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Beast Boyz

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Everything posted by Beast Boyz

  1. It's not in a full form, but it's already in 6.2 yeah : https://github.com/AscensionGameDev/Intersect-Engine/issues/302
  2. Gouroutan Is a Petty Pokemon

  3. Simple but very clean, nice !
  4. RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!

  5. CCCCCCCCCCCCCCCC.

    Ease this !

  6. Thanks @Joyce, i didn't know there was such an option, i was more refering to the 6.2 post, good to know the tricks too. Well maybe a day we should work on documentation too lol.
  7. For Npcs or player you can use the "Idle" stance : Inside the server "config" files theres are these line : If you want a fast idle stance you can lower this number. Also you need an "idle" Stance inside you entities folder. Look at the beginning of this post for more information : Hope it will help you. H
  8. All (Or a big part) of your universe must be created before gameplay, beause there is a direct impact on the feature you will put inside. Also your gameplay information should be done and tested (Micro test) even before developping content, otherwise you will face serious problems if you don't think ahead your itemisation, leveling and global scaling. If you do it later, you will probably encounter scaling problem and have some overpower monster/player or "useless/too powerfull" item/classes In terms of pure game design, you should ask yourself questions like these : "How much time should it take for a player to kill a monster if he's a middle (Not full) Dps ?" And if he's a full dps ? Then do some math and see how much hit it takes with auto attack, then with skill and auto, and then you must also do some math about the scaling of player leveling and monster. How much stat player are gaining from leveling ? From equipment ? How much hit can a player take before dying ? If he's a tank ? etc... I'am actually working on a game with 100 level too, it took me hours of test to get a correct scale of player/monster power, and the more level you put in a game, the harder is it to balance. Do no put too much level if you're not REALLY sure of you're scale ! Otherwise it will end badly. Good luck !
  9. Hello ! I've been looking at your project and i dont mean to offense but... it looks very bland and blank in several terms, i will list things wich are the most relevant in my opinion and give you some improvements Track. -Story/Lore is inexistant.(A basic hero call, It’s seen and seen again). what's special in your universe? What is the purpose of the story for the player ? If you need more idea to make your game original and appealing you can use these: http://dndspeak.com/characters-npcs/ http://dndspeak.com/roleplaying/ https://en.wikipedia.org/wiki/Lists_of_legendary_creatures https://hobbylark.com/writing/Creating-a-New-Fantasy-Race https://hobbylark.com/writing/Creating-a-Fantasy-World-Map-Scientific-Laws-to-Remember https://azgaar.github.io/Fantasy-Map-Generator/ Also do not hesitate to draw from your personal culture pieces and things that you love that can build your universe : What kind of universe it is ? Medieval ? Steampunk ? Is there technology ? If not, why ? Is there magic ? A lot ? Does everyone can do magic ? what kind of races live in your world ? Is there kingdoms ? Are they at peace/war ? What kind of relationship people have with monster/environnement, Ask question a lot of questions and it will help you construct something cool. -Classes are ultra classic (A little less for druid eventually) For this point, i know it's not easy to make something new, but at last you can make classes looks less classic with specialisation like Mage -> Pyromancer or Cryomancer. Eventually you can use other elements less used like plant, metal or Water. For the warrior kind you can also make warrior -> Knight or Conqueror. That's still a "classic" class system. The best you can do is draw classes from your universe : Imagine, there's a lot of Rat in your universe, to the point people need special counter measure : You could Make a Rat-Killer/Verminator, wich could use poison, traps and several tricks to kills his ennemy. You can also Blend several term together and make a new class : Soul + Warrior Classe ? = Soul Knight : kill his ennemy, use soul to empower himself, make more dmg using soul, etc... Fire + Ranger ? = Fire Tracker : Use Fire to set trap, empower his arrow, cook meat or his ennemy, he can also heal ally with sacred fire. -Quests look very bland with no variation. Maybe there is a good explanation why you have to kill all these monsters, but if it lack plots or at last a few interesting and meaningfull story, player