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Arufonsu

Intersect Developer
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Arufonsu last won the day on May 1

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About Arufonsu

  • Birthday March 16

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    https://github.com/Arufonsu

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  • Location
    Chile

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  • My Project
    Anima Seeds Online

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  1. Hello @artheios, can you please test this build from PR#1883 (updated today) to see if both issues (crash when having no cursor resources + cursor position reset) are fixed ?
  2. Is not "because of the new function" ... the editor wouldn't start because you didn't update your resources, and you should always do that whenever there's an update that includes new assets... Also and for the next one: make sure to post your logs whenever you have an issue like this... If you your question has been answered please, mark the post as anwered, regards.
  3. Make sure to properly update your editor, this includes your assets/resources folder, which should now include the following since 7.2.34:
  4. If your intention is to overload the client with additional resources and utilize distinct icons for each individual item, resulting in double the time needed to set up items, then certainly, the OP's solution is the one you should choose. This change would cause issues with existing projects as it is too specific and would require everyone to either re-configure every item in their resource folder or redo another version for them all in order to have different icons for the ground. From my perspective, this would result in a significant waste of time and resources for something that could be handled more efficiently in terms of code and execution. The idea itself is not necessarily bad if the intention is to have a different art style for dropped items compared to the rest of the UI (which, in my opinion, is odd, but who knows), but personally, I am not a fan of overloading the client with additional resources and introducing extra steps that could delay everyone's development. Moreover, it could be even worse for existing projects, which may not align with this change. Implementing something like this would require extensive discussions and approval from the repository's author and maintainers as well. If this is what you guys are looking for, #1788 provides a cleaner, faster, and less complex approach that consumes fewer resources (icons/files, time/configuration). It allows you to easily resize dropped items within seconds without the need to reconfigure each item individually, saving time and resources for those with new and existing projects. Regards ~
  5. enhancement: chat log tools #1798 (Merged in official build) enhancement: configurable map items size #1788 (WIP - Waiting for review)
  6. Yes : https://github.com/AscensionGameDev/Intersect-Engine/issues/1806 https://github.com/AscensionGameDev/Intersect-Engine/pull/1807
  7. Today, i've tried to contribute the following enhancements for the intersect engine: - Show/hide the chat log by pressing a button. - Show/hide the chat log by by using chat action keys (enter/esc) - this is optional ; game settings -> interface ! - A button that clears the entire chat log. Embedded Video Link If you like what you saw there, feel free to give it a try and contribute with feedback while it's under development / review here ! Also, this week i've finally decided to jump into the fun of what instances are capable to do for ASO. Embedded Video Link
  8. oh, this again it is a bug, when hp bars are toggled to be hidden, they should show up whenever the entity is damaged or hovered by the cursor... edit: not really following what you mean by "announcement"
  9. gotta love where this project is heading to, it shows off what the engine is capable of in the hands of a creative and experienced developer if the project reaches a good player-base and popularity, don't forget about the nest that allowed the seed to grow ! Tomorrow it is, *rolls it up*, good luck on the update release ! ~
  10. Okay but, even though you can avoid the issue that way, we still have a real problem happening here, like @Ainz Ooal Gown mentioned, a good thing to do would be to fill up a bug issue report here https://github.com/AscensionGameDev/Intersect-Engine/issues/new/choose , if you do so, please make sure to provide the steps to reproduce, from how you are handling this particular event (please, make sure to use the english editor to show off the steps to reproduce if you use screenshots or even better: a video. - I don't personally understand portuguese D: ) to where you are placing it and such in a way that we can trigger this issue in our ends, that will be very useful whenever an intersect developer decides to address this, as for now, thanks for pointing this out !
  11. Today i've Improved the gameplay smoothness of the Anima Seeds Online Project: - Damage output has been refactored (code wise, it was a mess before ) so it's also easier to read and the output transition is smooth now. - Footsteps have been refactored (code wise) in order to use a dictionary to cache and store some values that were stupidly being called over and over for no reason, it's also been refactored so it's capable to cache any amout of random sounds for steps so i don't has to maintain the same number of random sounds per type of footstep. - Custom implementation for the camera view: smooth camera angles / movement with delta delay ! - Fixed an issue where the swing attack sound was played twice uppon hitting an enemy (had a conflict with the recent "extra attack animation" implementation here). Embedded Video Link - NPC dialogues automatically hides the rest of the UI in order to have a cleaner experience, then shows it back up when finishing dialogues. Embedded Video Link
  12. Hey there, implementing direction lock while the player is moving can be a pretty challenging task right now, specially if you're new to C#, this is because the current implementation ties the player's facing direction to their movement direction.. A collaborator suggested that it might be easier to rework the movement system to be pixel-based (something that we really want to do eventually...), which would allow you to separate the facing direction from the movement direction with ease. However, if you're set on the current implementation, you can give it a shot ofc. Keep in mind that you may need to tweak other class files to ensure that the facing direction updates correctly and that packets are sent as expected.
  13. trying out some changes to mobility, combat messages (damage output) and the UI, it's been a while since i last updated my project Embedded Video Link
  14. Hello, i've opened a git bug report here with this forum post as informative resource on how to reproduce this, also, i think that i've sorted out something that solves this issue. Regards and thanks for reporting
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