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Blinkuz

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Everything posted by Blinkuz

  1. It is not a very big change and with a few lines of code you should be able to update to the latest version.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. One suggestion that would be the easiest and simplest is to reuse the spawns code, specifically creating invisible spawns.
  7. I don't know if this is the best way but because many people are probably using this cms for their projects and have used composer to load the basic packages, I recommend updating all the packages as quickly as possible, in my company we have had We have to remove 2 miners from our servers due to a vulnerability in the PHPUnit package present in almost 99% of the projects that use composer to manage the packages, here you can see more information https://www.acunetix.com/vulnerabilities/web/phpunit-remote-code-execution/ has already been fixed in the latest version so in theory doing a little check on your servers and updating the package should be enough. It is not a new vulnerability, but due to the lack of users who updated the package, an exaggerated number of attacks is being resumed.
  8. I do not know if I will get a lot out of it but if I can contribute to the engine to continue advancing well I will, there I send you my little grain of sand I hope it will serve something :D
  9. Add me , I'm from the Hispanic community but I have no problem using English, I have development experience and maybe I can even look directly at the source code for possible solutions and share them with the main devs. My discord is: Blinkuz#2171
  10. This is a very minimal change but I have added 2 new inputs to control the probability in which a HOT / DOT is applied and another for a percentage of the total damage amount that each tick would apply, this because by default HOT / DOT and because each tick is equivalent to being hit by the main skill several times.
  11. I have already added it to my wish list (this will help you since the more people have it, the greater the visibility), since I can buy it I will do it, it looks pretty good.
  12. Blinkuz

    Running

    What do you mean ? I just told you that if you look at the link of the running system in the patch files you will see which files are related to speed and modify them, do you want me to send you the code and a pat on the back?
  13. Blinkuz

    Running

    I would recommend you look at what I have left before, there the speed is manipulated when running and it can serve as a reference of which files to modify.
  14. Adding something extra as a context of what composer is, it can be said that it is the equivalent of npm in javascript that generates the node_modules with all the necessary packages to be able to work since the original projects only have the source code and a package.json to have a Register the dependencies necessary for correct operation, another example more linked to the engine is the nugets packages, when you download the source code of the engine the nugets packages are not included, when you open the solution for the first time VS downloads those packages for you from automatically, in conclusion: composer is the dependency manager for projects with php, you just have to download the executable and write composer install in your LOCAL project.
  15. I think the ideal thing would be to create an issue in the github repository with the function request tag, what you say is also something I'm dealing with and I plan to find a way to fix it, as well as change the behavior of the save button that closes the editors when pressed. GITHUB: https://github.com/AscensionGameDev/Intersect-Engine/issues
  16. I think my problem is related to the attack speed but it is very strange because you only see 1 hit to do damage, although apparently in the source code the part of updating the basic animations is independent of the method that applies the damage, I was wondering if there is any way to be able to condition that if the current state of the player is attacking regardless of whether he is in motion or not, omit the assignment of new sprites to the animation.
  17. I am working on a type of buff for my ninja game where the user is transported behind the enemy when he receives an impact either from a projectile or a physical blow or with weapons, all this modifying the source, so the short answer is YES , You will need to modify the source to achieve this type of skills, a tip is to reuse the existing skills system, what I will do is create a new status effect and I will take advantage of all the operation of the buffs that exist, then I will have a separate skill that is The one that is in charge of teleportation and will launch it when the user receives the damage if the buff is active.
  18. This is not a very good idea, you should not abuse the events since they consume many resources, the housing issue I thought to do with events and in a simple way it could be achieved but on a large scale depending on the number of houses available and the amount of customization It will not be a good option, for this type of changes the best thing would be to make changes in the source code, the events are good for some things but I do not see them solid enough to make great systems with them.
  19. I think that in the prerelease branch there is an example of a plugin for something related to emails, but in the TODO List I saw a task from Panda that mentions that it still needs to add support for the database context from the plugins so it is not yet completely experimental.
  20. As they have just mentioned above, you should bear in mind that version 7 is divided into 2 parts, 1-Dangerous, which is the development branch and 2-Recommended, which is the prerelease, so I mention that you verify well with which one you are working already that the last "recommended" version of 7 is the prerelease 0.7.0.111 as mentioned by Justn
  21. Another recommendation do not use the development branch directly, use the branch called prerelease, in development there are many things constantly changing depending on how much developers make pull requests, for example, a few days ago, practically 7 new PRs were accepted to the development branch which does not ensure that these last changes will not change again.
  22. As the title says I am needing help regarding a custom change for my project in the source code that handles the animations part specifically in the UpdateSpriteAnimation() method of the client Entity.cs file, see the details in the next paragraph. I need to change the attack animations between a punch and a kick Randomly, I have created the code that is marked in red to test but I see that when pressing the attack key the code to assign the spriteAnimation is executed 2 times and the attack animations overlap, see the code: My attack animations have 2 frames: Some people from the community discord server have mentioned to me that it may be related to the movement speed of the player and the attack speed that is causing the animation to run 2 times, here I leave the configuration of both speeds of my player: Any recommendation ? I think the problem may be related to my condition to check if it is attacking but I'm not sure.
  23. The Main branch of github is equivalent to the stable version of 6.2, the prerelease branch is equivalent to the last "stable" build of 7 and finally the development branch is the last changes that have not yet been 100% tested and that probably change continuously in 7.
  24. This is the most practical to a certain extent, but in the end it is a matter of comfort, personally I do it because the test environment is the same as I develop, and after I confirm the correct operation then I compile in RELEASE and copy the .exe file and the .pdb for my actual project.
  25. It depends on what you want to do, in the case of projectiles part of the logic of collisions and spawns is handled on the server, specifically, in entities-> projectiles.cs, you must also take into account the client's projectiles.cs depending on your changes.
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