To me, NEET isn't really a word that needs to be defined in this encyclopedia, but I included it anyway for LOL purposes. But yeah one stereotype of NEETs is that most are unemployed gamers who spend all of their time at home with no friends and family, watching anime and playing games, eating cheap instant ramen noodles. NEET is an acronym, and it is pronounced "neat". Sorry if my explanation sucks. https://en.wikipedia.org/wiki/NEET
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My config was set to: <MapWidth>12</MapWidth> <MapHeight>12</MapHeight> <TileWidth>48</TileWidth> <TileHeight>48</TileHeight> That means each map that I have is exactly 576 x 576 px. I created a 576 x 576 checkered grid that was partially transparent. My intention was to use the Overlay in the Map Properties to display this checkered grid on top of my map so I could temporarily see the tiles while in the game. However, instead of being static, the Overlay image followed my character around. I never used Overlay before, so I didn't know that it was supposed to behave this way. Also, another thing that I noticed was that my Overlay was distorted. Instead of being perfectly squared, the tiles were rectangle. By default, Intersect has the config set to : <MapWidth>32</MapWidth> <MapHeight>26</MapHeight> <TileWidth>32</TileWidth> <TileHeight>32</TileHeight> That means in the default settings, each map is exactly 1024 x 832 px. I went ahead and created a new grid for testing purposes that is 1024 x 832. I was in a hurry, but I think that I got all of the squares right. I set it to 75% transparency. You can test it out and see what I mean. Hopefully you get the same results with your settings. UPDATE: I can accomplish what I want by using Mask. I just thought that Overlay would be easier since I just have to select my Grid View image from the drop down menu and click Save. Using a Mask might interfere with existing Masks?
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Yeah, I am thinking that it might include ANYTHING. Any image. So it could be fire. A house. A tree. A chair. When I first joined AGD, I was under the impression that it was only characters, NPCs, and monsters. But I guess that I was wrong. I found a definition that I liked. Let me know what you think. I think it is a good one.
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Who is doing the moving? The player or the developer? If it is the developer, than any computer graphic can be moved around on the screen - trees, furniture, buildings, mountains, rocks, characters, etc. Basically anything we can fit in a tileset. But I haven't heard anyone in the Shoutbox call objects sprites, which makes me think that they are for characters only. I don't want to copy and paste something from the internet and that definition is a bit hard to understand. Let's make our own definitions that are noobed down for new people such as myself.
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Reserved.
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Reserved.
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Reserved.
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Reserved.
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INTRODUCTION There are an infinite amount of things that I don't know about gaming. People are always talking about things and using words and terminology that I don't recognize or understand. So I am hoping that we all can make a collaborative effort to make an encyclopedia of terms that deal with game development and games. If you have something to add, post it and I will edit this. If you have a question about a term, ask it. Once someone answers, I will add that new term to this list. If you can improve a definition, post your suggestion. Let's try to keep the definitions short and simple but informative at the same time. INTERSECT ENGINE Sprite = Any static or animated two-dimensional image that can be placed anywhere on top of a larger scene. Hitbox = An invisible rectangle used for monsters to detect collisions from weapons and projectiles. Tilesets = A saved bitmap that consists of one or more sprites. You can select parts of each tileset to use in your map, and a map can use many different tilesets. Autotiling = An advanced Editor tool that speeds up the process of mapping. In a tileset, you may see groups of tiles that have one texture surrounded by a different texture. For example, "grass surrounded by water". These groups of tiles generally consist of four corners and may also include top, bottom, left, and right edges and even center tiles too. If you were working with a group of six "grass surrounded by water" tiles, you could just copy and paste the four bottom tiles of that group over onto the map, but then you would just end up with an identical four tile square section on your map. Most likely, you will need a bigger, irregular shaped area that utilizes these 4-6 tiles. It would be very tedious to have to copy and paste each corner tile manually and then fill in the rest. With autotile selected, it will automatically calculate where each (i.e. corner) tile goes, so all you have to do is move your mouse cursor around. It saves time. CPS = Cycles Per Second. This is similar to FPS, where the higher the number the better. CPS determines how fast your Server reads information from your computer? (I forgot). A good CPS is over 40?, but you could probably get by with just 10? You have the option to lock and unlock CPS. By default, Intersect has the CPS locked at 100? When unlocked, the CPS is allowed to change freely and be more or less? An exceptionally high CPS is not needed. PROGRAMMING C# = C Sharp. A great programming language to learn. C# has similar syntax to dozens of popular languages, so learning C# would help you learn those languages as well. C# has a lot of support because of its popularity, and it is easy to find C# code online. VB6 = Visual Basic 6. It is an old, outdated programming language. VB.Net = A successor to Visual Basic that was launched in 2002. It is implemented on the .NET Framework. It has cleaner code and more support than VB6. Visual Studio = An Integrated Development Environment (IDE) used to create programs in Visual Basic and other "Visual" languages such as Visual C#, Visual C++, etc. Visual Studio is like the text editor, and Visual Basic would be the language that you are writing in. Visual Studio comes in different editions Express, Community (i.e. Visual Studio 2015), Professional, Premium, and Ultimate. Visual C# = Microsoft's implementation of the C# language along with the IDE and design-time tools used for developing C#. MISCELLANEOUS WIP = Work In Progress. GFX = Graphics. PLAYING GAMES GG = Good Game. NPC = Non-Player Character. RPG = Role Playing Game. MMORPG = Massively Multiplayer Online Role Playing Game. Noob = An inexperienced or new player. Commonly used as a insult. NEET = Not in the Educational, Employment, or Training system. Basically a jobless person who isn't going to school. PENDING TERMS Q.) What is a VPN? Q.) What is a VPS?
