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Aesthetic last won the day on February 10 2021

Aesthetic had the most liked content!


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  1. This all all extremely valid, if I could add anything it would be to definitely have any and all custom code work peer-reviewed by a friend, or perhaps pay a fee to another skilled programmer to look through the work and have another set of eyes on it. When we first launched on Steam, we had numerous features that worked great on the front end, but under the stress of dozens of players fell apart instantly and could have led to serious and irrevocable damage to the game. But also don't be afraid to completely branch out! Intersect is amazing as a base, but it's open source for a reason. If you have big aspirations and Intersect doesn't quite cut it for you, theres nothing wrong with using Intersect and branching out from it to create your own custom engine from it, just make sure you have the capital, time, resources, and motivation to keep up with it, learn from your mistakes, and keep working hard. People love to trash on Intersect, even within this own community, often referencing weaknesses of the engine or "It's an intersect game it cant do this" ect, but that's the joy of Open Source projects. The **only** limit is how much time and work you're willing to invest.
  2. Wooo! Great work guys as always, features lookin extra thicc this time around
  3. Game is fantastic! This has a bright future ahead of it @Daywalkr keep at it man, I've definitely got my eyes on this gem
  4. Nice! This looks fantastic @Shenmue you can expect me to be online for launch
  5. Well, since you seem to be versed in coding, ill post the link to the touched up version Cheshire made if you want to peek around and see if you can fix it up for your client, but beware as updates to intersect could break it or cause merge conflicts.
  6. I'm not sure if it made it into the base engine, but Leafling uses a Tag system i believe was brought over. You can assign Tag to items like for example "Bow" and then put conditional checks on your spells for if item equipped has "Bow"
  7. Oop this is status :^)

    1. XFallSeane


      Hi! I would love to be able to help create an auction house and more for Leafing!

    2. Aesthetic


      Awesome, send me a DM and we can get to it :D

  8. Create a new Player Variable called "Suspension Active" set it to Boolean and on your Autorun event have it do a conditional check for "Item is Equipped = Suspension" and "Player Variable 'Suspension Active' = False" in the same conditional list. Have the first line of the Event change the player's sprite, and then the second line change Player Variable "Suspension Active" to True. Create a second page on the same Common Event, conditions are "Item is Equipped = Suspension" (Make sure you hit NEGATED on the bottom so that the condition checks if that item is NOT equipped) and "Player Variable 'Suspension Active' = True" The first line of this page should be setting the character's sprite back to normal, then the second line setting Player Variable Suspension Active = False. Hopefully that mess was somewhat understandable. The issue you have now is that you're using an autorun with no checks so it's spamming that event constantly every few milliseconds. With these checks in place it will only check to change the sprite when your suspension item is equipped once and then check again when you unequip it to set it back to normal.
  9. Aside from the points noted above, if you want people to work on your game, especially for free, you have to have a game. You didn't even go over a potential story, or the draw of your game and why any developer, even paid, should help you make your game. I suggest going back to the drawing board, setting aside some more time (if you care enough to) and working out an actual game, dont just dive right into developing. Also, not asking people to pour hundreds of hours of tedious and often annoying work for free in the middle of a global pandemic as you brag about your full time business and how much money you have would be a good start.
  10. @Zetasis Looks amazing! Great work man, you never cease to impress me with how much and how fast you improve.
  11. What i meant by transparency is if you plan to use a menu container, that you create 1920x1080 image with your actual menu container graphic in the center surrounded by transparent bg. If you're planning to use just a transparent bg and have your buttons arranged in a certain way, there is no way to change the fact that higher resolutions will push the buttons toward the center, the buttons are drawn to the x,y position of the parent graphic's bounds, so if you have your screen suddenly become 2x the size, the buttons will move to the new appropriate x,y.
  12. The buttons inside of MenuWindow.json are children, and they are restricted to their parent. All you have to do if you want buttons to be anywhere is simply change the 800,500 to 1920x1080, and add the transparency manually in photoshop or whatever tools you have access to, I can confirm this works well as its the same method we use in Leafling. If you want some help getting the image for your menu container set up right DM me and i can help you out.
  13. There is a night/day editor within the engine, look under the editor tabs, there you can assign all of those values.
  14. True damage is just damage calculated by default to ignore defensive stats. By default physical damage is reduced by armor, magic resist lowers magic damage, and true damage will ignore both of those values.
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