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Aesthetic

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Everything posted by Aesthetic

  1. Nice! This looks fantastic @Shenmue you can expect me to be online for launch
  2. 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.
  3. 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"
  4. Oop this is status :^)

    1. XFallSeane

      XFallSeane

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

    2. Aesthetic

      Aesthetic

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

  5. 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.
  6. 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.
  7. @Zetasis Looks amazing! Great work man, you never cease to impress me with how much and how fast you improve.
  8. 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.
  9. 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.
  10. There is a night/day editor within the engine, look under the editor tabs, there you can assign all of those values.
  11. 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.
  12. Aesthetic

    WIP Usatsune

    Unless I'm mistaken there aren't any mixing of tilesets, they're using the TF base and TF Japan Expansion.
  13. Just to add on to Joyce and clear a few things up, by default when a player changes classes via the Event system in Intersect the character will immediately adopt the *new* base stats of whatever class they changed into. To be more specific on how you could use this for your system, If you want a Warrior class to evolve into something like Knight and gain +5 base Attack, you could just use the same base stats as warrior but with +5 more attack, that way when you upgrade your class the new base stats will apply. (Just realized this is a psuedo-necro sorry)
  14. I had a lot of fun watching this actually, maybe later on when Leafling is in a better state I'll hit you up Just a bit of CC: 1) A lot of the commentary seems to be filled with you messing around and joking (which isn't inherently a bad thing) but a bit more commentary on whats going on or why you like/dislike some parts of the game ect I think would help the video quality a ton. 2) Idk if it was just me but your voice seemed to be drowned under the game music on some parts. 3) One of the best parts of watching youtube creators is interaction and community, you should make a discord for your channel and try to build a community instead of relying on youtube comments. Good luck! I'll be sure to like and sub
  15. Does this create a slot in the controls configuration? I think esc is probably one of the worse keys to map this too seeing as accidentally double tapping would open a full screen menu and stop you mid combat.
  16. I'm looking for someone familiar with C# to help me modify the default UI layout of Intersect in a few substantial ways. I'll provide all designs, layouts, and dimensions I only need help getting it functional. DM me with your rates and we can continue on Discord, thanks so much!
  17. its fine now after the latest intersect update
  18. I get this conflict when attempting to add this to a fully updated vanilla source.
  19. Aesthetic

    TemTem

    Haha, the devs have stated that the cyber tem you encounter aren't a good example of actual cyber type tem and that they aren't op. It's just that the one you against your rival has above maximum stats to be purposefully roflstomp op. Like the boss fights in some games where you're meant to lose.
  20. Aesthetic

    TemTem

    that could be an issue, its not expressly stated but the direct intended audience of the game are long, long, time competitive pokemon players and the difficulty spike is to counter pokemons history of pressing 1 button and winning every cake-walk fight. They dont outright say it but it's very clear their end goal is esports and competitive sustaining them, so yeah i agree their job with making it accessible is pretty awful. To add to your co-op comment, yes, in temtem team comp and switching and playing the long game is a majority of it. Sustaining stamina, switching instead of waiting, knowing type matchups, basically competitive knowledge. If you go in blind its brutal as hell, I have a few friends who have tried it and 3 of them needed my help to beat the first dojo, despite having a near 8 level advantage at the time. tl;dr good for sweaty comp players, bad for normal people (for now) (to add add, just so you know, the second type is literally all it sounds like, a second type. If something is rock and fire, which are both weak to water, is hit by a water move it will be 4x instead of 2x, where as if there is something like a Earth and Wind type getting hit by electric wont be super effective even though it beats wind, because Earth resists it. Sorry if i explained that horribly.)
  21. Aesthetic

    TemTem

    Really? Most people complain about the tems being too *bulky*. Much lower damage overall and higher health pools, if youre being one shot i cant help but feel maybe you have a level disadvantage? So far, as a long time competitive pokemon player, the game is extremely balanced, more so than I ever thought a game of the genre could be. (dont get me wrong here, im no fangirl there are definitely some really irritating aspects to the game, thats just one part i objectively can't deny) That was 100% true and awful until this morning as they released the ranked matchmaking ladder with seasonal rewards and pansun rewards per win, so thats been occupying most of my time. The ranked ladder is also super accessible as it scales all of your Tems to perfect SV values so youre on an even playing field (to a certain extent) with players who have sunk a lot more time in than you in terms of stats. You'll still wanna set up movesets and think about type viability but for the most part any tem is relevant in its own niche. I couldn't agree more, the story is a roller coaster that goes from "wow this is an extremely polished and amazing story mode" to "i actually want to kill myself what even is this story mode" extremely fast and kinda rapidly, I really hope they pick up the ball on Kisiwa and not make the same mistakes as the third zone. Overall, it still has a long way to go before it's where it needs to be, but as of now I find it super fun and the ranked ladder is really engaging and allows for tons of skill expression thanks to the far superior battle system
  22. Aesthetic

    TemTem

    Idk if word has made it around to everyone's parts of the woods but TemTem is really good! They just released their Ranked Matchmaking ladder and it'd be cool to play with you guys add me! IGN: Kylee Post your favorite tems or lame
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