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Everything posted by gaveitatry
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Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
36 -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
34 -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
32, huhuhu -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
30, this posting numbers is making me thirsty -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
28, the admins are late -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
26, sprites and shit -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
24, don't shut the door -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
21 legal to drink -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
19 seconds to live. what are your last words? -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
Is 17 SkywardRiver's age? -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
15 bugs that JCSnider needs to fix -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
13 is a lucky number if I want it to be -
Count as high as you can while staff are sleeping!!!
gaveitatry replied to Giligis's topic in Forum Games
10 because I can -
Let's say that I start a completely new project. I create a map, name it 'Default City', and save it. Then I load up the Client and press F2. I will see Map:1 (Default City) in the Debug window. But then if I go back to the Editor, create a new map, delete the old map Default City, rename the new map to Default City, load up the Client, and press F2, it will show Map:2 (Default City). And it will always be Map:2. That bothers me, because what if I want that particular map to have the number Map:1 instead of Map:2? So I was wondering if there was a file that I could edit that would let me change the number of Maps. I know that we can rename maps to whatever we want, but I want to change the number of the maps. So I can make my editor look like this: 01, 02, 03 04, 05, 06 07, 08, 09 Instead of this: 15, 12, 08 05, 04, 14 06, 18, 02 or some random crap like that. Is there a file that I can edit, that will let me do this?
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That is super useful information! That is what I was looking for. Thanks! I didn't have that misconception. I know we can use tiles on different maps. I was just considering using map sized tiles instead of 32 x 32 ones for some things like the ground for certain maps. Will I be limited to only 80 or so tile sets max? If I wanted 1,000 tile sets, would that be a problem? Wouldn't I be able to use a 1024 x 832 ground tile and then various, smaller i.e. 128 x 256 fringe roof top tiles wherever I want?
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It is as you said. I tested it now, and his files aren't encrypted. Thank you for explaining what needs to be done to encrypt games. I am unsure whether I want to encrypt my stuff or not. You said that it is a hassle for the developers. I don't mind the hassle. But you also said that it would be a hassle for the players. How so? If it is not too much of a hassle for players, then I think I will opt for encryption. Yeah, I wouldn't be able to afford the help of a programmer, so I will try to learn how to code it myself. Thank you for answering my questions and providing this easy to understand information.
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A week ago, I had played my first 2D MMORPG that uses a game engine very much similar to Intersect. This game was available on Steam for $2 USD. Let's pretend that I intend to do the same thing. Create my own 2D MMORPG game and sell it on Steam for $2 USD. But before I actually made it available on Steam, I decide to zip the client and send a copy to a friend and to also put a copy on my neighbor's computer for testing purposes. So, let's say that my copy is on my neighbor's computer and her nephew gets on her computer, sees the game, copies it to his USB drive and then gives the copy to three of his friends. And then each of his friends distribute the copies to even more people. That could happen right? I don't want that to happen because then I would lose $2 USD per each copy, and worse yet if I had a lot of custom content in it. Like, what if I spent a super long time making hundreds of sprites and tile images? Is there currently any protection from that? Is there anything that I can do to protect myself from something like that and still be able to put copies on my friends and neighbors computers for testing purposes? I went into my Steam Apps folder and looked at that guy's 2D MMORPG files, and the folder hierarchy looked very similar to the Intersect folder hierarchy. But then I noticed that the PNG images were all in a different file format called MIS. I don't know what the file extension MIS is. A little humor, I thought that it stood for Mi Shit. LOL. Well, this is a theory, but I am thinking that Steam converted the Intersect game files into another format to protect the game. So if someone I know got a hold of those MIS files, they wouldn't be able to do anything with them because it would probably be near impossible to convert the MIS files back into PNG files. I would hope. Is that what Steam does? But that brings me to yet another question. Even if another person can't hack into the MIS files and even if the game is unplayable unless played through Steam, couldn't one just copy the MIS files into their Steam Apps folder and then play it for free instead of paying the $2 on the Steam Store? I just want to know all the various ways that I can protect my game because I don't want it being distributed for free. Or for people to easily get sprite and tile images from my game. If it's difficult, great. But if it is super easy, that won't make me happy.
