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Trixer

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Everything posted by Trixer

  1. Love me some lineage 2!!!

    1. italo

      italo

      yes i love lineage ii

  2. Dude! I am a big fan of your music! I didn't even know you were on these forums! Keep up the great work you are omega talented! I wish I had talent like yours working on my projects
  3. This is looking really nice! Keep up the good work man! Are you using orion?
  4. To do this correctly you will need the source.
  5. No this is not easy. Because if a class advances from the novice class to an advanced class it doesn't get any new stats. There for with out gear factored in then they appear to be the same strength as the class before them. So no, it is not nearly as easy as it appears to be. The only good the stat condition is for when you are checking to see if a player might have the stats to equip an item. Other then that it is completely useless (and one could argue that the condition check system for equipping items is just as useless)
  6. A knight becoming a paladin still might want a stat increase that isn't based on leveling. Lineage 2 and RO are two games that have class advancement systems that directly increase stats when you class up. (All I am trying to do is make a check for a dungeon to see if a player has high enough stats to enter it. A very standard feature in absolutely all mmorpgs.)
  7. Does the player stat condition check only take into account base stats? It seems that equipment that raises stats does not count for this check.
  8. https://www.piskelapp.com/ To split the sprites up into various frames or tiles or whatever. https://www.codeandweb.com/texturepacker to put them back together into sprite sheets.
  9. After testing this even though it lets you define multiple slots as weapon slots in the config it will still only allow you to have one weapon equipped at a given time and it uses the weapon slot that you defined first as the slot for weapons. So no it seems you can not do a dynamic duel wielding system. I highly recommend cation when doing a system like this, as in the past they have been known to be highly abused. As most players will just seek two very good weapons an dual wield them, over all other weapons because generally its hard to balance dynamic duel wielding so that they are equally appealing to single hand equips. Why take a smiting sword of doom, and a shield of the heavens when you could just take two smiting swords of doom. You can make it so that a player could take two items and take them to a crafting station and "balance them for duel wielding" which is a fancy way of saying they took two weapons and crafted them into one to meet the engines limitations. If you wanted to put work into it, you could make this system pretty dynamic. You should check out lineage 2 for a prime example of a "craftable duel wield weapon system". It allows the devs to tweak the two items when they become one.
  10. When the "set player class" is used via an event is there a way to get the player character to take on the base stats of the new class? I can't find a way but I feel like there should be a way, and I am just missing it.
  11. Everytime I try something new Intersect really impresses me with what it can handle, but then at times I think "well why cant we compare equipped items or something else super simple" I can agree with CnP, however I think variable/switch logic is sitting pretty good. I would like to see the inclusion of player variables/switches being able to be used in the combat algorithms though.
  12. No problem! Also I haven't tested this yet, but my hunch is soul bound items also wont drop on death. So I think if you want a specific item to also not drop then you could set it to "soulbound"
  13. Set the chance of dropping an item on death to 0. I just tested this on my server and it worked. Allowing a dead player to keep all their items.
  14. Almost everything made with rpgmaker is compatible with intersect there is a application in the downloads section that converts sprite sheets over.
  15. I made Swimming! Let me know if you guys want this as a tutorial! (gif below)

     

    yTScjO.gif

     

     

    1. Show previous comments  3 more
    2. Beefy Kasplant

      Beefy Kasplant

      Im assuming you're playing an animation over the sprite when they enter the water? :)

       

      Tutorials are always welcome! 

    3. Trixer

      Trixer

      Yeah that is how I am doing it :) 

    4. Trixer

      Trixer

      Ill be putting a tutorial up for this tonight or tomorrow. I have a dentist appointment today so we will just have to see how I feel afterwards. 

  16. Experimentation suggests that they wont wander cross map but they will follow a player if aggroed. If you log out on a map with an enemy aggroed to you that it doesnt belong to (spawned in at) then it will start wandering hte new map after it drops aggro on you
  17. Standby testing this now
  18. Even so your pillow shading is better then mine man! I struggle a lot when it comes to art! Great job!
  19. No Use network settings and firewall settings to close your server to the public.
  20. Upon rereading my post I realize I didn't mention the word "Event" one time. I guess I kind of just assumed people would know what I was talking about lol.
  21. Doh! Oh well! I am glad it will cause this is a system that should come from the engine and not come from events! Oh well!
  22. Do you still need help with this? For animating the image you could try something like this http://esotericsoftware.com/ Its basically skeleton based animation for 2d stuff and gets some really nice results! Up and down views are another thing entirely but personally if you ask me they aren't required for bad guys. Many bad guys in 2d rpgs have been basically side only views.
  23. Hello Everyone! Over a decade ago when I started my career into technology. I was a young aspiring early twenties geek that would have done anything to work in video games. After passing some network certs and applying at tons of mmorpg studios, this little no name one picked me up that was making a religious mmorpg. I won't mention the studio or the game name, but as far as I understand the game is still progressing. I am the furthest person from religious but I cut my hair threw on a suit and my best attitude and went in for my interview because I wanted to work in the game industry and would take anything. This wasn't even the craziest game studio I had applied for. I worked total time with this studio for about three and half years and left on very good term with them. My on paper job was administration of the servers that hosted the game, as well as communicating problems and needs to the dev team and executive members. Even though I was pretty low on the food chain I got to be privy to a lot of meetings and communication so I could be sure to voice any concerns I might have. I see so many truly awesome game ideas on these forums. I wanted to offer some things that I learned during my time employed with this company and working on an mmorpg, from about half way developed all the way up to and through launch. This list of advice is not ordered in a number of importance all of them are equally valid. 1. Design for 10k players. Not more or less. Intersect can handle it, regardless of your doubts 2. Virtual servers networking translation becomes a bottleneck at about higher workloads players. Virtual is great for dev and test servers but use real server hardware and make a real server for your launch (bite the bullet on the expense and most hosting companies will do "co-location" where you can send them a server and they will host it in the data center for a laughable fee) 3. If you build it they will come. Be honest about what your game is and can do, don't worry about pre orders or dumb stuff like that and I promise you no matter how off the books your idea is players will come. I mean I was part of an mmorpg that was all about the bible, and it saw numbers I would have never guessed. (about 6k players steady at all times logged in and around 45k players registered) 4. Design your maps like you are building an mmorpg not a single player game. Wide passage ways and open areas. Don't make shops that only hold 10 players, it will bottle neck your players game play and this is bad 5. Content content content Many of you know this already but players will eat your content at a rate that is directly inverse to the amount of sleep you should have gotten spending six days designing content that only takes fifteen minutes to swallow. Your team needs to be composed of content creators at a ratio of 3:1. Meaning you should have 3 people designing quests and making maps for every 1 person that is designing and creating hardcore game mechanics. 6. Do not turn down a writer in any form. If any person offers to write quests, lore, or put words on paper that describe aspects of your game world, you need to let them. Writers will become more valuable then artists or programmers and are masters of recycling content. Take a moment and reflect and think about how much is written in an mmorpg. If you count it up, it's a lot of times the largest part of development (even over art). 7. Sounds are just as important as writing. Do not let your sound guy/girl go upraised, you do not know what you have lost until it is gone!!!! (experience speaking) 8. There is no real difference in stability between a properly administrated windows server and a properly administrated *nix server (one could argue there is a huge difference in security though, which is why i would always recommend *nix, but just to dispel a myth. ) That is roughly all I can think of, but if more things come to mind I will add them to the list! Thanks for reading this, if anyone has any questions let me know!
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