will find them boring. Connect to your story and universe : Even grind can be a pleasure if done correctly, grinding for "nothing" is very boring. -Other things. Those are little things but worth mentioning : Try to have the same kind of graphics for every things, i saw that you use these kind of asset : https://www.gamedevmarket.net/asset/2d-hand-painted-grassland-tileset-6628/ mixed with other. It's not a problem to have different graphism for land and character, but if you have different graphics style for ground or object, you loose in consistency and cohesion. There's too little in the video to judge on the gameplay or the features. Lastly to help you, keep asking yourself, Would i play this game ? And Why do i like it ? Keep working and good luck
  10. I've been doing a little mapping on side of working on mineral system, Those are for test zone purpose, the real map will be better.
  11. Even if randomisation is sometime usefull to gain time, don't forget that random generation bear no soul nor specificity, it can only serve as workbase and as we are doing 2D game which is already a niche genre, you should make the maps yourself and make them unique for the players to be interrested in exploration.
  12. Hello ! Using search i found this, i think it answer your question : It's doable, but not efficient at all
  13. Hello everyone, I have Two questions if someone know : I want to make an event only avaible every Week (in real time) at a special time (Like beetween 9 PM to 10:30 PM) . The only solution i have for now is to make a Global autorun event wich increase a counter of 1 every 86 400 000 MS (Could reduce it to make less vulnerable to server crash or things like that) And when the counter is to 7 and the hour is right with the server timer (real time) the event will be avaible. I want to do something similar for a duration of a month. Is there another way to do it ? (Like simpler or if i'm missing something) Don't tell me about "sources"(Except if you are willing to make it haha ^^) Also, does autorun event like those consume a lot of ressources ? As I use a lot of autorun event to check diverse things(Classes spell, Timed event and items, etc...) , i'm afraid if there is more than 20 player or something like that to have Lag... (In my game you can switch classes often and there are a lot of them. Each has 6 skills and I want them to be forgotten when you change class so far I am using an auto-execute event which spell out your classes when you are in that same class and take them away from you when you change ... I don't know if I'm clear) Thanks by advance !
  14. You need to lower the brightness in the map property, also in the map property put "Is Indoor" on true. (Assuming you're not using day/night cycle)
  15. Do you have a backup version somewhere ? Otherwise i personally don't know
  16. I'm not sure what you mean by dying but here's some possibility : -Your required conditions for the event to spawn are not in a correct order or are lacking some conditions on the first run. -Npc (not event) spawned by an event provoked by you disapear on log out. -Event wich doesn't have a permanent variable or switch "respawn" when log out and back. Ok let's settle an exemple : You make an event "Talking Tree", When you talk to him he insult you in french quebec. Then you have two options -Cut Him -Leave him alone. If you chose to cut him, he will die and you will get wood, you also probably have putted a sprite change or a switch to another page. Then if you log out, the tree is back (And still injuriate you Tabarnak) Why ? -> Because in some point you didn't put a variables or switch that tell the event he's "done" A correct way to make the tree done forever would be to put on the first page an Autorun who check if the var or switch in on or Off. You can achieve the same things using condition requirement on event page. _________________ Also, if the event isn't global, the tree wich is dead for me will still be "alive" for others. I hope it's clear, but it's kind of difficult to explain lol.
