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Lunam

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Lunam last won the day on May 12 2023

Lunam had the most liked content!

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About Lunam

  • Birthday August 9

Contact Methods

  • Discord
    Lunam Odium#7966

Profile Information

  • Gender
    Male
  • Location
    Midwest USA (EST)
  • Interests
    Video Games, World Building, Indie Game Development, Writing, Sci-Fi, Fantasy, Religion

Profile Fields

  • My Project
    [CLASSIFIED] ORPG
  • GamerTag
    Lunam Odium

Recent Profile Visitors

4331 profile views
  1. That UI is sleak, love it. Welcome to the community
  2. That doesnt exist, he said it *should* be that; the correct line is "RendorColor", and just mark his reply as the best answer
  3. Yeah that worked for me too, thanks!
  4. I actually noticed this as well yesterday when editing my main menu GUI. I've narrowed it to the main panel that holds the buttons, I assume that if you have an all-alpha(invisible) image as the texture, this happens. Still trying to figure out how to get rid of it. For me, as far as I know, it's only the main menu with the 5 buttons(login register etc)
  5. Holy shit that's huge. Nice job! I still haven't even gotten past my tutorial mountain yet lmao
  6. How do you set it up exactly? Sorry I dont really understand API's or how it all works with Intersect.
  7. Is anyone else having this problem? Should i make a bug report on github?
  8. The direction fix for events doesnt seem to be working. Maybe i'm missing something but I thought it was supposed to hold an events initial direction while interacting with it, and this doesnt seem to work. Is this what "Dir Fix" means and is it broken or something? Or is it for something else?
  9. So im not sure why i completely overlooked an extremely simple fix to your original system. Its much simpler than what Ive posted above. I feel dumb lol Just make a single integer player variable called "Ward Level" or something like that that gets set when you cast a ward spell. Strength of ward spell determines the number(stronger wards give higher numbers) and in the summon have it check to see if the players "Ward Level" is high enough. And boom, no need for a ward item or ward slot Or set the "ward level" automatically whenever you summon and forgo ward spells alltogether Havent implemented this yet but I dont see why it wouldnt work.
  10. Thanks for the idea, man. I started playing with it yesterday and really wanted to get it working and figured others might too lol. If you do find a better way by all means take the spotlight!
  11. This system is a bit more complex than the Original, and may not fit the needs of everyone, but If you want PvP Summons right now, this is the way to do it. Credit goes to OP for the concept and basic system, this is just an fix. Original here: ***Known Issues: when casting a ward AFTER summoning, the summon may get a little confused and try to attack you randomly. Dont worry, it doesnt hurt you.(hasnt yet anyways lol) How It Works: What You Need: Screenshots and Video:
  12. In Order to get this to work, and work with PvP, you must instead create 2 PlayerVariables: PlayerID: Integer - will be set randomly between 0 and maximum(i set this when the player spawns for the first time) SummonID: Integer - will be set in you NPC Spawn event just before the Spawn NPC command. Set this ID to be the same as the PlayerID Now, in the NPC, select the Protection/Friendly button and make a condition to see if the SummonID = PlayerID Boom, PvP summons that don't attack you. Apparently I could only get it to work once or twice. Edit: Found a solution, working on a tut soon. Will credit OP
  13. Embedded Video Link *BROKEN* The Schedule was made using Self switches and movement routes and 4 pages. One for moving to the spot, one for standing in the spot, one for moving to the door, and one blank page(simulating that he is now through the door). I discovered a huge flaw with this. While it sometimes gets stuck and must be reset by entering a new map, if you reset in the wrong phase of movement it will bug out and move to an undesired location. Only solution I see is to create seperate events; one to move to the spot and another to stand/return. The Achievement system is just User Variable booleans and images, and will be accessible(in my game) physically ingame(no ui) via a (purchaseable?) trophy room of some sort. The Rep system is just a player integer variable. will be used for quests/stores/etc.
  14. IIRC, localization is in the works. Not sure how they plan to implement it but if you want it now i think you would have to edit the source yourself.
  15. Thanks guys, yeah i think ill go with the sets of maps. Ground tilesets? What do you mean... I thought i was. 😂
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