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Everything posted by Xeno
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Unfortunately the events do not allow for despawning a specific npc, at least yet. However, in theory that would be one way to do it.
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Not possible until source. Essentially this would be a pet/summoning system, and would need an editor to control. Doing it exclusively through events, would be bad even if an alteration to the event system could be made to despawn only 1 npc. Reason being, what happens when you warp or move across an npc avoid? Your pseudo pet no longer follows you, so it's not a true pet system. With a proper system in place, you could easily summon the necromancer pet via skill (have a set duration etc) without headache.
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the emergence of the ability at a certain level ?
Xeno replied to Jackson's question in Questions & Answers
Also, if you wanted to have a notification on when they level, as to what skill they just learned, you could do that through Common Events. -
the emergence of the ability at a certain level ?
Xeno replied to Jackson's question in Questions & Answers
@Jackson This is not the best way to go about it imo. If you want the player to automatically get the skill a certain level put it in here: The way you are currently doing it applies to the item usage (Can't use the item until a certain level), but it doesn't automatically teach you. -
the emergence of the ability at a certain level ?
Xeno replied to Jackson's question in Questions & Answers
Can you post a screenshot of the event commands? -
the emergence of the ability at a certain level ?
Xeno replied to Jackson's question in Questions & Answers
You should be able to easily do this in the Class Editor, under "Spells". Let me know if it works, or there is a specific reason for using events instead. -
A "Mad Jester". This mob alongside one other yet to be showcased will be part of The Mad Hotel (coming soon).
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I might as well say that I wish both the Intersect team AND Underglow the best. Both engines could end up being very unique in the their own right. I can just see it now though. 3 years down the road, someone else complaining that Underglow took too long, when he's 1 guy. So before we all get to thinking, oh yea Underglow is gonna save the day... Realize how much pressure this can put on a developer/programmer/artist. Underglow, I commend your efforts and wish you the best of luck my friend.
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It no longer looks like this in 5.0. Go to Server > Resources > Config.json .. It should look more like this: "Equipment": { "WeaponSlot": 2, "ShieldSlot": 3, "Slots": [ "Helmet", "Armor", "Weapon", "Shield", "Boots", "Cape", "Amulet", "Ring" ], Also, please change the thread title to "How to Add Equipment Slots 5.0". It will help future users.
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As a sidenote: This happens on the server console, but it doesn't appear to be affecting anything negatively...
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@jcsnider It's fixed! Thanks so much!
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Good luck. And I agree with dashplant pixel based movement would be nice. For action or non-action based games alike. It just kinda covers two playing fields at once. Even the option would be nice. Some advice: Start with the basics that give the engine an edge. Even things like animated text on screen, fade to black/white transitions, and other small details are almost pivotal for any good title.
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Part 2: Color Selection In the last tutorial we discussed Hue Shifting. Today we will be talking about Color Selection. In my opinion choosing the right colors can be life and death, as to whether or not your art looks good. Choosing the wrong ones can make your piece look washed out, potentially too dark, or just ugly in general. Along those lines Id like to share a piece that I recolored after a huge palette re-vision for Nightmare. The first is before, the latter is after palette revision: So here's the thing. The first uses hue shifting that we discussed in part 1. That's not the issue. In fact, in some ways the first is more realistic because the colors aren't as saturated. (Depending on the style of your game you may fluctuate between realism and abstractism, or cartoony feels). But there are a few issues with color selection in the first. One being that the hues simply weren't shifted enough, thus there is a lack of contrast. This lack of contrast also makes the piece look like its shrouded in fog (Which would be okay if it actually were). For shadows to be this light, the piece would need to be under heavy light, as well. But the highlights and midtones dont make that apparent. However, in the second the shadows are darker and cooler, owing to more realistic lighting (despite the semi-unrealistic color choices). The midtones and highlights also pop in a way that you know the light is hitting right. That's partly due to the darker shadows, as they create more contrast in the piece; but also because of deeper hue shifting. Hue shifting alone will not get the best color choices. You also have to be aware of the environment which the piece is in (Is it daylight, is it nighttime, is there fog?), as well as the intensity of light. If there isn't enough contrast between shades (through a combination of hue shifting and brightness change), the piece will look washed out and also not pop. And lastly, how saturated you want colors to be will depend on whether you want more cartoony feel (more saturated) or more realistic feel (less saturated). That's all up to you. In the next tutorial I will be discussing line art.