  17. Hi, i've looked about your story and universe and if you want some feedback about it here : -Not sure if intended but in the chapter 1 we don't even get to know the main character name. -One chapter is to little to judge anything, but if you plan to do more, I cannot recommend you enough to plan ahead and to develop what is interesting to you. The years of pickpocketing must have influenced his behavior and development in the more or less long term. -For the universe, i can''t tell much, there is a lot of name wich still use elf instead of druids and there isn't enough matter to get a good idea of what to expect next. If recommand you to continue writing. Practice, develop your universe, what make it unique and will make us as reader stay and go to the end of the story. Here's also some site which can help you : https://azgaar.github.io/Fantasy-Map-Generator/ : A very very good customisable map generator https://inkarnate.com/ to make very nice map (Not random) http://dndspeak.com/ A lot of ideas to pick to inspire yourself and fill in your world. https://hobbylark.com/writing/Creating-a-New-Fantasy-Race About races creation and giving more realism to it. https://www.artstation.com/contests/ancient-civilizations/challenges/14 and a good site with artwork to get more ideas. Also, i strongly recommand you to find unique features for your story and universe.
  18. Server -> Ressources -> Config.json -> Around line 100 if you use notepad++ I think it's a chance for every item(One roll for each), so if you put 100, every item drop. Test it to get the best working things for you. "Player": { "MaxBank": 1000, "MaxCharacters": 3, "MaxInventory": 60, "MaxLevel": 100, "MaxSpells": 100, "MaxStat": 3000, "RequestTimeout": 300000, "TradeRange": 10
  19. Made a few tests : Bound items are not dropped on death. (They can still be put inside bank ) But, items inside the bounded bag are NOT dropped on death. It can be a feature as a "protective bag" It would need source edit to do otherwise
  20. Hi, there's several way to do that, but each one have their own drawback as i'm not sure you can do it the way you want because there's no actual way to do a checking from the vendor when you're buying and even the player can still put the bag in banks. So apart from the pure deleting option (Wich is not really good imo) i'm not sure you can do it perfectly without source edit. But ! There are workaroung Exemple of not working things : 1)Put a conditional branches on the "Bag vendor" which check if the player got a Bag and if so, the player cannot buy another one. 2) Not working because : the player can put bag in bank and come later A working way assuming your player never lose item on death: 1)Give the player a "Bag" token or a simple bag in the begining of the game, make it "Bound". 2) Make as much crafting recipe of Bag as you need (Like : Little bag, medium bag, big bag), put whatever you want in the recipe and the lesser bag as a component ( Little -> Medium -> Big -> Etc...) Then, put them in a table craft "Bag Vendor" 3) Make a npc Bag Vendor wich open the craft table "Bag vendor" 4) When the player want to have a bigger bag, he go this vendor and he will never able to have more than one bag because he will need it to upgrade. I'm not sure it's the way you want it because you may want the player to have Bag in bank or things like that, but i don't see another way for the moment. And you can expand the size of the banks in the server config so it's not a real matter.
  21. For fedex quest you can either use the event system only or quest + event. Not using the quest system will allow to do more "secret" quest with conditional branches inside the event. Quest system is more "visible" and make a better View and tracking of every quest avaible to you. Don't forget to check if the player have the item in in inventory as a conditional branch and don't forget to take the item as a conditionnal too.
  22. Tried adding all animation sprite, doesn't work when statics MS is on for attack speed. Work anyway with static attack speed off even with only monster.png and monster.attack (doesn't need the other one) Do you use static speed with monster too ?
  23. Found the problem : -Static MS on attack speed seems to trouble the animation. Work fine when static speed is disabled. I think it's a bug ? Should i post it or can it be moved ?
  24. Hello everyone, one little question if someone know : I have an animation attack for one of my monster and put it in entities/monter_attack, but when the monster attack in game, he's like invisible for 200 ms before doing the animation, what's wrong ? Thanks by advance Normal animation/idle: Attack animation : Edit1: Also, i've tried using the animation in the 6.2 topic and they work correctly Edit2: I've tried changing the resolution from 128x128 to 256x256 like the model and it's still doesn't work. Edit 3 : Tried putting the same animation frame in the first column as the "normal" img, doesn't work too. Tried putting a red cross on the first column to isolate the problem, there's still an invisible frame before the whole things. Edit 4 : Tried putting different signs on each animations They all appears correctly, but there's still an invisible frame before each of them (I've putted colors in background to isolate each frame more precisely):
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