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Problem solved. I made the mistake of only copying and replacing the exe files instead of the dlls and other stuff too. Thanks. I now know what to do in the future. 1.4 fixed a lot of bugs and added a lot of new improvements, but I will use 1.3 for now until the 800 x 600 resolution comes back in 1.5.
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@jcsnider I replicated the steps a second time. I'm ready to send this compressed folder to you, but when I go to the File Host page, the Submit and Back to Home buttons are grayed out. I clicked Browse, found my compressed folder, and then clicked the Submit button anyway. Then the Mozilla Firefox tab shows that it is Connecting... After a minute or two, it finishes "Connecting...", but then the screen looks exactly the same - no changes. It doesn't list my zip anywhere on the page after it has completed. Is there another way that I can send the compressed folder to you? I don't have any experience with File Hosts so I don't know any websites that I can use. If you tell me of a File Host website to use or if this can be sent via Yahoo email, then I can send it to you. UPDATE: I used filehosting.org and uploaded it. Just PM'd you the download link. Hopefully it works.
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@jcsnider I think that the best thing for me to do is install a fresh copy of 1.3, then use your update instructions to replace the update files and exes, and then see if I can get 1.4 working. If not I will zip the contents and send it to you. Be back in a bit. By the way, I am not replacing the config file when I do this. I am following the instructions that say how to add the MaxDashSpeed under MaxBank.
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@Damian666 That's perfect! That's what I needed. I prefer doing it this way from now on. Doing a clean install of the updated program, transferring my Misc, Entities, and Tilesets folder images, and replacing the db file too. It's working like I want it to, so I am good to go. But JCSnider is a thorough person, so he will probably want me to run some tests on the the other Intersect installation before I can delete it.
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Sorry, I selfishly and very hastily ignored the error message and deleted everything. But I retrieved it from my Trash folder and the error message was: Message :Field not found: 'Intersect_Library.Options.MaxDashSpeed'.<br/> StackTrace : at Intersect_Server.Classes.General.ServerOptions.LoadOptions() at Intersect_Server.Classes.MainClass.Main(String[] args) After some more searching, I found that the fault was my own. I had mistyped the config entry for MaxDashSpeed. I had typed <<MaxDashSpeed>200</MaxDashSpeed> instead of <MaxDashSpeed>200</MaxDashSpeed>. But then I changed it to <MaxDashSpeed>200</MaxDashSpeed>, and got the same error message again. Maybe I made a mistake with the spacing before the entry? This is what I have in the config file: <Player> <MaxStat>255</MaxStat> <MaxLevel>100</MaxLevel> <MaxInventory>35</MaxInventory> <MaxSpells>35</MaxSpells> <MaxBank>100</MaxBank> <MaxDashSpeed>200</MaxDashSpeed> </Player>
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In the update instructions, it says to overwrite or edit the Server config file, add & overwrite the upgrade files - gui, fonts, and attributes, and then replace the exes. It seems like a lot of work, and it didn't work for me because I got some error message when I started the 1.4 Server exe. So I am going to do a fresh installation and create my maps over again. I only had five empty maps and it will only take five seconds to recreate them. The only things that I will import from 1.3 will be my Entities, Tilesets, and Misc images. But is there a way that I can also import my 1.3 Maps? Where are these created Maps stored at? The db file? Basically what I want to do for the 1.5 upgrade is do a clean install and replace the Entities, Tilesets, and Misc folders with my 1.4 ones and also import my 1.4 completed Maps. How do I do that?
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That is 32 x 32 tiles with enlarged tileset images, right? Looks good.
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Okay, good luck. I hope that it works for you. I never tried making the tiles smaller. I was making them bigger. On a side note, the default sprite images in Intersect are actually 32 x 48, I believe. But your sprites are probably still bigger because the default sprites have some transparent pixels on top and bottom and sides of that 32 x 48 frame. Anyway, it must have sucked to double the size of your sprites because then you lose a bit of picture quality. Show us a screenshot of your 16 x 16 game when you get finished setting up the config. Don't forget to resize images in the Misc folder to 50% of original size.
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I don't understand the question or the answer. I know that you can change the tile size in the Server config. I changed mine to 48 x 48. In doing so, I also had to resize my sprites and other images (i.e. Misc) so that they were 150% bigger. And it works. In theory, could I not go to the Server config and make the tiles 16 x 16 and then resize all the images to be 50% smaller? Then finally, I don't understand the answer. If you are attempting to make tiles SMALLER, why would the solution then be to make the images BIGGER? I do know that image size will effect where your sprite is in a tile. If you have a 32 px wide sprite in a 48 x 48 tile, the 32 px wide sprite will appear on the left half of the tile square. To center the sprite, you would need to make it 48 px wide. And if you made the sprite wider than 48 px, it would expand on both sides of the 32 x 32 tile. So when you said that you kept your tiles at 32 x 32 and made your sprites 64 px wide, that makes me think that you just have bigger sprites that occupy a little additional space on either side of the 32 x 32 tile. How does this mimic 16 x 16 tiles? I don't get it.
