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Everything posted by OniSensei
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First thing you want to do is boot up the intersect editor and login to your server. Then navigate to the Game Editors menu item in the top left and select Resource Editor In the Resource Editor window that pops up, click the new file button located in the top left of the window Then select the new resource in the tree view located on the left of the window The rest should be pretty self explanitory. You will need to add an item that is a tool type for what you are trying to do, for example, a tree will prob be an axe. The initial graphic is the tree, the exhausted would be the stump. Play around with the duration, and hp settings to get it how you would like. In order for the editor to load the resource sprites you will need to place them inside the client/resources/resources folder. Good luck!
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This is the <equipment> section of my config.xml Please note that this will in turn add boxes into your character window and adda scroll bar, i modified my character window through the client/resources/gui/InGame.xml changing the image, the image size, and bounds and other such things to make it appear how i wanted.
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Looks like its puting the wings under the armor so try changing the slot position of the wings. it loads in chronological order so slot0, then 1 then 2 etc and each one gets layered on top of the other. So if it loads slot 0 as the wings then slot 1 as the armor, its going to put the armor over the wings.
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So the paperdolls are loaded in order of their slots in the server/resoureces/config.xml Here is an example of my paperdoll section: Basically the problem is that your armor is loading in over your wings when your character is facing up. (that or your sprite is cut wrong? looks like the wings might be duplicated from the down facing so it might not have pixels there? I cant tell without seeing the sprite tho)
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I found a way to do it by duplicating the map but without the roof desired, in a big town setting this would be rediculous to pull off and would make your game pretty heavy, and its not as seamless as you would probably like. But, if you mape one map with the town, then a second map with the town without the roof for the building you want then add a warp event that is passable and activated on player touch it.. works in a sense, the building will also have to be the actual size of the inside so thats kinda limiting too. example:
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Question regarding Hairs/Hats/Admin Panel
OniSensei replied to Garlic's question in Questions & Answers
You can also use the common events editor for some basic gm commands like i have set up here: Now, you are limited to what you can do in events, honestly if the events in the event editor like level up could be set with variables or paramaters with the /command trigger we could customize this so much more. This command for example would level up the admin or mod player, I also have a /gm command that gives the user gm specific items and gm specific spells. I also made the /d1 command to teleport the admin or mod player to the first floor of my dungeon, again if the warp had the ability to do map and or coordinates from the param of the /command it would be more useful, but as of now you would need to make a command for every map you want a warp to. -
Changing the dungeon around a bit, i decided to go a different way and im liking it a bit more. Also started work on a refining system for weapons/armor to +11 with a quest to activate, and fishing has been refined with a quest to activate as well so you learn how to do each one.
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I appreciate the feedback. Hopefully ill use them differently then other ;D
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Any particular style?
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I actually like the tile set, and being his patreon i get a lot of new stuff almost daily so...
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-Edit Looks like you fixed it on your own Go to /resources/gui and open InGame.xml ( I use notepad++ ) CTRL + F <HotbarContainer1> What we want to edit is under <HotbarLabel1> Look at <Bounds>30,19,4,15</Bounds> We need to change the bounds x coord back a little so instead of 30 im going to try 25. (ex : <Bounds>25,19,4,15</Bounds>) In game now looks like this:
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Good idea thanks!
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I didnt even see that! Thank you! -Edit Setting it under attributes even shows the animation in the editor! Thank god! This makes it so much better haha! -Edit 2 Only gripe is it takes away my blocked attribute so i have to be careful.
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Here is how i did it. I cut the sprite for the torch into rows like so: Then i set up the animation, After that, i used an event tile and set the animation to the torch animation i just made. In game:
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I wanted to make a game so now im here. Never introduced myself so here goes. I am from the Seattle area, 28 years old and work in the cannabis industry. I play video games. I wanted to make one, and then I found this forum after checking out a lot of engines. So.. Hi!
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Working on that right now ;D -Edit Added to the main post. Started to work on a fishing mechanic will be fine tuned soon.
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Just updated all the graphics to time fantasy style so they all match now, pushed out an update, anybody that downloaded the game previously i would suggest deleting it and re-downloading (you dont have to, you could just download and overwrite them but youll be left with a lot of old graphics for no reason) I am currently still working on all the paperdolls as this will be time consuming they will be pushed out and made on an "as i need" basis.
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Open your client folder and go to /resources then open the config.xml (i use notepad++ but any text editor will do) <?xml version="1.0" encoding="utf-16"?> <!--Config.xml generated automatically by Intersect Game Engine.--> <Config> <Language>English</Language> <Host>127.0.0.1</Host> <Port>5400</Port> <RenderCache>true</RenderCache> <MenuBgm /> <MenuBG>background.png</MenuBG> <Logo>logo.png</Logo> <IntroBg /> <Font>arial</Font> </Config> Edit the <Host>127.0.0.1</Host> to the servers IP. Since you seem familure with other settings such as ports and your firewall ill skip that.
