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Everything posted by Cheshire
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Like every other game in existence, when your inventory is full it's full. Have them dump stuff. Or rewrite the entire inventory management system to expand endlessly. But I really would not recommend that.
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In theory you could, but I'm not sure it's a good idea. For every player you have online a massive inventory will take up unnecessary memory. For every player you have in your database it'll take up unnecessary storage space. There's an overflow to bank feature in the engine, that might serve you better. Along with a reasonably sized inventory your players really shouldn't run out of space unless they deliberately do so themselves. Or alternatively, just write your systems to check for inventory space. You really shouldn't have to give people unlimited space.
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Line Numbers while running Linux pdb file?
Cheshire replied to Lathander's question in Development Questions
If I recall, Mono requires an additional flag for it to run items in debug mode properly. (Although I've had varying levels of success with this and have had to COMPILE it in debug mode with Mono before as well). https://www.mono-project.com/docs/debug+profile/debug/ -
Helmet Paperdoll show wrong in CharacterWindow
Cheshire replied to BabyLoves's question in Questions & Answers
I'd imagine because both render methods are not the same. The UI elements try to center it whereas the actual game just renders it as-is. If that fixes it, I'd call it a day though and just adjust your graphics to it. -
Helmet Paperdoll show wrong in CharacterWindow
Cheshire replied to BabyLoves's question in Questions & Answers
Strange, I can't reproduce this at all. What if you used the default Intersect graphics? Because that is what I am testing this with. -
Helmet Paperdoll show wrong in CharacterWindow
Cheshire replied to BabyLoves's question in Questions & Answers
Strange, I don't recall it doing that before. Which build are you running? I'd have to take a look when I get home later today. -
Helmet Paperdoll show wrong in CharacterWindow
Cheshire replied to BabyLoves's question in Questions & Answers
In the picture you showed me, you had edited the character window to look non-standard. Are you sure your edit to the CharacterWindow.json file lines up properly? -
Might be worth adding a disclaimer about the Linux requirements. Not that I suspect most people will have very many Linux players.. But it's worth mentioning at least.
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Story Today I did this on my project...
Cheshire replied to SkywardRiver's topic in Design & Creativity
I hope you have an april fools version of that comissioned where it says Triathlon, and has several finish lines along the road with a stretch of water somewhere at the end. (All joking aside, that looks good!) -
Question about Critcal Hit (" Intersect Engine")
Cheshire replied to Doug's question in Questions & Answers
You simply can't as it stands, and would need to program it in. You could start looking at the TryAttack methods on the Entity class. -
Bug when editing character sprites once or twice
Cheshire replied to ODestroyeR BR's question in Questions & Answers
I'm not entirely sure what you're trying to say here, I'm afraid. Could you try explaining a different way? -
I'm not 100% sure, there is a possibility. But it's the fastest way I could think to fix this particular problem within the current limitations of the Event system.
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You'll probably want to adjust the size of the window if you make the text bigger.
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Curious question, but could you not set a variable on the first player to enter the map, then set a variable that this value has been given (which resets when the dungeon resets) and then only spawn the npcs for the player with this variable? The main issue you're fighting here is that events simply run for every player. So you have to come up with something to stop it from doing so.
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Question about Critcal Hit (" Intersect Engine")
Cheshire replied to Doug's question in Questions & Answers
Unfortunately, that just defines the string and is unrelated to the actual combat logic you're going to need to edit. Personally, I'd use animations for this. Much more flexible, everyone can hear it, the sound fades out nicely for people further away and you can even add an extra animation to it. Then maybe make it server configurable and have a list of crit animations the server can choose from so players don't constantly hear the same sound. Or maybe have different ones for magic, projectile, melee and unarmed hits. -
Can you try closing visual studio, deleting the following file (it's in a hidden folder): Intersect-Engine\.vs\Intersect\v16\.suo and trying to compile again?
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How to Delete a Friend off Friend's List?
Cheshire replied to Doug's question in Questions & Answers
If memory serves me right it's right clicking somebody. -
Did you change anything? Because I can't say I've had that issue myself on any of the official branches.
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It should tell you why it failed in the error list or somewhere during the build output. The error list is generally easier to read though.
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If the entire solution builds there should be a server as well, or it should prompt you with errors as to why it doesn't compile.
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Maybe? I'm not sure that's as universally useful as a blacklist though. So if anyone wishes to do that, that's on them. Update [Download] - Adds the profanity check to user and character names and modifies a method that checks if any filtered words are in a given string.
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Sorry but that's outside the scope of this topic. You should probably read the documentation and make a topic regarding any questions you have based on that.
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I believe you might have missed the following:
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Most odd, can you try this version @The Bunny Gamer? Maybe something got corrupt somewhere? https://www.ascensiongamedev.com/resources/filehost/4c35d6f1f856af35bbda4c066c19c9d7.patch
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Which of the two files is doing that?
