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Shenmue

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Everything posted by Shenmue

  1. Yes, you have to build the solution, not just the project (ex. Server or Client). If you still have strange errors, you can clean the solution and build it again.
  2. Git apply --check [patchName] worked?
  3. Git apply --check [patchName] worked? Do you have this commit in your branch history? ID: 3fd5b1a9 From: Robert Lodico Date: 4/13/2020 11:59:31 PM Message: Merge pull request #145 from AscensionGameDev/fixingDevRegistrations ...
  4. So what is the answer? How to do it? Is it possible to add more images?
  5. Issue solved. Download fix patch (only for diagonal projectile mod) Patch was already working with the latest version of Intersect Engine development branch haha. Last official working commit updated.
  6. No slot created. Actually when you are in a fight you don't want to remove the target haha
  7. I will update the patch tomorrow with the latest Intersect Engine development version. Thanks for the report.
  8. Thanks for the report, I think I know the origin of the bug. I will fix it tomorrow or later today. I don't know what you mean by vanilla source, but I will see what I can do about that. I will probably update the patch with the latest version of the source development branch.
  9. I just tried to play, but there was too many lag. The introduction scene was very long because of that. Once I loged out from the game, I had to close the game and open it again to log back in. Maybe the server is slow? However, the game looks great. The introduction scene was cool. I guess the GUI is going to change?
  10. I guess yes, but I don't know how to do that
  11. Maybe like a map editor, but the player is in control
  12. Actually, you can be fine with only one variable. You just have to be sure that the current SpriteAnimation is the one the sprite frame is acting on.
  13. By showing it you mean send a patch on source modification? Better wait for a stable build I guess.
  14. Bro that was not clear, you are talking about the source right? Adding and showing your code where ?
  15. You should only set one sprite animation for each action and one action should be dominant on other. For example attack frame could have more priority so when the player move and attack, only attack frame is displayed. Right now it looks like animation sprite switch between both. You should check your if condition to see if everything is fine. Knowing this could be helpful too: There is a small lap of time where the character stop walking and when he does stop walking, the default sprite animation is set (it could be the kick one on this case). The idle timer variable can help on this I think.
  16. I think it's because there is a rebase operation. Try git rebase --abort or git am --abort More information here
  17. Have you tested? Maybe the value is the same for all
  18. Actually it's written "max" HP, so I guess it is normal that the desired value is not exactly what expected. You should test with other players to see if at level 37 every player of your class has the same HP.
  19. I think it's "System" instead of "Timing" Globals.System.GetTimeMs() I haven't tested it though
  20. Bro your post is not translated. These past days, there have been many questions regarding font issues. I guess you will find more answer checking them. One of them :
  21. Issue solved. Download fix patch Diagonal move routes feature added
  22. Shit ok, I will check that out tomorrow
  23. Well you did what was suggering to do. I guess the issue is somehow related to srcRectangle or destRectangle. Good luck mate
  24. I did an error bro, Change this line destRectangle.X -= texture.GetWidth() / 8 to destRectangle.X -= texture.GetWidth() / (number of horizontal frames * 2);
  25. You have to change destRectangle.X value on the Draw method in Client.Entities.Entity Change this line destRectangle.X -= texture.GetWidth() / 8 to destRectangle.X -= (number of horizontal frames * 2); destRectangle.X -= texture.GetWidth() / (number of horizontal frames * 2); And be sure everywhere there is texture.GetWidth() / 4 or texture.GetHeight() / 4, you divide it by the number of horizontal and vertical frames you have. But if instead of texture.GetWidth() / 4 it's texture.GetWidth() / 8, then it's the number of frames * 2 you have to put instead of 8. Your game looks cool
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