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gooby

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Everything posted by gooby

  1. wishyyyy stop teasing us already and release itt D:
  2. 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):
  3. 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
  4. 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!
  5. (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:
  6. 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
  7. also wouldnt work for players of all different sprites, thats why it has to be specific to your characters sprite+whatever theyre wearing
  8. Unless I'm missing something, there is no way currently to make a common event /command to play a sprite animation specific to your sprite. For example, typing "/beg" would play the begging animation for your sprite that ends in "_Beg" EDIT: - this would also be useful for making a "_Swim" animation when walking on designated water tiles - useful for event-pets to make them stop moving and change sprite to sit if they have a "_Sit" animation
  9. i agree i think the battleaxes and potions look badass heres another bundle of interest, LOTS of stuff: https://itch.io/b/520/bundle-for-racial-justice-and-equality
  10. i think you all you have to do is to define: public bool IsAttacking and include that in Client/Entity.cs/UpdateSpriteAnimation() here: if (IsMoving && !IsAttacking) and set IsAttacking to true/false in Client/Player.cs/Update()
  11. Just like in a 1 tile area around where it is located.
  12. A mechanic that allows an item on the ground (or an NPC/event) to explode and deal damage in a user-defined vicinity around it
  13. wishy's solution didnt work for me. but, in Intersect.Client.Entities.Projectile.Projectile.cs/AddProjectileSpawns, there is this: where you just add that "Y - 1" to go up, which is what I assume you want
  14. Can you add a color slider to this? O.o
  15. In the new Master update, when i try to merge "upstream/master" into the "master" branch as i normally try to do, it says i have conflicting files in MonoMusicSource and another when i never changed anything in said classes previously... why is it asking me to do this if i never touched it? when i tried resolving it manually, i just get other errors. is there a proper way of doing it manually? here just one example: sometimes the head doesnt even have anything in it... i must be doing something else wrong EDIT: also occuring in Server/PacketSender.cs
  16. ok i figured it out, it was better for me to randomize animations in Client.Entities.Player.cs/Update() as such: and i used IsAttacking similar to Shenmue's script to cancel the walk frame if attacking in Entity.cs/UpdateSpriteAnim: it looks a little awkward to move+attack, so ill probably work on holding the player in place when attacking. thanks guys! Video
  17. oo i see it now, i added something that made it slightly better. but how can i differentiate between sprite frames when they all use the same variable SpriteFrame? do i make another int for each anim i want to use? EDIT: i think id use SpriteAnimations.Punch, etc?
  18. yes they both look just fine on their own. could it be something to do with that when trying to walk and attack simultaneously another weird thing happens, like it's trying to reset a base walk frame between each attack frame? this is something that started happening to me after the last anims update. and thanks for nitpicking, i did not know about the existing randomizer and shouldve made punchOrKick private. as a noob, i try to make stuff functional before proper.
  19. I've been trying to randomize between punch/kick animations for unarmed attacks. For some reason facing left/right has this weird rubberbanding while facing up/down is totally fine and works as intended. It's not my sprite sheets because with just a single anim it looks fine. Could someone help me figure out whats wrong? You can see it here: https://www.ascensiongamedev.com/resources/filehost/221ce97388872e86ca7e6126bbfa0fd2.mp4 code in Intersect.Client.Entities.Entity.cs/UpdateSpriteAnimation:
  20. oo nice we are using the same assets xD that can be fixed in the Client/Entity.cs/CalculateCenterPos pos.Y += Options.TileHeight / 2; pos.Y -= Texture.GetHeight() / (VerticalSpriteFrames * 2); where VerticalSpriteFrames is the amount of vertical frames, depends if you are using 8x4 or 8x8 sheets also you are better off changing all the "Texture.GetWidth/GetHeight / 4" in the code to match your sheets
  21. ill give that a try, thanks guys
  22. Similar to how RS stacks their arrows and changes the icons based on amount of arrows in inv (i.e. 1 arrow = icon with 1 arrow, 5+ arrows = icon with 5 arrows). So, change the item icon based on how many of that item are in a stack
  23. gooby

    WIP Floor 100

    cute logo ;P
  24. can you please explain how or by what? im quite new to this stuff
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