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Terrafyde last won the day on July 21 2018

Terrafyde had the most liked content!

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  1. For your interest there is now this site, which I can only presume is by by the same person. http://refmap-l.blog.jp/ He has rereleased alot of his old stuff, and reworked alot to new scales.
  2. Update: I only have 2 slides in my game and only one has this behaviour, possibly due to it being on the bottom row of the map, and you slide into a new map ?
  3. For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you! Reports not in English will be removed. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// There is some sort of graphics glitch when being moved on a slide, the screen is drawn about half the screen height out of position, just for the moments you slide, (its very quick) I hope you can understand what I mean If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  4. +1 I also want there to be % success of crafting
  5. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// The area used to mark an item equiped can not be clicked on, only the area not covered by the equiped indicator can be clicked on The default red dot indicating an item is equipped can not be clicked to unequip, thats ok as its only a 2x2 area. But if you have customized a bigger area it is a problem, use a 32x32 area and you can not unequip ! /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Inventoryitem.json "InventoryItemEquippedIcon": { "Bounds": "0,0,32,32", "RenderColor": "64,0,255,0", If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  6. I hope you don't switch to 3 frame, while its seems dumb that 2 frames are the same, that is only true for bi-pedal creatures, I use 4 different frames for everything that doesn't have 2 legs. Which is more than half the sprites I use.
  7. My understanding (which could be wrong) is that Loose leaf were made by mack http://www.microsofttranslator.com/bv.aspx?&lo=TP&from=&to=en&a=http%3A%2F%2Fwww.geocities.jp%2Fkurororo4%2Flooseleaf%2F but they are a different shape and size to the other sprites commonly known as 'mack sprites' by the same person. The base Quick sprite lacks assets and thought these might be handy to someone
  8. here is a collection of assets from Loose Leaf I have assembled, some have been modified/fixed and there's a couple of originals too. ... Now I'm working on a new set of completely original base and assets qs_lleaf_assets.zip
  9. Currently it is not possible. I also would like this. Either spell consumabales or events that can cast spells (could achieve the same result)
  10. I think the answer is "No" , but I'll ask just incase someone has a method. I want to make a spell that sets a trap in a position for a short peroid of time. I dont think it can be done as a spell/event as events cant give negative health or cast a spell (for damage) And spell/projectile if set to range 0, dissappear instantly even when the speed is set to a long time. (I wish this was different) Any suggestions ?
  11. I prefer this. But could the red dot be changed to a gui element, png file we can edit ?
  12. Maybe I'm missing something obvious, but I can't think of an efficient way to manage locked doors. I can do the mechanics of a door opening and closing, with the door as an event, using either animations or sprite direction, and using move route to set walkthrough on & off. My problem is triggering the event to do this. There would be various reasons why a door would be locked or not, example having a key, completed a certain amount of quest progress or interacting with an event(person). The best way I can think of, can't actually be done. That would be to set the self switch of the event door via another event. One possible ways would be to do it via a global switches or variables, but having this for every single door in a game with 500+ doors is not efficient or easily managable Another possible way is to do the door mechanics not on the event door, but on the trigger event via move route method onto the event door, but then this needs to be implamented onto every trigger often with variation.
  13. I for one would like to be able to read (and sometimes set as my own variables) game avriables for various reasons. and uses in events - player x, y, and map for a delayed respawn system - player level, for use when player changes class I'm only early in my game design and I'm sure I will find other frustrations where I wish I could access the variables
  14. Left mouse does not work for me, But pressing E does
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