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A tile is 32 x 32 pixels. A single map is 32 tiles wide and 26 tiles tall. Which means that a map is 1024 x 832. Do I necessarily need to use 32 x 32 ground tiles to design maps for games? Couldn't I just create full-sized, unique maps that use 1024 x 832 ground tiles? If I had a game world of 400 maps, and used the 1024 x 832 ground titles, that would mean that I need 400 tile sets. Whereas, if I used the smaller 32 x 32 tiles for those 400 maps, I could potentially only use one tile set. That would make the game a lot smaller (i.e. - 70 MB game instead of 200 MB game). But would it really reduce lag that much since the game only loads up to nine maps at the same time? Also, even if I used 32 x 32 tiles, I could potentially still end up using a lot of tile sets if I have a lot of different types of images that I want to incorporate into the map. So there is even the possibility that using smaller tiles could still result in 400 tile sets, which means that both methods would produce similar results in appearance and performance. Right?
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I figured out how to put NPCs in the game, but I can't figure out how to use or apply Attributes. I tried selecting a tile on the Editor and clicking Warp. It then prompted me to choose which map and x, y coordinates. I assume that is where the player will end up once they walk onto the warp tile. And I think that the visual interface window shows which map and x, y coordinates I selected. But then what? I don't see an apply button. In the NPCs tab, you can double click a tile and a spawn image will appear in that tile. Am I missing something?
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What are Mask, Mask 2, Fringe, and Fringe 2 used for? How are they useful? Also does it affect game lag any? For example: World 01 - Nine maps of just nothing but ground stone textures. World 02 - Nine maps of ground grass textures with mask stone textures on top. In both worlds, the players would see the same exact thing in the game. They would see stone textures. But would World 02 be using up more resources?
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Whenever I make a change in the Editor, I have to close out of the Client and then log back in to see the changes. Are you saying that this is a bug and that it is being worked on? I hope so. I don't know what "pushing" is, but it would be great if there was a feature added where you could see the changes right away in the Client without having to relog. If this is going to be added or fixed, is there an ETA?
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I have barely touched Intersect, so I am not at all familiar with it, but I do have some questions since I am a total newbie. I have had a lot of questions, but these are the ones that are currently on my mind. 1.) I would very much like it if I could have a "click to move" movement. Is that something that I will be implement into Intersect one day? I want it so that if you left-click on the ground, you move to that spot, but not if you left-click on an NPC, object, or structure. 2.) I would also like it if one press of a WASD key makes the avatar turn into that direction but not actually move. Then pressing the key a second time (or holding it down) will make the avatar move to another tile. Will I be able to make Intersect games behave like that? 3.) Will I be able to have full control of how I design the UI of the game window? Like if I wanted the Hotbar to be on the bottom and the Chatbox to be on the top right and make them both neon green, will I be able to do that? 4.) How do I create a finished product of my game for others to play? If I make a one map game and want my friend in France to play it, what steps do I need to take so that she can get a copy of the finished game and play it with me online? 5.) How do I host a multiplayer game? I have residential internet service. Will that suffice? At what point would I ever need to pay for a server in addition to my home internet, and how much would that server cost me per month?
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Thank you. That is a really nice photo illustration you provided. One more question. Q.) Do vectors need to be converted into rasters before using them in ORPG makers like Interact?
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Yeah, I agree. It's stupid. Pressing Enter should give us one line break, not two. If I wanted two line breaks, I would prefer to press Enter twice.
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Thank you for the thread. I have a few questions, if you don't mind. Q.) What are rasters and vectors? Q.) What do you mean by tablets? Do you mean mobile devices, the ones that I can download apps on? Or something else? If something else, what are they and how much do they cost?
