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Lathander

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  1. AH! There we go, the syncing up is perfect. For the time being, I will use the direct route configuration to keep them from leaving the location for this specific quest. If it would be possible to make a toggle to have events pay attention to npc avoid tiles at some point in the future I think that would be awesome. I can think of specific mini-games that would use this feature as well! I appreciate the reply and guidance, thank you.
  2. NPC Avoid works great when making monsters/animals through NPC Editor. If I am making an interactive event npc that needs to stay within a certain confine that isn't blocked by solid block tiles the event movement completely ignores NPC Avoid. Is that intended? Is there an option to force Events with movement to pay attention to NPC Avoid tiles? Edit: Oh, now I'm also confused on event movement. It looks like event movement is not synced up to the server, because two characters can see events in completely different locations. So if I have a quest directing a player to go to an event to interact, the other person in the party is going to see a character in a completely different location from where they see the event at. Isn't that a bit of an issue? Seems like a bug to me?
  3. I completely understand, having a solid foundation by which to build on for more niche features/needs by the games dev team makes more sense. I really appreciate the reply!
  4. Perhaps I am not as well versed with the inner workings of some configuration, however in learning how sprite sheets work within intersect I came across a question. Is there any way to determine if the character is facing a certain direction, and play a different animation? I have weapon swipe animations that differ depending on if the character faces up, down, left, or right--being able to select an animation for each direction within the weapon or spell interface would be ideal. This would also allow the sprite/animation to be indicated to show below the character sprite layer (IE, facing north) versus above the character if facing south. This could also be extended. For weapon config and spell config add a conditions animation checkbox that when checked, gives you option to select conditions to play a different animation. Direction Facing would need to be added to conditions. (ALSO, tile standing would be great. Determine the tile that a character is standing on to be a conditional option.) Not only would this remedy some attack animations, but it doesn't appear that it would be too resource intensive, and would be a feature that was universally useful! If there's something already in play that accomplishes this please educate me!
  5. I've been a long time follower of Intersect, I just have to really commend you all on such a fantastic job. I've seen the polished product develop over the course of years and its really a great achievement! Thank you for bringing such a wonderful software solution to the community. There are a lot of creative people that could use this engine to share their stories and it's really remarkable the love and dedication the entire team has shown. I'm finally in a position myself, where I can donate--and I am looking forward to the source release!
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