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Our team Magework Studios will be showcasing graphical & mechanical updates that we do for Nightmare, the mmorpg that is soon to be released on Steam. The "Spirit Walker" will be a high level mob in The Gauntlet, a night-time PvP event.
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Error occurs after creating new connected map, hangs, and rest of error comes upon server exit.
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2019-02-21 12:35:31.769 [Debug] Loaded new formula from BaseExp * Power(Gain, Level). 2019-02-21 12:35:31.772 [Debug] Loaded new formula from BaseExp * Power(Gain, Level). 2019-02-21 12:35:31.781 [Debug] Loaded new formula from BaseExp * Power(Gain, Level). 2019-02-21 12:35:35.332 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:35.368 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:35.369 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:35.369 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:35.370 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:35.370 [Debug] Loaded new formula from Floor(BaseExp * Pow(Gain, Level - 1)). 2019-02-21 12:35:49.087 [Info] Listening on 0.0.0.0:5400. 2019-02-21 12:35:49.158 [Info] Game DB Save - Took 597ms to complete. 2019-02-21 12:35:50.844 [Warn] UPnP Could Not Open UDP Port 5400 Open.Nat.MappingException: Error 718: ConflictInMappingEntry at Open.Nat.SoapClient.GetXmlDocument(String response) at Open.Nat.SoapClient.<InvokeAsync>d__3.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Open.Nat.StreamExtensions.<TimeoutAfter>d__7`1.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Open.Nat.UpnpNatDevice.<CreatePortMapAsync>d__4.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.TaskAwaiter.GetResult() at Intersect.Server.Networking.Helpers.UpnP.<OpenServerPort>d__5.MoveNext() in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Networking\Helpers\UPnP.cs:line 45 2019-02-21 12:35:52.379 [Info] Player DB Save - Took 0ms to complete. 2019-02-21 12:36:06.997 [Info] Connection approved [e8379002-244e-450e-9d15-202294df35b8]. 2019-02-21 12:36:07.027 [Debug] Connection established to remote [e8379002-244e-450e-9d15-202294df35b8/127.0.0.1:49914]. 2019-02-21 12:36:07.028 [Info] Connected [e8379002-244e-450e-9d15-202294df35b8]. 2019-02-21 12:36:40.242 [Error] Received unhandled exception from Name:Intersect Server.exe There are no context policies. . 2019-02-21 12:36:40.248 [Error] Message: Object reference not set to an instance of an object. 2019-02-21 12:36:40.255 [Error] Stack Trace: at Intersect.Server.Networking.PacketSender.SendMap(Client client, Guid mapId, Boolean allEditors) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Networking\PacketSender.cs:line 138 at Intersect.Server.Networking.PacketHandler.HandleCreateMap(Client client, Byte[] packet) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Networking\PacketHandler.cs:line 717 at Intersect.Server.Networking.PacketHandler.HandlePacket(Client client, ByteBuffer bf) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Networking\PacketHandler.cs:line 88 at Intersect.Server.Networking.PacketHandler.HandlePacket(IPacket packet) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Server\Classes\Networking\PacketHandler.cs:line 44 at Intersect.Network.AbstractNetwork.HandleInboundData(IBuffer buffer, IConnection connection) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect (Core)\Network\AbstractNetwork.cs:line 230 at Intersect.Network.AbstractNetwork.HandleInboundMessageAvailable(INetworkLayerInterface sender) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect (Core)\Network\AbstractNetwork.cs:line 159 at Intersect.Network.LidgrenInterface.<.ctor>b__11_0(Object peer) in C:\Users\JC Snider\Desktop\AGD\Intersect-Engine\Intersect.Network\LidgrenInterface.cs:line 120 at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() 2019-02-21 12:36:40.255 [Error] Time: 2/21/2019 12:36:40 PM -------------------------------------------------------------------------------- 2019-02-21 12:36:40.631 [Info] Game DB Save - Took 455ms to complete. 2019-02-21 12:36:52.473 [Info] Player DB Save - Took 97ms to complete. 2019-02-21 12:37:52.169 [Info] Player DB Save - Took 25ms to complete. 2019-02-21 12:37:52.408 [Info] Player DB Save - Took 24ms to complete. 2019-02-21 12:37:52.442 [Info] Game DB Save - Took 272ms to complete. 2019-02-21 12:37:52.470 [Info] Player DB Save - Took 23ms to complete. 2019-02-21 12:37:52.737 [Info] Game DB Save - Took 266ms to complete. 2019-02-21 12:37:56.405 [Warn] Received message from an unregistered endpoint.
