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Trixer

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Everything posted by Trixer

  1. I would like to note that you should not design mmorpg shops for only 5 people. This is one of the reasons you see mmorpg shops in wide open areas or some dude just standing on a street corner selling magical weapons. You should NEVER EVER NEVER EVER EVER EVER NEVER EVER limit the number of players that can connect to your server at a time. You should have a footprint of your players bandwidth, ram, and cpu usage to play the game. You should know well ahead of time as your game progresses when you will need to scale. Further more I think you should reflect on vertical scaling over horizontal scaling. Given that more or less the entire engine is a huge rubix cube solving machine (grid calculations) connected to a telephone (internet) what you can get on a server these days, I think you could design for around 10k players on your server at any given time. I see no reason why this tech wouldnt support such a thing if you design for such a thing and feed it the hardware it needs. I have been part of a team that launched a commercial mmorpg before, not at anytime did we ever consider limiting the number of players that could connect to a server and instead only thought about giving the players enough space (both in technology and in world design) to spread out and grow. So if we can do an estimated 10k connected to the server at one time, across four different time zones, assuming most players will play say 6 hours a day 7 days a week (Which is on the very high side) You could easily see 45k - 60k registered accounts on your game before you would ever even need to think about launching another server or limiting connections to your server. If you reach these numbers and still don't know what to do, then you should hire someone that knows what to do, and still not fret about it.
  2. There are others in the world that have felt my pain!!!!!! I thought I was the only one! You shouldn't limit staff, really you shouldnt limit users either. When you see your server starting to lag because of to many users online that is really a good thing! You should at this point write a launcher and server selector and launch another server and just keep on ticking away. I see no valid usage for limiting users on the server. However if you truly wanted to do this, there are a million and one ways to do it through your network configuration and not your server configuration. This would be a better place to implement this kind of filtering anyway. - Launch VPN Service - Put server on VPN Service - Limit connected guests and user group logins to vpn Most operating systems have built in abilities to connect to VPNs so this would be a matter of throwing up a tutorial on how to connect to the vpn and you are done!
  3. Hey Guys! First off great work on intersect I am really enjoying my time in it. I have a small request for beta 5 if its a simple one. Any chance we could get the ability to equip and unequip items on a player? It doesn't need to be dynamic or anything. Just unequip by slot, and equip only known items. (You could use a condition check to make sure they have it in inventory, so equipitem could silently fail if they don't have it) I promise to put lot's of really kewl tutorials up if you do! <If anything just unequip would allow for some pretty interesting out comes, with out even the ability to equip stuff>
  4. Hey Moon! This is a really interesting problem. I wonder if the resource editor is taking your layer selected in the editor into account when you place the resource spawn point. I haven't checked myself but the first thing that comes to mind is to set the resource spawn down with a higher layer selected. If that doesn't work I will try and think of something better (also I am trying to duplicate the problem on my game)
  5. Just making sure this wasn't a result of my own stupidity. Thank you for confirming! My baseline test seem to suggest not from NPCs, though I haven't tested to see if this feature is designed to work in pvp or not.
  6. When a player presses Q while holding a shield what does it do besides slow them down?
  7. Hello Everyone! Today, I will be teaching you how to make a dynamic weather system. We are gonna focus on creating a dynamic snow system that decides when it should snow, starts snowing, and then stops snowing when it should stop snowing. Disclaimer: There are many factors of intersect I don't know from a behind the engine point of view. I don't know what kind of AOI system that intersect implements. I do not know how pooling of events that run in a loop is handled. I do not know if there are index limits to animation sizes. I don't know how the "wait" command in events is polled to see if the event needs to keep waiting or not. That being said, the way I will show you how to do this could fall apart in the long run over several months of server time due to my ignorance of the internal workings of the engine. I did how ever let it run for three hours with twenty maps stitched together and it seemed to have minimal impact on the server from a relative