Jump to content

Cheshire

Super Contributor
  • Posts

    935
  • Joined

  • Last visited

  • Days Won

    72

Everything posted by Cheshire

  1. That's why I pulled both quotes in there, I'm not really trying to prove anything to anyone or tell someone they're completely wrong. Just adding my opinion on the topic of both of the engines put side by side. Discussions like this are good, as they show people different perspectives they might not have considered. Yeah, I'm not saying you're wrong here, to be honest for some people it might very well be the right solution.. But long term I see the same problem JC foresees as mentioned here: The main issue for me, is that it is inherently a single player engine. And while it DOES have a multiplayer mod it is technically still multiplayer tacked unto an engine that was not built to be used as such. There will always be inherent limitations you can not work around. The use of other plugins also concerns me, as in theory players could just add whatever plugin they want to mess with the game and it would never correct them properly.. It is after all not designed to do so. Intersect, while maybe not as plug and play for the inexperienced can be extended (securely) to a much greater degree.
  2. I'd say the main upside to intersect compared to RPG maker is that you have online editors multiple people can use to work on the same project at once. And edits to the editors themselves can easily be made and distributed to team members without needing to swap the entire project around the place and get licenses for each member. There's probably more back and forth where one engine beats the other in terms of functionality and features. Especially since both were originally designed with different use cases in mind. For example, adding new features to Intersect is more work.. BUT because it is designed to be online the client itself has basically no say in anything, like it should. With RPG Maker, the entire engine is designed to be single player leaving a lot more holes and potential points where users can fool the system that you simply can not change. (Unless you write your own executable, but at that point you're basically at the same point as Intersect) Saying one is inherently better than the other seems an odd thing to me.
  3. I case anyone (by which I mean most people, probably) missed the latest build's notes.. There's a few changes in it! Most are background stuff you'll likely never have to deal with.. some are more immediately noticable.. And some bugfixes that also applied to the base engine. 1. A new Conditional Branch entry has been added to the Event System to check for free inventory slots. 2. New options have been added to the Change Items event command. You can now choose how to give/take items away from the player. Normal - Gives/Takes items as per usual, fails if the user does not have or can not receive the amount of items. Allow Overflow - Gives items until the player runs out of inventory space up to the amount provided, if the inventory is full starts dumping the rest of the items on the map. (Does not change the logic for taking away items, as you can't take more than they have!) NOTE: items dropped are bound to the same loot rules as normal dropped items! Up to Amount - Changes as many items as can be changed up to the amount specified. So if the user has 2 items, and you want to take 5 it takes 2 and considers that a success. Same goes for giving, if the user has 2 inventory slots and you want to give 5 they receive 2. NOTE: this needs to change at least 1 item to be considered a success. 3. A new option on how to handle non-stackable items dropped on the map was added to the server config By default all non-stackable items dropped with a quantity of over 1 will drop as ONE consolidated item on the map, and the player will need enough inventory space to pick them all up to pick even ONE up. Toggling this option to false will instead drop multiple items to the map they can pick up individually. 4. A large portion of item giving/taking away and other inventory related logic was rewritten This is mostly a background change, in general you won't notice the difference. But this fixes a few issues regarding dropping non-stackable items with a quantity. BEfore this, if you dropped a non-stackable item (such as equipment) with a quantity over 1 from an NPC it would give the player one item. Now this is handled properly and you actually obtain multiple. There's a few more changes, documentation in the code and rewrites to the logic to make it less obtuse and less duplicated all over the place as well.. But you'll probably have to look at the source for the details, if you are interested. Note that upgrading to this version is very likely to break ANY AND ALL existing mods that deal with item stacks, loot or similar things!
  4. Yes, the first post even says and shows it does.
  5. That really sounds like a specific feature for you. I don't believe I've ever seen anyone mention ladder tiles outside of the platformer engine, whereas the slide tiles were made for puzzles and such. There is no admin channel to begin with as far as I'm aware? And I'm not sure what or why you're trying to achieve with this. You can't always have an admin online, and the events won't wait for an admin to be online. Technically already possible with labels or variables and common events. Those sound like they belong on the GitHub issues section as feature requests. Please note that no engine will ever support everything you want out of the box. They're generic templates for you to base your work on. Sometimes that means you'll have to change things to suit your game, or change your game to suit the engine. Not to mention, it's open source. So what's stopping you from trying to change it yourself?
  6. Unless maybe you temporarily set your player sprite to a sprite that only has the going up animation and revert it after they leave the ladder. But that sounds tedious.
  7. Cheshire

    WebPage

    I'd say that's more a query for Google and some tutorials on web languages if you're unfamiliar with them. (For example this StackOverflow page https://stackoverflow.com/questions/9802788/call-a-rest-api-in-php ) We're not here to make your game for you. And I'm definitely not going to write it for you.
  8. Cheshire

    WebPage

    I'm sorry, but I doubt you've genuinely looked at it over the span of 8 minutes. Please read the documentation and come back with questions that are a bit more specific than "I need help".
  9. Cheshire

    WebPage

    There is through the API, please refer to the following documentation to get started: https://docs.freemmorpgmaker.com/api/v1/
  10. I'm not sure I follow, wouldn't a ladder just not be blocked so you can go up it?
  11. Pretty much, and if you want the stats to add up.. set the evolved classes to have higher base stats than the base ones and you're golden I reckon?
  12. Should be two different things, unless you put them both in the same folder. Only thing that carries over is your client setttings, as those are stored in the registry.
  13. Beyond changing it for the sake of changing it because intersect does it, do you think there's any real benefit to changing it after the fact? To make it function like it does in intersect and be more OO would take a lot more than just changing things into a list with guids instead of an index. I would doubt it as this is primarily a change to how data is stored and found by the server. While it does touch upon the client it does not change rendering or the overall performance of the client.
  14. Make sure you download the correct one for your branch, and install them in the right order.
  15. I think there was a similar bug report which had no real information on it. Might be able to make a new one and follow the provided template to get someone to look into it. Submitted a PR with a fix: https://github.com/AscensionGameDev/Intersect-Engine/pull/201
  16. Interesting idea and nice to see someone doing something for their community! Not sure I'd personally get much use out of it but figured I'd drop a comment. 👍
  17. Please refer to the following page in the documentation: https://docs.freemmorpgmaker.com/deploy/autoupdater.html
  18. I feel like this is more a discussion for the questions and answers board than this topic.
  19. Uh, that's not what he's asking. Anyhow, you'd likely need to change the destination rectangle for all your sprites and have a way to configure how large they need to be. Currently they're rendered at the same size they're taken from the sprite sheet.
  20. Out of curiosity, did you guys run performance metrics comparing this to Mysql and Sqlite?
  21. I'd say packet handler on the server is a good start. There's a chat message handler there.
  22. Uploading items through ftp can mask the permissions though. Should really double check all your file permissions. LIke I know this is bad practice and all, but if you chmod -R 755 that folder does it run?
  23. I believe input is handled every frame. Checking to see if you actually changed direction before sending a new one as jc suggested would probably also help. (maybe setting a cap on only being able to change directions every half a second or so as well)
  24. Stupid question maybe, but are the permissions set up right for the user and the executable? Is there a reason you're running sudo mono rather than just mono?
  25. Look at these settings in the server config: "FloodThreshholds": { "MaxPacketSize": 10240, "MaxPacketPerSec": 5, "KickAvgPacketPerSec": 3 }
×
×
  • Create New...