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Everything posted by Blinkuz

  1. Currently the input is handled in this file, it is not a solution directly but it will help you to understand a bit how the engine handles the inputs. https://github.com/AscensionGameDev/Intersect-Engine/blob/prerelease/Intersect.Client/Core/Input.cs
  2. Hahaha I don't think this is the correct way to ask for features, much less I think you have understood what Intersect really is.
  3. Deleting the character would definitely need to be done by source edit but if you want to do some actions when the player dies you have a common event trigger that runs on death, but anyway I don't think there is an event command that allows you to clean all the inventory, at least now I don't remember that there is something like that.
  4. Change it in the server config, the server's config.json file is where you get the actual value from.
  5. Here you can read a little about how the idea of warp for instances was raised: https://github.com/AscensionGameDev/Intersect-Engine/issues/1156
  6. The truth is that this has been a quite interesting implementation and more seeing that perhaps it can be extended to the skills system and be able to do effect skills with the mouse, what I do think is that this should be something configurable in the event that the programmers approve it, I encourage you to create the PR and continue with the discussion there and see the technical part regarding the code. If you are interested you can also enter the community discord and we can talk about the functionality and the main developers can give you their point of view. https://discord.gg/ggjwhrANtG
  7. Here in the forum there is a patch for the source code that has that functionality but it is not compatible with the latest versions of the engine and needs minor adjustments, but I am currently working on an implementation based on the prerelease branch https://github.com/AscensionGameDev/Intersect-Engine/pull/1229 here you can see the code, currently it works in a basic way and some adjustments are needed to make it optional etc, if you want to leave the diagonal movement by default in your project then all the code that I have in this PR will work for you.
  8. For my part, both points that you showed both the probability of blocking and the amount of damage blocked as well as the absorption of life when blocking seem perfect to me, honestly it would be a very good improvement for the combat of my game to have it working in this way way.
  9. I think I had this problem before, what I did was replicate one of the frames of the casting animation and it has been fixed temporarily although not as exact as I wanted.
  10. It was already implemented in version 7.x, here are the logs of these changes: https://github.com/AscensionGameDev/Intersect-Engine/issues/110 and https://github.com/AscensionGameDev/Intersect-Engine/issues/730 This was scaled to other processes such as guilds etc, here you can have a complete list: https://github.com/AscensionGameDev/Intersect-Engine/issues?q=is%3Aissue+chat+log+is%3Aclosed
  11. Yes, but you have to take into account the resource updater, for example I can add a new tileset or sprite for the skills in my resources folder but if I don't share the resource the others won't be able to see it although when they download / update their projects they will be able to see it .
  12. De todas formas continuando lo que menciono Arufonsu, con el empaquetador que viene por defecto en el motor es mas que suficiente, cuando haces el proceso se te creara una carpeta llamada packs dentro de resources, luego de ahí solo debes eliminar todos los otros recursos excepto fonts, gui, packs, shaders y updater, con eso debería ser suficiente para distribuir tu juego de forma segura.
  13. 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
  14. 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.
  15. 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 .
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. It is not a very big change and with a few lines of code you should be able to update to the latest version.
  24. 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
  25. 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.
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