point of view. It seemed each map caused the server to use about 2 more megs of ram and a bit more CPU. On the client the impact was noticeable but minimal. Occasionally I would loose a frame here or there, or there would be a literal 1ms freeze when the snow animation started. Be mindful that I am on a super potato 3000 running client, server, and editor + other desktop software like image editing all on the same machine. So in a deployment setting I think this would be ok. Now that I have fully crushed all of your expectations on to the tutorial! Step 1 - Create Snow Animation - Create a 2064 wide and 1032 high PNG. This will make a two frame snow animation. Each frame being 1032x1032 pixels wide (yikes, goodbye mobile port!) - For this I just made a transparent background and scattered white dots around it. You can do something much better then me I bet. Either way I will give you some time to invoke your creative juices. - Open up your animation editor and make a new animation. - Fill it in to match the picture and save (cut out in picture but loop count should be 60) Step 2 - Create Global Variable - In your global variable editor create a new "switch variable" and call it "isSnowing" and set it false (good naming habits are important) - In global variables create a new one called "SnowRoll" set it equal to 0 Step 3 - Create the Snow Controller This event will tell the world if it is snowing or note. It's the meat of the system. - Open up any map in your game and go to the event editor tab and create a new event on one of the tiles. - Bottom left corner set the trigger to "Autorun", don't set any sprites or anything for this event, and make sure the player can pass through it - Fill the event out like the below picture I wont go into full details about each part of this event. I think it is pretty straight forward. It checks every minute to see if snow should start or stop and sets the "isSnowing" switch to true or false. In the above script there is a 30% chance it will start snowing and a 50% chance it will stop snowing every minute. This works great for view purposes but is way to high for a real production kinda thing. The conditional statement that checks to see if our "SnowRoll" variable is above a specific number can be changed to increase or decrease the snow starting and stopping chance. For something a little more realistic you should set the first one to be greater then 95, and the second one can stay the way it is. If you want to create various weather types or bios, you will need to expand this event to allow for more weather, to set more switches like "isRaining" or whatever. you can experiment here. Step 4 - Showing the snow in the world - Time to put that snowing animation to the test and show the snow in the world! This isn't to hard but can be tedious if you have a lot of maps that you need it to snow on. (Still less work then what adding weather to the source code might take when I do that, so still not bad!) - For each map you want it to snow on find you any tile and create an event on that tile. - Set it like before, Autorun trigger, no sprites, no collision, the player shouldn't even know it is there. - Fill it out to match the picture below - VERY IMPORTANT!!!!!!!!!!! - In the play animation command. You need to set it to the map that you put this event in. At x15 y13 coordinates!!!!! - You must create this event in every map you want it to snow in! 5 - Save and restart everything! That is it! You should have snow that comes and goes on your maps in a some what random interval. There is a lot to do with this system to make it look production ready! You can adjust size of snow animation and where it is played in the map to get it to line up better with the maps surrounding it. The way the system works is there is always a chance that it might appear to be snowing for a player but the "isSnowing" flag is set to false. Keep this in mind when setting up events or things that work off the weather system. Almost all players will see it to be snowing for a tad bit longer then the system will think its snowing for. This is because animations have to finish playing and I can't find a way to just stop them. This at the end of the day isn't that big of a deal and will most def get you by until source launch! I am extremely interested in hearing about peoples experiences with performance using this method. I decided to go with this method instead of creating a snowing animation over the player and moving it with the player because I fee like in a real game setting with lots of players it would be less resources to animate the snow on the map instead of personally for each player. (However creating an animation that follows the player around and slightly overlaps the camera view might make for a cleaner looking effect between maps) If you guys liked this tutorial let me know by posting a reply to the thread, liking, and subscribing to my profile! My next tutorial in a couple days will either be player grown crops or player owned houses. You guys let me know below what you would like to see!
  8. Any pixel artists want to help me with a quick image I need for a tutorial I am releasing later today. 

