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Everything posted by Arufonsu
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Can't understand what a "guild crest" is... whenever i translate that over to spanish, all i get is a really lewd word , this makes me assume that this is a very niche request, guilds are pretty generic and they currently fulfill their main purpose. Edit: nvm, just did a quick image search, you probably meant guild emblems ~ and yes, this is pretty niche request... so, if you want to have something like this, you may want to do it by yourself. some months ago i pulled in a PR for "Entity Tags", if you ever decide to explore around the git, you will notice that this (already discarded from the dev branch) implementation will allow you to get a similar approach for what you seek.
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Does the Download Contain a Tracker?
Arufonsu replied to IsThisAVideoGame's question in Development Questions
iirc, no, like Ches said: you may always check the client's source code by youself, it's open source (so anyone can). -
There's no problem with the server. This warning shouldn't be an issue if you want to play with your brother in the same local LAN. This warning is telling you that the server is unable to start with the default port in the public address. The port is probably closed in your home router by your ISP. Now... on how to make it in order to open the default UDP port, its really a relative thing, before venturing yourself into hosting anything, you might want to read and learn some basics on networking and how everything works with port forwarding and such. You may be able to do the port forwarding by yourself with enough knowledge, altho, in most of the cases these days, ISP are using a new kind of NAT that won't allow u to locally open up and redirect port connections in your local net (which imo sucks, but oh well, ISPs and their stuff right?), in which case, you may want to give them a call to open such UDP port to X.X.X.X local net IP in your house, in this case, to the terminal device you will be hosting the intersect based game. Or you could save the struggle and rent some cheap 5$ VPS somewhere for testing / if its only for you and your brother, and host your game over there with ubuntu + mono, but then, you will need some basic knowledge when it comes to remotely administrate servers and services.
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If you haven't compiled the solution before, then there's your answer. Rebuild the solution, only after that you will able to edit the forms with the graphic editor.
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Esto no es algo que se encuentre en las capacidades del Engine propiamente tal. Algo así de especifico requerira que busques por cuenta propia información relacionada a como portar algo con Monogame en proyectos .NET, y aplicar dicha logica, que de por cierto es valida y muchos toman dicha ruta, tendrás un largo trabajo por delante para hacer que todo termine funcional y sin problemas. Si no posees el conocimiento en los temas mencionados, probablemente lo mejor en tu caso sea buscar otro Engine más especifico que apunte al desarrollo de algo similar a lo que describes. He escuchado de gente que ha logrado portar todo a Unity luego de bastantes horas de trabajo, lo que en teoria te acerca a la posibilidad de tener un cliente multiplataforma, tendrías que averiguar con esos pioneros en el tema, y ver si están dispuestos a compartir sus experiencias y formas de realizar esta portabilidad que deseas.
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Not sure how you are tying to do this exactly, but if you decide to create a function to be used by every Player uppon death, then Player.X & Player.Y should give you the values you need. There's no such a thing as "LastMapEntered" player values, but you can get these values from Player's current location.
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This is not a clean build, it seems like @mem981 tried to modify the source in order to add more options for event window dialogues? this was briefly discussed few days ago. Honestly, if you are going to ask for help, you could give us at least a hint of what you are trying to do here in the first place, since i'm assuming by guess what's your issue when reading your custom EventWindow public class, next time please, try to [*]Be descriptive - Make your subject and post as detailed as possible so we know what you are asking and it is easy to find later. If my guess is right, then how does your Intersect.Client\Entities\Events\Dialog.cs public class look like? did you properly added the 6 new options ("Opt#")? (originally, there's only 4 available options, and you are trying to increase it up to 10 it seems). as for what @nvh said: same issue? you guys modified the very same file as well? just tested a clean build of PR7, no issues on VS2019 nor Rider along with .NET 4.6.2 Make sure that the solution has the actual files within the right folders as well, if you removed them by mistake, that doesn't necessary removes them from the solution in the IDE, hence the IDE is trying to build out of something that can't find, as its being told it exists (but it doesn't, you probably referenced it, but the assembly is missing/placed in the wrong folder anyway).
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The type of namespace name could not be found????
Arufonsu replied to mem981's question in Questions & Answers
Things don't simply happen suddenly, you should know by having a track of your actions on what's been changed. The IDE is telling you what's the issue, and that is you have missing references, If you think is not your mistake, then restart VS 2019, it does happen time to time that it gets a little buggy and it may require a reload + clean + nugget packages restore + rebuild. Also, you should be using .NET 4.6.2+ for the latest Intersect solutions. -
yeah, it was just quick approach tho realized that i was updating the rng on every frame, which caused the endless switching, ended up doing it differently, thanks for the suggestion! @Aiden9 @Hiai , i've made a patch for this specific feature request (based in the latest Dev Branch as today) EDIT: Got no feedback for a while, removed the patch. This question should be closed.
