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Everything posted by Blinkuz
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That would be excellent, my friends who work on the map would appreciate such a useful tool.
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What I see is unlikely that it will be added as a functionality of the engine since if we see the topic of the post it was a paid job for someone in specific but hahaha it is good to dream and hope that something like this will reach the engine one day.
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Why couldn't you use the event system? It is quite complete and I think there are functions related to warp among other very useful things.
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Story Today I did this on my project...
Blinkuz replied to SkywardRiver's topic in Design & Creativity
Progress of the prototype map that we are making to test the engine and see if it is feasible for our project. -
Yes, but the hit radius of the collision spell will only be executed when there is a collision with your main projectile, which in my case is not a projectile but a rather large pool of water, what the new hit radius in the projectile does is detect the collision in the area of the first projectile and could even execute the collision spell from an even greater range.
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I have decided to change the source to achieve the effect I wanted, I was evaluating that it was easier for me to use the logic of the projectile with a very high speed so that it gives the impression that it is still but that it does damage in area, this new field It is hit radius and the logic would be to condition the projectiles that have this field greater than 1 and detect collisions, and everything else is using the default code of the skills with continuous damage etc. Although I need to change the collision range of the projectiles, I still plan to add an animation to the cheat skills, I'm still not sure how to handle the issue of adding a new animation field to the MapTrapInstance.cs since it is not an entity like such but I think adding it as a spell property and some conditions can achieve it.
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I understand, thanks for your answer this will help me a little to have the simplest projectiles but at the same time it will add work to me having to cut the sprites that I have made.
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As they always excuse ignorance, I am new around here and although I try to discover things for myself, I have found a small challenge that I do not know how to solve. Yesterday I was creating some animations for the game prototype that I am making in the engine and when I had to make this animation I did not know what to do, in the previous engines that I have tried Byond / Unity it was relatively easy to create animations with different states for each direction but Here I did not know how to do it, I leave a screenshot of some of the states of the ability so that you better understand what I mean and if I can do it maybe someone can guide me.
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It is just what I wanted to make the projectiles occupy more spaces or at least condition some, I have no problem trying to modify the source code but I still do not adapt to all the scripts to locate the files of each thing, check in the projectile .cs from the client and the server and both have the function of verifying the collision but I don't know if it is the right place to do it as a hybrid between an AOE skill and the projectile.
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I have managed to create the effect of being on the map statically and the animation runs quite well, I just had to create a projectile with the animation and in the speed add about 10,000ms so that the animation time to run, but now I have the problem that the collision is only detected in a small area of the entire effect, someone can tell me if it is possible to modify the collision area even in the source code since I have not found it.
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I have already encountered this same problem in a slightly old engine called Byond, what I had to do was spawm an object on the map with the shape and animation of the skill then it detected the Bump to apply the damage but not I know if this is possible without having to touch the source code.
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I will be around this section of the forum a lot asking some questions more silly than others, in my project I have a great variety of skills and one of them I have not been able to create in the days that I have experimenting with the engine, the skill is a puddle of water which should appear below the player and stay on the map for several seconds, I have made the animation in the layer below the player and I tried with AOE and TRAP but the TRAP is not visual and the AOE appears below my player but if I move too the animation moves. I don't know if I'm doing something wrong or it's something simple / complicated to do, I have no problem modifying the source if necessary, but I don't think I should do it for that, any recommendation is accepted.
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I understand, I have no problems with making changes to the source, even yesterday I uploaded my own fork of the prelease to a private repo with a remote linked to its original repository to download the new changes that may be added to the prelease while working on my project, But I have a question, is there a place where the most significant changes of the prerelease are being documented even in a basic way? For example, yesterday I was reading the more than 10 commits that were made to create the new packaging and encryption system, all the comments before the merge in the PR but when testing it I don't know if I'm doing it wrong but I can't make it work in a clean clone of the prerelease branch.
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Thanks for your recommendations, after several experiments with my work team we have made the decision to make the map only with the character, the clothes, and the npcs scaled to 200% with the tool that you shared with me, the houses and doors are They will see a little small compared to what we had done in unity where we can manipulate the zoom of the camera and maintain the quality with the pixel perfect, because what interests us is to launch a playable pre-alpha with pvp and some basic maps so although They look a little small will not be a problem, I will be pending the post in case someone else gives another recommendation that I can experience in my project.
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I am a bit confused about the version 0.7 prerelease, I have been reviewing the repository and the last commits of the prelease branch and there are mergers of some things from the development branch such as the packaging and encryption system among other things, but in The post mentions that "it is focused on people who do not have to make changes to the source", what do they mean by this part? that can undergo big changes and that we can have conflict problems when updating? Forgive my ignorance, but I come from unity with a project that I have been developing for more than 1 year and the truth is that I would like to make the change to this very promising engine.
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I understand, I have tried scaling the sprites of the houses and buildings and it looks good but it is exaggeratedly large a large / medium building in its original size is 600x700 but when scaling x2 the size becomes 1200x1400 which makes it almost impossible to map because only part of the building occupies one of the complete maps. All these screenshots are on a monitor with 1980x1080 resolution and mapping at that scale is very difficult anyway.
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What size do you use in your game? I like the size of your characters, in my case I have tried the resolution in 800x600 in full screen and it looks more or less acceptable but it does not convince me much. I'm going to try it but I have also used this tool: https://fmoo.itch.io/autotile-packing-tools to make a x2 scaling of my sprites and the character looks pretty good but I don't know if I should also increase the size of my tilesets since when scaling the tiles also 1 tile occupies 4 32x32 tiles and the buildings and houses look very large. Edit: I have tried the tool they recommend and this is the result, there I am seeing it on a 1920x1080 full screen monitor.
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I am trying to make a prototype of an mmorpg that I have been working on in unity but for external reasons I felt the need to change the engine and I came across this marvel of intersect, but when adding the sprites of my character in a size 32x32 I have noticed that it looks very small, and there my question arises, what is the recommended size for character sprites? It is worth mentioning that the base of my character I have used for several years in different versions of my project from the BYOND engine to Unity which was the last test, the character base has about 88 sprites divided into more than 7 different states, from walking, running, attacking, idle, casting, 2 melee fighting styles and recovering energy, it would be a bit complicated for me to have to redo everything to 32x48 which is the size I could calculate from the sprites that come by default in the engine . Another important point is that I also have clothes / paperdolls made for my base from the previous version of the game and if I had to remake the base in a new size I would have to remake the clothes as well as the sprites of houses and buildings that have the doors made for 32x32 which is what I want to avoid.
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My account is new and it does not allow me to send private messages, I am a programmer with 5+ years of experience in web and mobile technologies using c #, and with 1+ year of development experience in unity, specifically with mirror in a small mmo, I don't know if the offer is still active.