    It shouldn't take anyone with an accomplished sense of artistic creativity more then 10 minutes.  It is for the good of the community as well.

    PM and I will give you the details of the help I need, I want to keep the content of the tutorial secret until I release it!

    Thanks in advance if you are reading this!

  9. I'm super jealous of your awesome ability to shade pixel art! I wish I was half as good as you!
  10. What I did with Intersect today (7-6-2018) 

     

    1.  I figured out the paper doll system and posted a vanity pet tutorial

    2. I created some logos for my working title

     

    Which ones do you guys think is the best? Leave a comment letting me know!
    SP1.png

    sp2.png

    sp3.png

  11. Hey Bro,

    Heads up, I set ascensiongamedev.com  to recieve 100% of my brave token contribution a month.  I really like what you guys are doing and I want you to keep up the good work! 

    I know a lot of this sounds like gibberish, and I am not trying to plug any external product, but sense you are going to be getting some around the end of this month you should google "brave browser" and "brave coin" to understand more what it is.


    /TLDR   Every month you will get brave coins from me, brave coins are a crypto currency, google them to see what its all about (I dont want to link external stuff here) 

  12. Yeah I agree this makes a system more like a "vanity pet" and not a hunter type pet. Though you could even fake a hunter type pet with the system. Consider the following as a fill in system. You could make a set of spells called "Pet Spells" Lets take the bat for example. Lets say the bat has two abilities. One is an AOE "Screech" ability that does damage and lowers the speed of an enemy for a given time. The next is "Vampire Bite" which is a close range spell with the life steal ability on it. On each of these two abilities you make sure that their casting requirements require you to have the bat in your inventory (to bad you couldn't make requirements to have things equipped) You create a pet trainer that teaches these spells to the player. The player then has access to different skills that arent of his class. He can use the skills as long as he has a bat in his inventory (Ideally equipped but you cant check for that so just make some lore up that says they let the bat out of their bag for attacks if it isnt equipped) For the spell animations you could easily make them look like they are coming from the bat simply by offsetting the animation frames so they line of with the bat and not the player.
  13. Also I am not sure if the speed stat increases movement speed or not, but if so this would be a sure fire way to make a mount system too....
  14. HOW TO: Make a vanity pet system (kinda) Hello anyone who might be reading this. I am still pretty new to the intersect engine (today is my second day on it) but it seems straight forward. I have been reading around the forums and noticed everyone mentioning pets, and pet systems. I think I might have a way to give developers something to "get them buy" until the source code officially releases. My apologies if this has been posted else where or something. Getting Started 1. First we need to add a new equipment slot for a player to equip the pet. So shutdown your server and open up the config.xml file in the server resources directory. 2. Find the section that looks like the following <Equipment> <WeaponSlot>2</WeaponSlot> <ShieldSlot>3</ShieldSlot> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> </Equipment> Modify it so that it looks like this <Equipment> <WeaponSlot>2</WeaponSlot> <ShieldSlot>3</ShieldSlot> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> <Slot5>Pet</Slot5> </Equipment> Awesome now save it! This adds a new equip slot for out pet. You can also use this method to add equip slots for other places too. 3. Now we need to tell the engine how to display the paper doll for the pet. The next section in the file is just for this. Change it to look like the following <Paperdoll> <Up> <!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> <Slot5>Pet</Slot5> </Up> <Down> <!--Paperdoll is rendered in the following order when facing down. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> <Slot5>Pet</Slot5> </Down> <Left> <!--Paperdoll is rendered in the following order when facing left. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> <Slot5>Pet</Slot5> </Left> <Right> <!--Paperdoll is rendered in the following order when facing right. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> <Slot0>Helmet</Slot0> <Slot1>Armor</Slot1> <Slot2>Weapon</Slot2> <Slot3>Shield</Slot3> <Slot4>Boots</Slot4> <Slot5>Pet</Slot5> </Right> </Paperdoll> 4. Ok that's it for the server config. Save it close it and restart your server! 5. Before you open your editor and client! Go to the resources folder of the editor/client and under the enities folder find the one that looks like a bat. Copy that file into the paperdolls folder (We are gonna make a bat pet for this tutorial but you can use any sprite you want) 6. Ok! Now open the editor and go to items. Make a new item call it "Bat Pet" and set it to equipment type. Then where it equips set it to "Pet". At the bottom set the male and female paper dolls to the bat image we copied before. 7. Spawn the item in game and equip it. Blam! You have a bat following you around. (kinda) The bat sprite sheet isn't really made for a pet system because the bat sprite is centered on the sprite frame. If you wanted the bat to appear off to the side of you for up and down views you would need to adjust the bat so he doesn't stick in the center of the image. Same with side views it might be good to move the bat up. Each pet will take some adjusting and pixel arting to make it look good in the system, but this could serve at very least as a place holder for your game until source can be released and we can do a proper pet system from the NPC system. If you guys liked this tutorial or thought it was helpful please leave a like, follow me, and leave a comment and I will try and do more tutorials as I discover how to do more things with the engine! <This is a repost from my status update. I am not sure if I am allowed to post here, or if this tutorial meets the requirements for tutorials posted here. Apologies ahead of time for typos or issues>
  15. HOW TO: Make a vanity pet system (kinda)

     

    Hello anyone who might be reading this. I am still pretty new to the intersect engine (today is my second day on it) but it seems straight forward.

     

    I have been reading around the forums and noticed everyone mentioning pets, and pet systems.  I think I might have a way to give developers something to "get them buy" until the source code officially releases.  My apologies if this has been posted else where or something.

    Getting Started

     

    1.  First we need to add a new equipment slot for a player to equip the pet. So shutdown your server and open up the config.xml file in the server resources directory. 

      
    2. Find the section that looks like the following 

     <Equipment>
        <WeaponSlot>2</WeaponSlot>
        <ShieldSlot>3</ShieldSlot>
        <Slot0>Helmet</Slot0>
        <Slot1>Armor</Slot1>
        <Slot2>Weapon</Slot2>
        <Slot3>Shield</Slot3>
        <Slot4>Boots</Slot4>
      </Equipment>

     

    Modify it so that it looks like this 

     

     <Equipment>
        <WeaponSlot>2</WeaponSlot>
        <ShieldSlot>3</ShieldSlot>
        <Slot0>Helmet</Slot0>
        <Slot1>Armor</Slot1>
        <Slot2>Weapon</Slot2>
        <Slot3>Shield</Slot3>
        <Slot4>Boots</Slot4>
        <Slot5>Pet</Slot5>
      </Equipment>

     

    Awesome now save it! This adds a new equip slot for out pet. You can also use this method to add equip slots for other places too.

