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Blinkuz last won the day on January 30

Blinkuz had the most liked content!

About Blinkuz

  • Birthday June 24

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    Dominican Republic

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    Shinobi Tamashii Online

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  1. Adding what Aru said in the last comment, it should be mentioned that although the sprite looks bigger, the collisions will continue to be the size of its tile, if its character is 64x64 and its floor 32x32 then the character will only receive damage / interact in the block of feet equivalent to 32x32
  2. It is not possible, the plugin system that has been used is only for version 7.x, the reference that Ches mentioned in his post is an old patch.
  3. I see that everyone is mentioning that just by hiring different services I would have everything resolved and it is not like that, currently there is no way to share the same client for multiple servers and there is no synchronization of multiple servers in the database layer, I would have to create an external application that is in charge of writing / reading the data and that communicates with the different servers, or modify everything that is currently done in the engine's server which is something essential unless you have a lot of knowledge / money .
  4. There are many examples of event commands in the code itself, it is a combination of several changes in the editor, the server and I think in core, depending on what you want to add with the command you have examples of how to change the player variables (the command that brings the engine to change the name or class of the character), if you want to change visual resources you have to transform the player, if you create a new mechanic that involves a new table you can look at the last PR where the clan system was created and so many more examples appear that you can use as a reference.
  5. Im Try to do it and leave the code in half, mainly because I noticed a small problem generating the random number although I am not sure if it was because of that or because of a very strange delay when making the animation change.
  6. Wow at the time of helping you I thought it was just a simple practice for you, I did not think that you would make such a complete and useful tool, congratulations on your work.
  7. The answer will be the same as almost all the previous posts, to do this in an optimal and functional way you will have to modify the source, the event system will not be able to do something like this.
  8. As I said before, you are going to need to modify the code in the client and add a new entry in the projectile editor to assign which is the projectile that will be visible here I leave an example image, you also need a check to know if all the spawns generated should be eliminated when at least 1 of them collides, this is done to prevent the enemy from being hit by more than 1 spawn. About the diagonal in my project I have implemented the system that goes here in the forum for version 6.2, I have updated / improved it so that it works correctly in 7.x and for now I have not had problems with the projectiles in the diagonal.
  9. The plugins are not yet 100% functional, they are an experimental feature that has been added to the engine but it is not yet polished but it is in the TODO List of the github.
  10. I was experimenting with something similar for my project but the ideal would be to divide all your image into the zones and add them as spritesheet by zone, it is a lot of work because you have to name each spritesheet in a correct and identifiable way, a good nomenclature can solve the organization also use folders etcs.
  11. It is not a very big change and with a few lines of code you should be able to update to the latest version.
  12. I recommend you to do the reports in the github since it is where most developers are doing review, I think that each of those can be equivalent to a separate issue and give all these details that you have shared. https://github.com/AscensionGameDev/Intersect-Engine/issues
  13. How complex would it be to create the basic architecture so that one or more payment gateways can coexist together? I think paypal is the basic standard (if you need any help you can write to me by discord), but depending on the region of each developer it is possible that some other gateway may suit you, it would also open the option that other devs can make our own integrations on the CMS base code and send it as PR to your base code.
  14. Well, it is what I said before, look in the client code specifically in the entities/projectile.cs file and where the spawn of the projectiles is managed, you will see the code in charge of assigning the animations, you just have to make the property that saves the animation be nullable or empty, and in the assignment of the animation you check if the object is null you do not do it, this is in a general way and what would be less complex, in my case I have the following: The second check is to avoid that two of the spawns collide in the same skill, in this way you do not completely eliminate the functionality that comes by default of being able to create separate projectile spanws. Hahaha this image explains a little better how to choose which spawn should have animation, credits to Arufonsu who also worked with me on this.
  15. I understand your point, but restructuring the entire current hitbox system I see it a bit complex, at least I did not find any viable option so far that I can include in the engine without breaking everything, this solution that they suggested of the invisible spawns was suggested by the same JC in the past to have projectiles with larger collisions that are not pixel perfect since X amount of tiles is taken for each spawn.
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