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Aesthetic

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Everything posted by Aesthetic

  1. @PhenomenalDev Ty, I try c:
  2. Since a lot of users seem pretty confused by Kibbelz's boss ass projectile system I'll run it down for ya guys c: 1: This is your list of projectiles, the one highlighted in blue is your currently selected projectile and the one you are editing. 2: This is pretty basic, creates a new projectile, deletes the selected projectile, and an undo button in case you mess up, respectively. 3: The projectile spawns screen can look a bit intimidating but it's really quite simple. Each block on the spawn map indicate 1 in game tile, with the S in the center indicating the player/NPC firing the projectile. In the current map you'll see that the arrow above the S has been marked green. You can do this by simply clicking an arrow. When you mark an arrow it spawns a projectile firing from that point and in the indicated direction every time you use said projectile. In the example above each time I fire my projectile one single projectile will shoot in the direction my character is facing since in the map it assumes your character is facing upwards. Had I clicked the arrow under the S every time I fire a projectile it would shoot behind me, this takes some experimentation and it's super fun I recommend playing with it a bit the possibilities are massive. 4: Name: The name of the projectile. Speed: The MS at which the projectile travels (higher values mean the projectile will travel slower) Spawn Delay: The MS at which the projectile is delayed upon firing. Quantity: The amount of projectiles fired. Range: The range (in tiles) that the projectile will fly. Collision Spell: The spell the projectile casts upon hitting it's target. (Spells will already apply their effects if it is set to a projectile spell) Knockback: How many tiles the target is knocked backwards upon being hit by the projectile. Grapple Hook: If this is selected the projectile will interact with grapple stones (in map attributes) and pull the user towards it. 5:Animations: The animation list and the animation currently selected Animation: This allows you to select the animation for the projectile to use for that page. Spawn Range: The page for your currently selected animation spawn. Auto Rotate Animation: This makes the projectile always face the direction the player is facing, for example an arrow animation may be just an image of an arrow facing upwards however if you set this to true the arrow will rotate to face the correct direction. 6: You can select any of these parameters to cause the projectile to stop at the selected tiles. Thanks guys and if I missed anything or something is incorrect lemme know c:
  3. Aesthetic

    RuneScape

    JustAGayKid OSRS ripharamberip RS3
  4. Sticky? This is so important, a lot of developers seasoned or not forget the importance of using a privileged port for their servers.
  5. You have a social life!? Unacceptable!
  6. Wild bohemian moose
  7. With the closed Alpha of Arcwyre on the way in the next few days along with the open Alpha/Beta shortly after that, Im in need of help with a forum. I know nothing about web dev other than how to pay for a domain, haha. If someone would be willing to assist me with this in the next few days I'd greatly appreciate it! As of right now I dont have the funds to directly reimburse you however I can pay you back with graphics should you need an artist for any projects.
  8. Miguu wouls be proud
  9. It's not bad although Beerus is a cat not a rabbit cat hybrid xD
  10. The purple is just a little too unsaturated for my tastes, nothing wrong though just an opinion thing.
  11. Other than color choices which I assume were made purposefully the only issue with it is that the sprite jerks forward during the left and right walking animations, I think one of your frames may be offset, very easy fix just wanted to point it out in case you didn't see it. Nice work
  12. Any changes to the engine that aren't in an editor already or reflected on the development road map will only be accessible to you once the engine is open source, meaning you can physically open the engine's code and create what you wish.
  13. Haters will say its fake. Jk, in all seriousness you guys are providing an amazing free service at the cost of your own personal free time. Not only that but it's the best service of its kind. Though I would recommend keeping the dev logs updated upon entering a hiatus/work stage just to let everyone know c: keep it up guys I love ya.
  14. Yes, in the near future when the engine is fully released it will be released as open source so you may code in whatever you like.
  15. Once Intersect is released in open source I'll gladly pay for your help.
  16. Good work so far, it's good to see some tutorials like this going up for aspiring digital artists. As a recommendation I would also cover dithering, line art, and composition. c: Keep it up!
  17. Officialy very impressed, amazing work Sky you always surprise.
  18. Amazing work as always JC! (PS: The attachment link is down)
  19. Lelel im a selfie whore
  20. In the Item Editor select ( Item Type > Currency ) on a new item. Then simply name it "Gold" or "Gold Coins" or whatever you desire. If you could tell me your native language I could translate this for you if it's difficult to understand. c:
  21. Oops! Missed that in the FAQ sorry for the redundant post and thank you c: keep up the good work! <3
  22. Hey I was wondering if it's possible to change the font of the rendered text throughout the engine at this point in time, or will I have to wait for open source? The font files are XNB which I believe is an extension from XNA Game Studio however I could be wrong. Let meh know! Ty guys <3
  23. Welcome to the Krusty Krab. 1
  24. Fantastic work! The rate you guys are releasing updates is alarming.
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