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Aesthetic

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Everything posted by Aesthetic

  1. You're right idk how i missed that ty ty marshy dearest ur the best <3
  2. Another update I'd like to share with you guys! These are 2 sneak peaks of dungeons that will be playable in the open beta as well as a new boss and some cool spell animation sneakpeaks! Mana Strike The Wisp Mother
  3. Just a quick update. We've added @JackSoda as our new lead designer! He just did some sick art for us that i'd like to share. This is one of the first bosses players will encounter in game, the Harvest Cleric
  4. Hey, thanks so much! I'm sure you can create something amazing too c:
  5. If I remember correctly this is actually being worked on right now by jc so hang tight! Don't need source, follow this guide c:
  6. Thank you, I'll be updating this post in the near future pretty massively as well as sharing the website and discord for the public open beta. c:
  7. Leafling is my new ORPG being developed in the Intersect Engine. This game is the result of years of learning and working directly with the engine in a previous project. My hopes are to make a truly close to home and nostalgic old-school RPG and a loyal community to build around it. I want to take this moment to thank every single one of you here on AGD as I've learned so much in my time here, you're all crazy bastards and I love you. With Leafling I'm taking a different approach to gameplay than most games of a similar genre. To tackle this in an organized matter I will be breaking this section into parts. RANKING I, as well as many of you, am a big fan of competitive games. Sometimes I wish casual MMO style gameplay could be supplemented with a competitive side, and that itch is rarely scratched. As a result of this I have used the event system to create an entirely automated ranking system as well as ELO scoring based on past season performance. Every 3 months the current ranked season will end and a new one will begin, bringing with it a full rank reset as well as a payout based on your performance last season. Rank Points can be acquired by completing difficult tasks throughout the game such as clearing dungeons at or above your level, or slaying a player in open world PvP. Ranking through this method will reflect your Explorer Rank. The other method of Ranking is Arena Rank, in which players can queue for matchmade 1v1 battles in a public arena against players of around their skill level, and receiving Rank Points when you win based on the gap in skill between you and your opponent. I think this will pan out as a super fun system that encourages regular play and creates opportunities for some really cool updates. DUNGEONS Every RPG has to have dungeons. To be honest I don't see a reason to stray from the formula here and I hope you all find the dungeons in game to be fun and engaging. Dungeons in Leafling often combine aspects of puzzle solving and combat to varying degrees of difficulty. There are also 2 types of dungeons: Field Dungeons Raid Dungeons Field Dungeons are public dungeons that can be cleared by any number of players and will reward any players within upon completion. Raid Dungeons are 4 player party dungeons which require special keys which are very difficult to obtain, however the monsters inside are immensely more powerful than anything else on Artemia, which of course means better loot. Only 1 party may participate in a specific Raid Dungeon at a time and upon a 20 minute timer you will fail the raid dungeon, causing your entire party to die. STORYLINE Leafling boasts a self proclaimed impressive story line that will continue in chapters through future updates, expanding the world and introducing more characters and content. While there are sidequests, the main story takes precedent and you will spend most of your leveling time progressing through the story. As of right now 8 chapters are written and finalized and upon Open Beta 3 chapters will be playable. Each chapter contains between 3-6 questlines which all vary in length. World Map Journeyman's Respite - The first human settlement on Artemia Intro Engine: Jcsnider Kibbelz Panda Graphics: Mack Aesthetic UI: Jcsnider Aesthetic Music: Aaron Kroghs The Deadmen Sunny Mondays The Cruise Worst Funeral Ever Design: Aesthetic Hunter Mills Writing: Aesthetic Eric Rogers DOWNLOAD: Leafling Official Website
  8. While I agree, I can't truly see anyone willing to put the time in, get access to the editors and join the discord just to troll, at least on here. I feel like the only barrier to entry should be no new AGD accounts and no one with an obviously spotted history of being a dick. After all, this is a game development forum and most of the people are here because they love games and making games, I think this could actually go pretty smoothly if everyone sticks to it, even if just casually. Edit: As well as the above I feel like the only other barrier would be mapping, which could be simplified by just having the team vote on the best mappers of the group that are willing and designating them to maps.
  9. This actually sounds super fun and cool, I'm down. Username: Azi Intersect Projects: Arcwyre, Leafling, AGD Demo Game Roles: Game Designer, Developer, Mapper, GUI Engineer, GUI Designer, I can basically do it all to a certain degree so i could just fill any missing spots tbh.
  10. NPC's can not have their name hidden unless you don't give them a name. Event's should be used for any NPC's that aren't going to be used in combat and to hide their name you can click the "Hide Name" checkbox towards the bottom left of the event panel. Not at the moment no, however when source is out im sure it wouldnt be too hard to set up some kind of map attribute or something simple to produce the sounds on step.
