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  1. im very interested in playing this if theres an english version
  2. looks awesome is an animation of the sprite playing behind the character or is the trail hardcoded?
  3. i had the same issue because i didnt add the new shader (radialgradient.xnb from the linked post below) to my "\Intersect-Engine\build\debug\client\resources\shaders" folder. once i replaced it, everything worked fine. have you already tried that?
  4. guild ranks and guild bank? youre awesome
  5. gooby


    this works. im not sure how to do this without using switch, but you can just add more cases to this for resource/item exp in different string colors i guess i also dont like how the XP sometimes overlaps with damage numbers, so id personally try using something other than actionMsg
  6. wishyyyy stop teasing us already and release itt D:
  7. tile size refers to the size of each individual tile in pixels. the width/height is the amount of tiles in the map. so, the map size is the tile size * width/height, which is also in the section indicated by shenmue. you dont want to go above 64x64 anyway or really above 48x48 unless you really have massive tilesets. 32x32 is fine i assume you just want it to be a square and a multiple of 8 (since 256/32=8), so you can try just changing the height to 32. make sure you restart the server after you change the config. NOTE that you will need to reset your server/resources/gamedata.db if you have maps already built with the old dimensions, bc as of now it wont automatically convert here is how the editor would look (you can see the dimensions in the bottom left corner):
  8. i think your best and easiest bet is to draw them lower, which requires changing the destRectangle.Y in client/entity/Draw. otherwise you would probably need to heavily edit the source to make the sprite size larger than one tile
  9. of course its possible with source edits wishy made a source mod a couple months ago but it seems he removed it for some reason. here are the threads, maybe they could be of some use? EDIT: also even though it seems the patches have been suddenly removed, you shouldnt apply old patches cuz it could just break your game, but you can still take a look into them to get an idea
  10. not exactly sure what you mean, but you can add "_cast" extension to your sprites to show a casting animation. otherwise, you have to custom code the source with something like "SpriteAnimation.Casting" and then add your own custom extension "_casting" (just a random example). you would have to do this for all of your entity/paperdoll sprites if you mean an animation for the spell projectile, then you have to make the animation first in the animation editor, then apply it to the projectile in the projectile editor
  11. it just doesnt look right doing it that way, id rather have it done properly. i also edited my post with other uses for it, hopefully to entice someone to make this happen!
  12. (First of all, i apologize if this isnt the right forum, i couldnt find a bug report section.) I noticed when i have an event follow me that it suddenly stops at the border between map chunks. It then reappears after some time/movement in my map chunk, still leaving the previous event sprite stuck. This occurs between multiple maps and can duplicate in each one see video: Embedded Video Link heres what the event looks like:
  13. Ah i see how that would work for base class sprites. But it wouldnt also work for equipment paperdolls, right? That's sort of what im getting at
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