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Gave someone my tileset folder but they can't seem to load maps properly?
OniSensei replied to Garlic's question in Questions & Answers
Can you get a screen shot of your folder, both the folder the editor is in and the folder containing tilesets (just the top is fine we dont need to see the contents of the tileset just the directory path). So from my understanding the editor loads its files from the folder directly so anything added to the resources/tilesets folder should show up for your tiles. -
v5 isnt out yet. Be patient
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I know people said resize your sprite but it was not mentioned that the transparent pixels in your sprite sheet add padding.
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Difficulties changing EventDialogWindow Size
OniSensei replied to Ainz Ooal Gown's question in Questions & Answers
See the reply i posted here: Just because you changed its bounds doesnt mean the image it uses is bigger, your text area will also be the same size unless you edit it. -
I can increase the size of the textbox?
OniSensei replied to Minamoto Yoshitsune's question in Questions & Answers
Lets see if i can help. In the GUI folder, open InGame.xml (i suggest notepad++) CTRL+F and search for <EventDialogWindow_Max1Response> You should get something like this: <EventDialogWindow_Max1Response> <Bounds>247,210,530,162</Bounds> <Padding>16,8,9,11</Padding> <AlignmentEdgeDistances>0,0,0,0</AlignmentEdgeDistances> <Margin>0,0,0,0</Margin> <RenderColor>255,255,255,255</RenderColor> <Alignments>Center</Alignments> <DrawBackground>True</DrawBackground> <MinimumSize>1,1</MinimumSize> <MaximumSize>4096,4096</MaximumSize> <Disabled>False</Disabled> <Hidden>False</Hidden> <RestrictToParent>False</RestrictToParent> <MouseInputEnabled>True</MouseInputEnabled> <HideToolTip>False</HideToolTip> <Texture>eventdefault.png</Texture> <TextureSourceRect>0,0,0,0</TextureSourceRect> Looking at this we can see its calling the eventdefault.png as its texture, and we know by looking at the GUI folder, the eventdefault.png file is 530x162 px, this means the <bounds> tag is setup like this, x, y, width, height. So to start making this bigger first we want a bigger image. In the GUI folder you should also see other event responses of bigger sizes, for this im going to use event2responses as a template, and that file is 530x208 px. So change the <Texture>eventdefault.png</Texture> to <Texture>event2responses.png</Texture> Then we need to set the new bounds. Im going to leave the x and y the same just to test it first and for now im just going to change the width and height. So change the <Bounds>247,210,530,162</Bounds> to <Bounds>247,210,530, 208</Bounds> Now looking down a bit more we see this has children. <EventFacePanel> |==| This Is where the face image will be shown and its settings, since we are setting the default x and y im going to leave this the same <EventDialogArea> |==| This is the part where the text is, this is the part we want to make taller <EventDialogAreaNoFace> |==| This is dialog as well but with no face image so the text box is wider, we will need to make this taller too <Response1Button> |==| This is the button to click ok we will probably need to move this guys y coord down some Under <EventDialogArea> lets edit a few things. <EventDialogArea> <Bounds>112,14,402,80</Bounds> <Padding>0,0,0,0</Padding> <AlignmentEdgeDistances>0,0,0,0</AlignmentEdgeDistances> <Margin>0,0,0,0</Margin> <RenderColor>255,255,255,255</RenderColor> <Alignments /> <DrawBackground>True</DrawBackground> <MinimumSize>1,1</MinimumSize> <MaximumSize>4096,4096</MaximumSize> <Disabled>False</Disabled> <Hidden>True</Hidden> <RestrictToParent>False</RestrictToParent> <MouseInputEnabled>False</MouseInputEnabled> <HideToolTip>False</HideToolTip> <CanScrollH>False</CanScrollH> <CanScrollV>True</CanScrollV> <AutoHideBars>False</AutoHideBars> All we really need to change in here is the height, so find <Bounds>112,14,402,80</Bounds> Since our background increased 48px lets just account for that and add 48 to 80 which gives us the setting <Bounds>112,14,402,128</Bounds> Repeat this step for <EventDialogAreaNoFace> Change <Bounds>22,14,488,80</Bounds> to <Bounds>22,14,488,128</Bounds> THIS SHOULD WORK IN THEORY I HAVE NOT TESTED IT. -
@Zetasis ive actually purchased almost all the time fantasy stuff and am a patreon to him as well, im working on those tiles as not all of them work out of the box and i wanted to make a few tweaks so the graphics will actually be overhauled here soon.