  11. I wouldn't mind helping with this endeavor either! Let's get some steam going. DM me on discord i have a few really helpful tools that may help speed up the process.
  12. I believe what he's saying is for example your mold, when you give the mold and the ore to the blacksmith you just get the weapon back, what you could do is actually have the player craft 2 of that specific weapon or armor and have the autorun even condition check that you have atleast 2 swords then have it take one sword and replace it with one mold it will all happen before the player can even see and it will appear as if you got your mold and sword.
  13. You can increase the area for description text by increasing the size of it in the .json ui files. It will allow for more text to show. It's pretty unseemly to have a scroll bar on item descriptions anyways as they are suppose to be able to convey a lot of info in a quick glance.
  14. Here are a few examples I've had that can create some semi-unique boss fights. Mind, the systems are a bit restrictive right now, but it will improve in the future. 1) A Caster Boss: Make your boss unable to move by selecting the option in the NPC Editor. Grant him/her/it a wide variety of very large AoE attacks and projectiles to add dodge mechanics to your boss fights. Your boss will stand idle, raining hell on the party fighting him. 2) Summoner Boss: Make an autorun event running in the background with a check for NPC's on Map = True. This event can summon mobs to the field every few seconds or minutes, setting these mobs to "Swarm" will cause them to all target the person attacking. 3) Map Boss: Make a normal boss, then place a graphicless, nameless NPC in the walls of the map. This NPC can fire arrows or fireballs ect across the map, causing the players to think up creative positioning to defeat them. There are countless more, just takes a bit of experimentation and creativity
  15. Generally the "default" attack speed is 1000ms. However, you can adjust each weapon's attack speed individually by selecting the "Static" option in the attack speed settings of the weapon editor. The smaller the value the quicker the weapon will attack as it's calculating how long in milliseconds there is in between each attack. A good side note is that 1000ms is equal to 1 second. Good luck!
  16. Looking phenomenal. I really like the look of the logo, really, really, well done.
  17. Did you modify the settings for your equipment slots? Your issue is that the "Weapon" slot isn't assigned to the Server's Weapon Slot. In Config.json inside of the Server resources folder scroll down to the top of your equipment slot settings. It will say WeaponSlot = ect and ShieldSlot = ect. Make sure "WeaponSlot" is = to the number of your Weapon Slot. You can find the number by counting your equipment slots from the top starting at 0 so if you have Hat, Shoes, Weapon, Shield, then WeaponSlot should be = to 2 because Hat is 0, Shoes is 1 and Weapon is 2 ect. Once you fix that issue you'll get another menu in that empty area of the item editor where you can set damage, crit chance, attack speed, and tool type.
  18. Gibier is correct but I'll walk you through it a bit more. After changing the image name, find "Bounds" at the top of the .JSON. There will be 4 numbers. You want to change the LAST TWO numbers which represent the X, and Y bounds of the image respectively. Then, scroll down to "Minimum Size" and make sure the minimum px value isn't higher than the size of your image. If you need more in depth help i have no problem hopping on teamviewer or helping you with discord screen share.
  19. Finding an engine for an MORPG as welcoming to new users and non-coders as Intersect won't happen hun. If you want free movement and are ok with a learning curve and offline gameplay Construct 3 can be used in your browser, however it costs money. There is also 001 Creator which, again, has quite the learning curve and is a bit dated and unwelcoming to new users. If you're going to make a game, deciding whether or not to use an engine based on one feature is kind of shooting yourself in the foot. If you have no coding experience, Intersect is the easiest way to go. If not, perhaps design your own custom engine.
  20. I'm really sorry hun, I have literally no clue what you're trying to ask. Perhaps someone more fluent in russian could help you.
  21. The engine runs at multiple resolutions, the player can change between them in the settings menu. There is no "default" resolution.
  22. Are you asking how to change the size of Interface elements? If so go to Resources/GUI/Layouts/(Game or Menu) and find the .json of the Interface element you want to modify. Then change the last two number values of "Bounds" those reflect the X and Y size of your image.
  23. Which .json files are you referring to? There are quite a lot in this engine. If you could tell me which .json you're looking at I can help ya out.
  24. Its at the bottom left of the Common Event window, below the graphic section ect. It's a run condition along with Action Button, Player Touch, and Autorun.
  25. Place the third and final piece of the JC-Force upon my anime waifu shrine of JC while chanting the Intersect Anthem. Afterwards I'll delete my game and all of the data from my computer because that's it. It's over. I can die in peace.
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