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Yeah you are right, tried last night again, without a single plugin on, and the crash still happened in the same scenario. Thanks for this !
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I would share a patch with the whole thing, but i can't tell if Intersect's static timer for attacks isn't properly working or its something else when i randomize the sprite animations. Nvm, made a workaround for it ~
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eh, existe un discord de Intersect, con un canal dedicado a los que hablamos español, seria mucho mejor que todos los interesados se unan allí a platicar en vez de crear un muro de posts con sus direcciones de discord personales salu2 ~ https://discord.gg/pavpG6sq
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i can confirm this issue, logging out / going back to character select menu does crashes the client. happens with this plugin, also happens with some tests i've done by following @gooby guide.
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InGameClock Plugin A simple, yet useful plugin that will allow you to quickly add an easy-to-use and view server time widget to your intersect engine's game client! Version 0.3.3: Made with Main Build: 0.7.1.39 (Tested & Working as 0.7.1.94) Features: Ability to toggle the visibility of this widget with the shortcut 'Ctrl' + 'O' by default (Configurable ish~). Ability to drag the widget arround by holding the mouse right-click on it's title. config.json setting that allows you to turn on/off the plugin (default is "IsEnabled": true). config.json setting that allows you to change the clock format ( default is "ClockFormat": "H:mm") An "InGameClock_GUI" folder with the plugin's required GUI files. Installation: Extract the compressed file, and place the folder 'InGameClock' into your \Intersect Client\resources\plugins folder. Adjust config.json file to fit your needs! Regarding the clock format, you may want to read this sheet in order to undertand how it works! Change or modify the included resources however you want. That's it! You may now run the game client to try out the widget ! Source Code Download
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Intersect Engine te permite comprimir los assets desde el editor, sin embargo no me preocuparia demasiado, si los tilesets que posees son legitimos y posees los derechos de licencias comerciales para poder usarlos, pues el que te los roben solo supondrá un problema para la persona que te robe, legalmente hablando, estará infringiendo tus derechos de propiedad intelectual, e incluso puedes demoler su reputación en la comunidad de AGD si demuestras con pruebas reales que es el caso, nadie jugaria un juego basado en assets robados, eso sería bastante patetico si me preguntas.... Y el otro tema, así en buena hermano, por mas dura que sea tu encriptación de los assets, siempre existirá alguien que logre ripearlos de una u otra forma. Con intersect podrás crear una barrera que dificultará el proceso, pero como dije anteriormente, eventualmente pasará, es mejor enforcarse en hacer un buen juego, que perder mucho tiempo dificultando esas cosas a un hacker que tarde o temprano se asomara a tu projecto. De todas formas, si quieres una respuesta del mismo JC en los FAQs de la documentación, aquí tienes!
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OH, that's an interesting system! as for the limit for options, i think they are pretty much hardcoded in the source, you may find elsewhere these are used by searching in the source itself: i'm pretty sure that new options can be added here as long you modify the source properly, you could always give a try, experiment, or wait until someone releases something regardless this in the base engine that allows it to have a flexible amount of options.
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Auction system sounds like might be a fun thing to have, its pretty generic to games and helps up to build a funky ilusion of capitalism within a game. As for a "talent system", i don't know man, sounds pretty specific/niche to me, only game i have heard about using such a system with the very same literal name its "Mabinogi". Also, mixing both things, its far beyong too specific already, hard to tell if something like this would be approved by head devs into the base engine.
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Noope. just added to the first answer the following location of the file that you should edit and have saved before you launch the server again: Also, if you change these values up by too much, you might have a hard time using the editor there's also the alternative path which involves change/reduce your asset sizes with the right tools in order to properly fit this engine default sizes. in my experience you may get better results on this engine with sprites that go from 32x32, 48x48 and up to 64x64. on which cases you may vary around the vertical axis (Y) to give "tallness" to characters, but always trying to stay within your horizontal (X) axis limits that you decide to set up. Not sure if you are talking about the tiles or the target boxes here, just in case its the last one, in the following location: you may find this. notice that is 32 px tall, never personally edited it, but i assume that you want have to when it comes to fit for bigger tiles. i may be wrong tho, since i haven't paid attention to this one. Regardless the tileset sizes, everything about them has been mentioned, just make sure you know the sizes of your sprites, in order to properly change your server settings.
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when will the last version of the engine be?
Arufonsu replied to Emoria's question in Questions & Answers
Probably never, most of the software today, just like life itself, mutates and gets better over time endlessly as long there is some individual that's up to put work and effort on it, or unless one day the sun shuts down. Also considering that it's open-source in general terms, only expect more and more branches from the same seed to popup in the following years, along with the base one (hopefully) getting better over time in order to improve the derivated branches.