    3.  Now we need to tell the engine how to display the paper doll for the pet.    The next section in the file is just for this. Change it to look like the following 

     

    <Paperdoll>
        <Up>
          <!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.-->
          <Slot0>Helmet</Slot0>
          <Slot1>Armor</Slot1>
          <Slot2>Weapon</Slot2>
          <Slot3>Shield</Slot3>
          <Slot4>Boots</Slot4>
          <Slot5>Pet</Slot5>
        </Up>
        <Down>
          <!--Paperdoll is rendered in the following order when facing down. If you want to change when each piece of equipment gets rendered simply swap the equipment names.-->
          <Slot0>Helmet</Slot0>
          <Slot1>Armor</Slot1>
          <Slot2>Weapon</Slot2>
          <Slot3>Shield</Slot3>
          <Slot4>Boots</Slot4>
          <Slot5>Pet</Slot5>
        </Down>
        <Left>
          <!--Paperdoll is rendered in the following order when facing left. If you want to change when each piece of equipment gets rendered simply swap the equipment names.-->
          <Slot0>Helmet</Slot0>
          <Slot1>Armor</Slot1>
          <Slot2>Weapon</Slot2>
          <Slot3>Shield</Slot3>
          <Slot4>Boots</Slot4>
          <Slot5>Pet</Slot5>
        </Left>
        <Right>
          <!--Paperdoll is rendered in the following order when facing right. If you want to change when each piece of equipment gets rendered simply swap the equipment names.-->
          <Slot0>Helmet</Slot0>
          <Slot1>Armor</Slot1>
          <Slot2>Weapon</Slot2>
          <Slot3>Shield</Slot3>
          <Slot4>Boots</Slot4>
          <Slot5>Pet</Slot5>
        </Right>
      </Paperdoll>

     

    4. Ok that's it for the server config. Save it close it and restart your server! 

     

    5. Before you open your editor and client! Go to the resources folder of the editor/client and under the enities folder find the one that looks like a bat. Copy that file into the paperdolls folder  (We are gonna make a bat pet for this tutorial but you can use any sprite you want) 

    6.  Ok! Now open the editor and go to items. Make a new item call it "Bat Pet" and set it to equipment type. Then where it equips set it to "Pet".    At the bottom set the male and female paper dolls to the bat image we copied before.

    7. Spawn the item in game and equip it.  Blam! You have a bat following you around. (kinda)


    The bat sprite sheet isn't really made for a pet system because the bat sprite is centered on the sprite frame. If you wanted the bat to appear off to the side of you for up and down views you would need to adjust the bat so he doesn't stick in the center of the image.  Same with side views it might be good to move the bat up.

    Each pet will take some adjusting and pixel arting to make it look good in the system, but this could serve at very least as a place holder for your game until source can be released and we can do a proper pet system from the NPC system.


    If you guys liked this tutorial or thought it was helpful please leave a like, follow me, and leave a comment and I will try and do more tutorials as I discover how to do more things with the engine!

    1. Show previous comments  2 more
    2. emptyaccount

      emptyaccount

      I believe everyone can post tutorials there @jcsnider am I right or am I wrong? :664_crystal_ball: :35_thinking:

    3. Trixer

      Trixer

      Well I posted this one there! So if no one says anything I will start posting more there. 

    4. jcsnider

      jcsnider

      Nah the tutorials board is the way to go @Trixer and @Moon status updates get lost over time :)  

       

      nice tut!

       

  16. What I did with Intersect today (7-5-2018)

    - I created Gold (Money first!)

    - I created a sword (with striking animation, and inventory icon)

    - I created a bow (with projectile animation, and inventory icon)
    - I created a spell and weapon skill (animated with icons)

    -  I created a bank event

    - I created a shop event that sells basic items and buys bee stingers

    - I created Bee npcs

    - I created a quest event that rewards you for killing bees

    - I created a really basic map (Like the map editor a lot I just lack talent)

    - I added an extra inventory slot for "hands"

    - I created a "login" event that gives you patch notes and news

    - I created /command events to show patch notes and news

     

    Tomorrow I will 

    - Either play with the GUI lay out, or paperdolls

     

    Things I wish I knew

    - What does guarding do?

    - What strategies are devs using to keep people from ping ponging mobs with no aggro tables?

    - How to make visually pleasing maps

     

    Feature Wish List

     - Virtual folders for items, abilities, and events

     - Identifier names and Display names for items and abilities (to help with sorting through the editor)

     - Ability to run an event when an item is equipped or removed

     - Ability to pass a player var into many of the "player control" event commands

     

    Screenshots thus far (apologies for desktop clutter I tried to clean up)
    BowShot.png

     

    Skill_Shot.png

  17. Just getting my feet wet with Intersect Engine!

     

    Professional Dev in real life, and have a lot experience with RPG maker as well.

     

     

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