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Xeno

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Xeno last won the day on June 23

Xeno had the most liked content!

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    www.mageworkstudios.com

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    Canada

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  • My Project
    Nightmare | Others
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    1983Guy

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  1. Xeno

    Nightmare Showcase

    Here's a preview of the upcoming vampire transformation (without clothes). Players will be able to choose between two factions: Brave Blood (werewolves) or The Moon Cult (vampires). Ultimately a war ensues between the two and this will be incorporated into Nightmare's PvP aspects.
  2. Xeno

    Players limit?

    As Khaikaa has pointed out there is no limit (that we know of). However, I'm sure there is a bottleneck. Having said that, Intersect is written in a language that can certainly handle large numbers, without incredible lag. Best guess 10k+. Again, this is based heavily on your hosting machine. As you surely couldn't handle that with a low-spec computer.
  3. I'm going to share a simple method for creating fade-in and fade-out effect. We will be using images at different opacity for this effect. The images can be downloaded here: https://www.ascensiongamedev.com/resources/filehost/27848cc2d688cff08a6a5a175cbe7ead.zip First create 4 switches: FadeToBlack, FadeFromBlack, FadeToWhite, FadeFromWhite Then create 4 Common Events: FadeToBlack, FadeFromBlack, FadeToWhite, FadeFromWhite The Common Event for FadeToBlack will look something like this: (Using pictures: black25.png etc & "Stretch To Fit") The FadeFromBlack common event will look like this: Instead of going from 25% opacity to 100%, we will be going from 100% to 25%. For FadeToWhite & FadeFromWhite simply repeat the process using the images marked "white25.png" and so on. Lastly, you can use this system in an event as such. Be sure to have a wait time that is equal to or greater than the fade-out time.
  4. Xeno

    Self Switch Reset

    Thank you. I was not aware of this.
  5. Xeno

    (Bug) Self Switch Conditionals

    @jcsnider @Kibbelz False report. Can be closed.
  6. Xeno

    Self Switch Reset

    Self switches will reset themselves to false after leaving a map and coming back.
  7. Xeno

    (Bug) Wait And Self Switch

    @jcsnider @Kibbelz @panda False report. Can be closed.
  8. Xeno

    (Bug) Self Switch Conditionals

    My bad. It seems i did not understand the method of self switch. I did however find a bug, that self-switch reset themselves after leaving maps and coming back.
  9. *Added chance percentages. Will update the main post.* In order to create chance percentages for catching fish, first create two player variables called "Chance Percentage" & "Chance Counter" and a player switch called "Reward True?". Then create a Common Event called "Chance". I highly recommend creating this as a common event, so that you can use it in the future. Here the event is simply determining what the Chance Percentage variable is set at, and then going to the appropriate label. Then under the label math is done to get a percentage, and the switch Reward True? is set to True IF the percentage was met. In the Fishing Spot common event you'll want to determine how much the fish chance is (in this case I selected 0.001%), then run the event Chance. If the chance percentage is met, and Reward True? = True, then the fish is rewarded. If not, the message is displayed "No luck. Try again."
  10. Thanks. I'm going to add chance percentages to the tutorial as well.
  11. **Note: This will only work properly with Kibbelz "Has item equipped" condition, which is coming for B6. I'd like to share a fishing system, that is not so basic. This system does not rely on the resource editor. First create a player switch called Fishing Spot, and two player variables: Fishing Rewards, and Fishing Counter. Then simply place an event down where you want your fishing spot to be, and create two pages. One the first page check to see if the player has the fishing rod (If so set Fishing Spot to True), and on the second set the condition to Fishing Spot = True, with an animation of your choice. I selected a bobber animation to indicate that the player is fishing: Next create a Common Event called Fishing Spot, with condition Fishing Spot = True. It will look something like this: To give a break down: First we are holding the player. Then we are saying Fishing Rewards is anything from 0 to 10. If it is 0, then the chatbox message displays: "No luck. Try again." It's then re-directed to NoCatch label. If the variable is anything but 0, then a fishing reward is given, and the message displays "You caught #x of (insert fish name)" and is then directed to the label FishCounter. Lastly, near the end you place your labels NoCatch & FishCounter like so: If you caught a fish (Fishing Rewards variable is anything but 0) then the Fishing Counter would add 1. Otherwise, the Fishing Spot is simply set to False and the player can initiate the fishing spot again. Lastly, put the id "fc" in the player variable "Fishing Counter" and display a message for players to know how many fish they caught so far. Fish Counter Common Event: You can also use images to display a timer, or put an animation above the player. Good luck! CHANCE PERCENTAGES ADD-ON In order to create chance percentages for catching fish, first create two player variables called "Chance Percentage" & "Chance Counter" and a player switch called "Reward True?". Then create a Common Event called "Chance". I highly recommend creating this as a common event, so that you can use it in the future. Here the event is simply determining what the Chance Percentage variable is set at, and then going to the appropriate label. Then under the label math is done to get a percentage, and the switch Reward True? is set to True IF the percentage was met. In the Fishing Spot common event you'll want to determine how much the fish chance is (in this case I selected 0.001%), then run the event Chance. If the chance percentage is met, and Reward True? = True, then the fish is rewarded. If not, the message is displayed "No luck. Try again."
  12. Xeno

    Please rate my original graphics!

    I agree. Might as well keep it consistent. Also, I like the palette.
  13. Xeno

    (Bug) Self Switch Conditionals

    I mean unless it just bugged out that one time.. ill test again
  14. Xeno

    (Bug) Self Switch Conditionals

    Sadly i dont even have it set up properly.. but look at the first water tile.. youll see what i mean.. they should both activate that water
  15. Xeno

    (Bug) Projectile animations

    Basically it glitches out, and sometimes doesn't render at end point ie. the tile the enemy is on
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