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Blinkuz

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Everything posted by Blinkuz

  1. I have activated the combat option while you are moving and I am having 2 problems that I am not understanding correctly that may be causing them: 1-Overlapping sprites when attacking: When attacking while standing still you can see the attack animation perfectly but when walking and attacking the attack animation runs too fast (in the gif it will look slower than what I actually see on my pc), I have not touched the sprite configuration and no adjustment should be made in this regard. 2-Should I let the skill cast while walking and not paralyze the character to do the casting? If you notice in the gif you will see how there is a pause for each cast obviously that the skills with less casting the animation lasts less but in casts of 1 second or more it can already be seen how the character remains static to cast, I need to know if that behavior is correct being the combat option while running active.
  2. @Khaikaa Exactly, I'm doing a ninja game and this is the typical ability to disappear creating an illusion that the enemy has attacked you but you appear behind him and stab him, I think I'll make an issue on the github as a new feature and I managed to end it in my project then share it.
  3. Thanks for your answers, I will try it, although in my opinion the expected behavior would be different, for example a skill that when receiving 1 hit from the enemy allows you to do a type of teleport to another point, or that an automatic shield appears and you do not receive the damage.
  4. As the title of the post says, I have doubts regarding the operation of this type of skill, I tried to test it but I did not obtain any results (maybe I am doing something wrong), to test I did a skill of the On Hit type with a duration of 10 seconds and in the effects I applied a stun of 3 seconds to make sure that something happened when they HIT ME but nothing happened neither in me nor in the npc that attacked me, someone explains to me that I am doing wrong
  5. In my project we have more than 4 people working so this functionality is something that we have in our list of things to do, the project I am migrating from another engine and there we already had a type of log and not only to report changes but for security that if any GM makes any change, the game is responsible for saving it automatically in case there is any claim of abuse of power by any user and as only I was in charge of managing the part of the database there was no way that others can delete it, in conclusion, it would be a good system for the default engine it would only be good to specify what things would be important enough to keep track of that. Today a PR will be uploaded of some changes that I was supporting together with another user from the community for the tag system that was in the TODO List of the engine, if they do add it there, maybe we will dare to program it and contribute with the PR for the community.
  6. The error that the versions do not match happens when you are trying to connect from a different compilation, remember that you must not only change the server executable, you must also use the 1.8 executable for the client and editor.
  7. I am looking for a programmer who has experience in the engine for paid work related to the engine skills system, read the details below. I am currently in the process of migrating a project that I was developing in unity and I have encountered a problem in the conditions of my projectiles, the game in which I am working depends a lot on its variety of projectiles since more than 70% of the skills are of this type. What I need is someone to help me create a basic system for some types of projectiles that vary in size and shape, I will leave some gifs later, another point is that I am a programmer and I have almost 1 year working on the project in unity and more 6 years as a fullstack programmer so the person who is interested will not be alone in the development even though I have little time dealing with the source code of the engine I can give you a hand since more than the functionality itself what interests me is to learn like this that you can see it as a kind of indirect tutoring. The payment method would be paypal and you can contact me by discord Blinkuz#2171. Some example skills: This is a gust of wind that occupies several tiles 32x32 wide, I think about 3 if I remember correctly, in unity it was relatively easy to add the collisions by the system that is integrated, so what I would need would be to adapt the current system to detect collisions in these types of skills: This is a somewhat peculiar ability but it can be encapsulated as a single projectile that would be static in front of the character detecting collisions only in 2 frames in front of the player, which is what the animation occupies: This is the evolution of the previous one, it is a fireball that occupies about 3 tiles high and only head-on collisions are detected: EDIT: This is another type of skill that is a radio that works the collision, in this case I have already made part of the code to detect the entities within the radio so it would only be to check that the code that is made is the most optimal way. I have no problem giving all the necessary information about the project and the entire pvp system, anyone who has a proposal can send it to me right here or through the discord and we can negotiate a fair price.
  8. I only have a few weeks running the engine and I am interested in implementing footsteps sounds in my game, any advice on which part of the client files the map related part is handled?
  9. I have been able to solve the problem, I have updated to Mono 6.12 but I got a new error, the solution was to install an intermediate version which was Mono 6.6 and everything runs perfectly.
  10. As the title says when trying to connect a client to the server running version 106 of the prelease I am having this error, I have checked the log and there is nothing registered about it. I have also done tests locally and everything works perfectly, I don't know if it is a problem with the installation of mono on the server or that it is ignoring something. The server is an Ubuntu 18.4 LTS and I can run version 102 of the prelease without problems.
  11. You have access to the source code of the engine so you can make the changes you want, in case you want to integrate an external forum system you can create your own separate logic but that connects to the players' database and add / remove what If you need, you can modify the cms system so that instead of logging in to the database that it brings by default, it does so with the db of your game.
  12. In step 4 of this method (which is very well elaborated) I would create a condition to verify that the variable is false before starting to assign it true indefinitely, it is just a suggestion not to consume so many resources when assigning the variable while you are in that area unnecessarily.
  13. I'm not sure, I haven't seen that option in the classes. I'm going to look at it, because the exact problem I have is that by increasing the player's speed, the melee attack animation speeds up too much. Thanks for the indication, I will look anyway.
  14. I am having serious problems with the attack animation of my game to be linked to the speed of movement of the character, after searching the entity.cs of the server I could not find the logic that is responsible for the speed of execution of the attack animation, someone who can guide me where I should look specifically?
  15. I just had a problem with this, I had not realized that the movement speed is the same as the attack speed which completely breaks the melee system of my game, I will have to ask for guidance in a separate post to try to separate these two attributes.
  16. I have tried to solve the problem and according to the logic of the processMoveRoute everything is fine since the npcs if they can detect the route changes diagonally, I tried to investigate in the player.cs to see if there was something different related to the movement but I did not get results either. If someone has found the site where the bug is with the pre-release and this patch, please do not hesitate to communicate it to try to solve it.
  17. Blinkuz

    Running

    This is the solution, for that you will have to install this patch or make the modifications manually depending on the version you are using of the engine.
  18. You can try to manipulate the cast animation and make it have no sprite by default so that the character is not visible.
  19. Thanks for the indication, if I can find something about it I will let you know since I need this functionality in my project and it seems to me that your code is a good option.
  20. This happened to me after having compiled for the first time just after executing the new migration that brought this version, but after having closed I tried to open it again and I had no problems.
  21. The problem is in prerelease 7, I just confirmed with someone else that it is bugging the players but in the npcs you can give them diagonal movement orders and they do it without problems, I was trying to find the problem but as there are many changes that apply the patch I could not identify well where is causing the bug.
  22. Progress of the main village and some of the monster areas for the first levels, the idea is to make a whole country with a total of 39 areas for the pre-alpha.
  23. I was reviewing the commits in the prerelease branch and I see the approval of a PR that dealt with the basic encryption that had been added to the resources at the time of packaging and I thought it was already available but apparently it is not like that, there is some special step to use it? I am testing in a clean version of prerelease 0.102 and when packaging I am marking the new check that is in the form but nothing happens, all the resources remain the same when packaging to create a new version.
  24. I have written to you by discord, I have the same username.
  25. Do you have to activate any configuration for this to work in the players? When I finished adding the patch I tried walking diagonally but I couldn't, I thought it was badly implemented but I tried with some npcs and it works fine when assigning the commands.
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