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froggy

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Everything posted by froggy

  1. Did you add the questionmark to the Sprite it is that some other magic?
  2. @jcsnider Something funky is going on! Do you want me to make a bug report or is this thread OK?
  3. I'm having trouble with this particular spell i want an npc to cast, i can cast the spell just fine, he just won't cast it, i've tried giving the npc a single target spell and casts that just fine, but he won't cast this Anyone that can spot a problem i can't? I haven't had this problem with other npc spells Here are the related editors:
  4. @jcsnider This part, " Self Contained .Exes The client, editor, server, and migrator are now self contained. This means that you no longer need the /libs/ folders and you no longer need the .Config.exe files! After updating to Beta 4.3 you can delete the following:" Is this for the folders the players use, or us developers as well? If we delete those, how do we edit the information previously accessed there?
  5. I don't think you can do what you intend to do. What you can do however is use Selection, cut the entire map, and paste it one below, and then delete the map(the original), and at that point you should be able to right click the map grid and link a map to that position.
  6. Give me some time and i'll rebalance everything(its not much to test atm)and give it a playthrough, and i'll let you know, thanks!
  7. @StalysRex @Joyce I am so confused.. Playing around the the latest excel sheet Stalys posted, the numbers are fine (meaning i can absolutely work with them) Can i? Should i?
  8. @Joyce Thank you so much for taking the time to help me I've been trying various inputs in the excel document and it's looking great! (numbers wise, 125 def compared to 12 base and 50 attack power is 350-444 dmg for example, completely reasonable numbers once players reach a bit higher levels) A few questions with the formula you wrote, if someone has high enough defense compared to the attackers values, they'll take negative damage resulting in them getting healed instead of doing 0 or any low amount, And spells with negative(healing spells) deal damage rather than heal. I think something is wrong with the formula? How do i fix this?
  9. Can i somehow simplify the combat formulas? Or is there some purpose to the current system i'm not seeing? Instead of having it do 1:1 for damage/defense. I've been messing with the formula, but i don't see the connection to the damage output and damage mitigation.
  10. What parts of the formula did you make changes to? No idea how to do any of that. I just want defense to have more of an impact than it does now
  11. @Joyce I know about the formula and that you can change them yourself. However i don't speak math, and i don't know what the changes i can make would mean. I understand how to read the lines, but the direct change in the game i have no idea. @Weylon Santana It did not help.. I still don't get it. I am wondering what the direct change in phys dmg/defensive mitigation means if i were to alter the formulas
  12. I keep running into this problem. Basically goes like this, i originally based everything on how many stat points you get per level, with static hp/mana increases, leaving the rest of the stats at zero per level(having various starting stat numbers for different classes) and then basing item requirements off of your base stats. So what i can't understand, based on how the formulas work, low stat changes will result in almost no changes to the effect the stat is supposed to have, e.g defense for phys dmg reduction. If i then change the stats of an item to 25 defense (to have a good base start of balancing the game), then a player will be at 100~ defense at level 5 just to have defense actually impact combat, because if i don't increase the stats of items by a lot per tier there would be almost no change at all in damage taken/given, right? And then the higher numbers you reach the less effective it is going to be? What i'm trying to say is i don't want players to have to max out their stats and have 1500 hp at level 20, and then have several hundred defense from items aside from their innate stat just to negate some damage. Can i change how this works?
  13. @jcsnider This really really should be available with an additional checkbox when you select the stealth effect in the spell editor.
  14. froggy

    WIP World of Adea

    I know what you mean The sprites(if i can find a good artist) will be replaced in the future. I use these since i can create good characters and paperdolls with GCH without any hassle. So what i want to do in the future is hire an artist to create a "pack" for me that i can remake characters with. Meaning they'll suit my game a lot more, most likely this will be once i can get some source changes done.
  15. froggy

    WIP World of Adea

    So! Things are moving forward. Alphatesting is closer than ever. I'm currently waiting for a relatively stable version of Intersect before i start alphatesting, until then i will be doing some internal testing. Oh and if you didn't notice, yes, i changed the name of my project, I decided to change some of the things i had planned, and i couldn't really think of a name, since there isn't a story to connect to the game name, i simply decided on the world's name as the name of the game. Perhaps i'll change it again before final release, though it's not likely. What i'm doing right now is finishing up some things, paperdolls(which are temporary until source), items, sprites, spells, animations, etc, pretty much ready! Maps are ready for alphatesting, missing a few things, but will be done until alphatest. Simply put, i'm waiting for a stable release. Until then i will be polishing and making everything ready, And of course, an update post without any images isn't all that fun, so here's a few things to look at. (keep in mind, some graphics will be bugged until future Intersect releases, and paperdolls are temporary as stated above), these things are not finished, but will be fully complete soon! Updated class chart: (note regarding ranger subclass/es, the class has not been made and most likely won't be available with the alpha test. Maps: Spells/attacks/paperdolls
  16. Looking great! Will make sure my game gets posted in the games section! Perhaps this might be a good screenshot for the different images from games? (At the home part) http://imgur.com/ha07SiS
  17. On a sidenote, you know the small boxes in the event editor? Like when you place an npc spawn etc, perhaps that could be utilized to determine hitboxes
  18. I think he means the spell that the npc is casting stops working when he switches the spell properties to projectile...?
  19. Right click your client (in the folder), select properties, and then check through the tabs to where you can change the name
  20. Check the config and the executables properties
  21. Does the projectile hit it's target? Because it's supposed to stop once it collides with an object. At phone now, and wont be home til tomorrow, so i cant help much. I'll have a look once in att my pc again
  22. I'm not sure what your other editors look like, but to make an example i'll show you how mine works (which goes straight without problem) Step 1 Animation: https://imgur.com/BqCTCrq Step 2: Projectile: https://imgur.com/M5RLCDT Step 3 Spell: https://imgur.com/0BNkWOb Result: http://recordit.co/rpe85c7TAH Do you have the correct Projectile Spawn point? (Not Spawn Range)
  23. Open up the Class Editor, and at the bottom there is a section called "Leveling Up". In that section you can set the amount of stats/health gained per level by either static or percentage.
  24. froggy

    Event Pages

    Hi. I'm wondering what is the purpose of the Pages in events? I've always thought they ran independently of each other, and you could have different branches on each page for different parts of a quest, or just different quests altogether, however when i tried that with the completion of different tasks it just didn't complete any of them. So could someone give me an example?
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