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Lathander

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Everything posted by Lathander

  1. Hey Joyce-- I believe I just found a bug with the hair layer addin. I was coding a toggle for show/hide helm, and I kept thinking I was making an error and had to go back and change up my code a few times. Then I realized I should probably go back to a master install and attempt to see if the bug existed from the start and it looks like it does. I can record a gif/video if it helps, but it looks like upon immediate warping out of a map into another map the other character/client on that map shows up as bald/without hair. If I continue to walk with the player past the map line/connection their hair pops on like it should. Edit: adding in gif I am guessing it has to do with what order things get loaded after a player exits a map into the other map, but I haven't had time to really test my theory. Can you try to recreate the same bug?
  2. Honestly, there's really something wrong with this rendering system. Yesterday I spent at least two and a half hours trying to render the fonts properly. You have to put the .ttf in the same folder as the .spritefont file. However, for me, it wouldn't render the correct font half the time, and completely ignored size rendering. Extremely frustrating and something is quite off about the system. I tested 5 different fonts. I wish I could give more assistance than sharing my terrible experience, but I honestly gave up. I moved on to a different work-stream and will assess this at a later time instead of splitting hairs.
  3. A game I used to play called NexusTK had a system in place where they would just turn off "item sweeps" as they called it for certain maps. Items would not disappear when dropped on those maps unless the server reset or crashed. Typically server resets were scheduled. Players often wanted to decorate the "floors" with items when they held events or gatherings. I imagine it would be more simple to just code a map flag that if marked the sweep system would not delete items on that map. Additionally, like JC said a great way to make a house decoration system would be using events and use items like "Bookshelf" that when used on a tile could be placed and would not disappear on reset, and could give back your item or have another function. It is my hope to eventually code something like this, with map ownership. When a map was assigned to a player they had permission to alter the map to some degree (Stardew valley style with item placement).
  4. Haha, sorry I did an edit to my original post. I think I got it right?
  5. And I ope! Think I found a bug. I was viewing another players target and it shows my head-hair instead of their head-hair. >_> Don't think I made that bug.. OK so, correct me if I am wrong but: Inside EntityBox this: paperdoll = Globals.Me.CustomSpriteLayers[(int)Enums.CustomSpriteLayers.Hair]; Should be something like: var player = (Player)MyEntity; paperdoll = player.CustomSpriteLayers[(int)Enums.CustomSpriteLayers.Hair];
  6. Well this is fantastic! Works like a charm! I really love that you can define certain hairstyles at the start/character creation under class, and then when you use the event you can have access to the entire folder. I was concerned that I'd have like 8 color variations to fly through for each hairstyle, but this way I can define it as just one color for each hairstyle to start. Very awesome work, I appreciate all the time that went into this! Definitely saved me a good chunk of head-bashing-on-keyboard and coffee lol. I found that I also had an error from a previous feature I programmed that I thought I might have to address, and this made me realize I did have to address it. Which is good. I was waiting to install this patch before I adjusted frames. I doubled character/entity frames to 8 for potential death of npc/character casting, and noticed that it works on map but needs adjusting in Target Window / Profile Window / Login Screen etc. EDIT: I recommend anyone applying this use git apply -3 changes.patch (replacing changes with your patch name) this allowed me to go in there and see conflicts. Maybe one of the more experienced guys can confirm/deny if this is a good method? JC? I just researched before applying because the apply check reported only a few issues.
  7. I think that version worked, I'm doing a three way merge to address any conflicts with my code h/o the 3 way merge said there were 227 lines with whitespace errors, whatever that means. I'll report back after I address any conflicts thanks for the quick reply!
  8. Hmm. I'm getting a warning at the command line that there's the patch is corrupt on line 7354.
  9. Lol @ Crappy Hat, love this! Thanks for doing all the hard work and suffering the turmoils of the three different renderings of paperdolls for all of our benefit! I am also stuck on step 1 for a considerable time, but will be merging this with my project later to test! (Def replaces my in game way of selecting hair at start via npcs standing around with the select hairstyles) Thank you!
  10. Well, I have hit a bit of a wall. I made modifications that are working and thoroughly tested. I was ready to migrate them over to my live build that I have been working on, and because I added four fields to the database it will not allow me to use my old database. Is there a way to tell the server to modify the table and add the needed columns if they do not exist? Or a way to transfer over all the data I have already processed in the game? There's no way I can lose all the progress I have made. Any help appreciated!
  11. This is amazing! And absolutely needed in a time like this--unsung heroes! Thank you!
  12. Hi all-- I am a long time viewer of the forums, but just recently became more invested in development of a personal project. I have supported a number of online rpg projects over the years, and I've learned a lot. This is my first journey down the path of developing my own game and I am in the very infant stages of establishing a look and feel--taking my time. I have always loved the Time Fantasy sprites created by finalbossblues, and I've followed his journey from the start. There are, what seems to be a handful of great games telling stories using those sprites. I like to think of them all as facets of one big story, which is probably the basis of the story I will develop. Classic fantasy story of threads of fate, time, crystals, alternate dimensions and magic--who doesn't love that? At any rate, before I continue to babble--I wanted to share some magic animations I have developed for feedback. I am hoping to stay true to the sprite style and create some animations that feel like they fit in. Specifically looking for feedback on: Pixelation--purposefully designed to be slightly pixelated to fit into the graphic style of time fantasy sprites. Fit to the spell: First is Sancta, a magic protection/damage reduction buff, second is Aegis, a Protect/Physical reduction and armor, and third is a generic heal. Frames/Speed of animation -- is the speed too fast, or does it appear to flow and give enough of an effect quickly for instant casts. (Note, the bubbly green-tinted spell that fires off with each one is a cast animation) Any feedback is appreciated. (I know the video is not the best quality and I cropped out a lot, so as to focus on the spells and not share too much) I want to make sure I am taking critique before I develop the entire spell-line for four classes, and eventually split those four classes into subclasses. I can be a bit of a perfectionist, and my only fear is that I will be too critical and slow my progress. Feedback helps! Thank you! Embedded Video Link https://ascensiongamedev.com/resources/filehost/0541edfebe970fc2be4d14a60c54e34b.mp4
  13. 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.
  14. 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?
  15. 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!
  16. 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!
  17. 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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