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What's the current status on this? Just wondering if there is any way I can test further.
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Welcome to a 10 part series Art Tutorial, where I will be demonstrating methods to help with pixel art, vector art and art in general. These tutorials are applicable with most mediums unless specified. Part 1 ~ Hue Shifting Today I'm going to demonstrate how to select a range of hues for your pixel art. Known as "hue shifting" the method I will demonstrate can help bring life to your artwork. Here's an example of pixel art without hue shifting, using 3 colors: In this scenario I simply chose blue on the color spectrum, and went from dark to light for a shadow, midtone & highlight color: Now here's an example of the same pixel art with the hue shifting method (used by professional artists): If you compare the two you'll notice the second has way more character, but also realism. And that's because in real life shadows and highlights are rarely ever the same color. In this example we used a range of blue hues going from navy blue (almost purple) to an aqua color: So the question is, how do we know which colors to choose. As a general rule of thumb shadows are generally cooler and light is generally warmer. Blue is the coolest color, yellow is the warmest. Here is an example of color ramps that someone already created for bushes to demonstrate: Sometimes even extreme hue shifting can look good as seen in this example: Because it's night time in this scene, naturally there is a lot of dark shadows (purple/blue/dark green) and the bright fire brings highlights to the surrounding area in an orange/yellow hue. To summarize. Hue shifting brings ambience and life to pixel art. Usually you want to choose cooler colors for shadows (bluish,greenish,purplish) and warmer colors for midtones/highlights (reddish,orangish,pinkish,yellowish). Of course, this all depends on the setting. It just happens that sunlight and campfires give off yellow tinged light. If this scene was indoors with a red light on, the highlights would be more red. I hope this helps someone in making pixel art. If you have any questions or want to know more let me know. Part 2 ~ Color Selection
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It looks good. But I recommend you use more hue shifting. Your color ramps will look nicer, and the lighting will be more pronounced:
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Cool stuff. I recently did some heavy research into gems and minerals for a system that will be used in a sandbox title. Lots of cool natural resources to get inspiration from.
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As far as Intersect goes your best scenario in this case is to use a combination of fog and weather. ie. a thunderstorm would have cloud fog, and periodic lightning weather animation that is not set to move. This animation could also have a light radius to make the screen flash (although ideally you would have that as a separate function). The reason why filling the screen with an animation is not a good idea, is because whenyou change the screen size that animation would stretch and likely then not fit the resolution of your in game art. Unless we're talking about vector art, which is a whole other story. Hope this helps.
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These aren't really hard to make. But since you're asking, do you want standard resolution (rpgmaker xp) or x2 zoom aka "16 bit" resolution? I might be able to help, depending.
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There's some great progress here since I last checked. Well done.
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I like the structure of the map. Nice work.
