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Everything posted by Arufonsu
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The worst bug from this intersect version
Arufonsu replied to Zerinho's question in Questions & Answers
This is not really the best way to report an issue and seek help from volunteers This is a known issue among collaborators and some users atm, although, 2 minutes is an exaggeration to be honest, it really takes 2-5 seconds for them to fully render on screen, and we are aware of the fact that fog shouldn't take this long to render on the screen anyways, like JC said, please file an issue report if you are interested on this to ever be addressed (no one has reported this yet for some reason), just make sure to follow the proper formatting when reporting this bug. Same as before, you will need to file another issue report in our tracker for this one, and you may want to be more specific on how to reproduce this issue as well. -
This ^, we can't just re-generate more hotbar slots by code when changing the max amount value for them, the assets we provide by default are meant for 10 slots, if you want to add more, you will need to manually adjust your assets then, if you decreased and then increased them back to the default value, you will need to re-do the previously purged slots in the json layout file.
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Okay, just manually cleaned up the registry and managed to reproduce the issue, so i can confirm that the settings aren't actually saving up to the registry if the registry hasn't been created yet. Thanks for reporting with all the feedback you guys ! Update: @panda just pulled in a fix for this.
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Couldn't reproduce: the latest game client is saving and loading the settings without issues. If you want some real help here, share over some logs (if any) and a more specific scenario to reproduce this along with the build version you've used.
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@Artheios gave you the right answer, take a look over the client's strings file. use Ctrl + F
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0.7.1.42 Improvement in character window?
Arufonsu replied to Siege's question in Questions & Answers
If you want the official updated assets for the main build, including these changes introduced few days ago by Weylon, take a look over the assets repository here. regards ~ -
This is actually pretty easy to port over to the base engine, if you open a feature request for it (if there isn't one already for it), i could work around it to make it configurable (within the client's config) during this week, that way people won't need to edit the source code but instead, they will be able to simply change a boolean from false to true within the client's config (or game settings -> interface) in order to have this feature thanks for sharing!
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The official docs are providing you with enough information for your needs, the rest is on you, we can't guess how every VPS handle things out there, if your client is unable to talk with the server, then you should check out if your VPS provider is allowing your server to listen connections thru your configured server port, which by default should be UDP 5400.
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We have documentation for this. I also suggest you (since is your first post) to have a read over the forum rules, specially 1.1 in this case.
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Story Today I did this on my project...
Arufonsu replied to SkywardRiver's topic in Design & Creativity
This is not my project, but today i've finally finished the spanish translations for the Intersect Engine's developer docs -
1.- Si 2.- No, actualmente eso depende de la resolución que utilices para tus sprites y las dimensiones de los tiles ; No hay forma de cambiar la cercania que utiliza la cámara del cliente por defecto, a menos que modifiques el código de fuente.
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This issue has been around for a while with the eraser and fill layer tools and it is not related with changing the tile's size from the default values, but instead, related to the amount of tiles that the tools are required to fill/erase (Map's Height and Width in tiles), which are getting stack overflow exceptions for the tiles positions (int values for X and Y of each tile) as explained in this issue report from the engine's repo.
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Here's a video from the implementation's pull request itself at AGD's Github repo that quickly demonstrates how to archive this: Embedded Video Link
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Si, que raro, se suponia que era un enlace permanente y ha cauducado o.O aquà te dejo un enlace valido a la fecha: https://discord.gg/Kf2uHTfnqN
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Can't un select a target, self or other player
Arufonsu replied to Vallorz's question in Questions & Answers
I don't personally remember this behaviour, to me, right/left click always been a way to only select the targets but perhaps, you are right (i started to use intersect around beta 7 's devbranch so i can't tell if it worked differently before). What always worked for me is the ESC key to deselect and ofc, the TAB key to switch over nearby targets have you tried that already? logging out isn't really necessary. EDIT: recently found out that stickytarget (a game client preference that wasn't exposed to the settings) is the property that when set to false, allows the behavior described by @Vallorz to happen, decided to open a pull request that should restore this property back to false by default, and will also allow the user to toggle it within the client and save/load their preference. -
So you are basically trying to hire someone to do a copycat map from the "Free Realms" mmo?
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[Read First!] A Warning About Custom Code Modifications
Arufonsu replied to jcsnider's topic in Developer Discussion
The Intersect engine is capable to do anything if a developer working with it pushes enough effort and dedication on what they want from it . People trashing over like this aren't really a contribution to the community nor to the engine (is quite easy to tell who's interested to learn and work hard on their projects from who's around waiting for the rest to do the job for them). "All roads lead to Rome" Indeed, that's the life of a developer, trial and error, test and repeat ! the key is to be patient, don't complain and instead, try to contribute if you are really interested in the project. Even if someone doesn't know how to work with C#, reporting issues can be a great alternative to contribute to the community and the engine itself. Thanks for posting this up -
Count as high as you can while staff are sleeping!!!
Arufonsu replied to Giligis's topic in Forum Games
incom1ng ~ -
"You can use it for non-commercial and commercial projects but you have to say you used the generator in your credits or somewhere in the game. However, you cannot distribute the models." Source
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I want to say no (not quite sure tbh) because GH is not meant to work as a file hosting service for porpoises like this one specifically. And even if it did worked, you would probably be violating some ToS clause that you already agreed with when you signed up for an account there.
