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Everything posted by Cheshire
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We were aware of this issue on the development branch of the engine but I didn't know this existed in stable as well. Could you share the spell that's causing problems along with a description of the issue over on the issue tracker?
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If your router and internet connection supports UPnP you'll be good to go on the server side by just booting it up. Otherwise, you'll have to manually portforward. After that you'll want to edit your client configuration to point towards your WAN IP address and the port your server runs on.
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Intersect Engine Server Hosting for free?
Cheshire replied to JediMaster123's question in Questions & Answers
I fear you'll find that very little in this world is ever truly free. Though truthfully speaking, I would say that making the game should be a bigger priority than finding a permanent hosting spot for it. Could probably get away using some cloud service credit or free trial runs for a good while though. -
Just making sure it's not a custom build because I know there's a pr open that would definitely break it this way. Would have to try this myself at some point to see if I can replicate it.. or anyone else that feels like it.
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Are you sure you're using the prerelease branch?
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Does the server log provide any information as to what happens with the migration?
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Show players' name/ enemies and events only if you hover over it is possible ?
Cheshire replied to mcw1's question in Questions & Answers
This is actually a feature that is being worked on / ready to go for the development branch. It'll take some time before it'll trickle down to the stable / prerelease branches but if you need it now you can find it on Github if you feel like compiling your own client and server. (Just be aware that the Development branch isn't always as stable or usable) -
Request to create this in the engine and patch it
Cheshire replied to Commpany.Shein's question in Questions & Answers
If you have any real suggestions on what you'd like to see regarding the shop that'd be welcome. The UI is a bit poor at the moment. I'm not a hundred percent sure I really understand your other two questions/statements.. Regarding animations, do you perhaps want an option for an attack animation to play on either the player or the attacked entity? And as for the rarities you may want to elaborate a little on why you'd want that and what it would do exactly. -
Help - Attack while moving makes player invisible
Cheshire replied to Jcy's question in Questions & Answers
Yeah, nothing is unfixable. The problem is more so that the people fixing bugs are doing this on a voluntary basis so it more or less happens when they feel like it. if you want to give them an easier time, could you provide some ready made graphics for them to do so with? It doesn't NEED to be actual graphics. Could just be coloured squares with numbers/letters on them. As long as they can be differentiated for testing attack and movement animations. -
Are they perhaps running a different version of the engine? (for example, the server runs one from the website and the client is compiled from Github) They need to use the same version as the client checks for version numbers, the website builds are generated only for that build. If you compile your own you'll have different cryptographic keys (Handshake Failed error) and a different version number (Version Mismatch Error) If someone is custom compiling a server build, they need to share the client and editor with everyone else to avoid this. (Or, for more advanced users copy/paste the key files around and disable automatic generation of new keys in one of the project files)
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Sounds like the error should tell you what's going on. The address you're trying to bind the API to is already in use by something. What that is I can't say since I don't know about the setup of your system.
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Help - Attack while moving makes player invisible
Cheshire replied to Jcy's question in Questions & Answers
Unfortunately, I don't think there's a way to fix it other than digging into the code and debugging why it's doing this. -
It's definitely more work to make a proper item preview, but seeing how the icon and paper doll can be two different images altogether it's probably worth the time investment to do it right.
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Intersect Cloud Hosting Beta Switchability?
Cheshire replied to MinionsodElden's question in Connectivity Support
You can upload any version of the engine you want. Be it one from a year ago or one you compile yourself right now. I believe there's a web interface for that from memory. -
I'm a little confused about what you want to preview here. Do you simply want to make the icon larger or actually show the player a preview of what the equipment would look like on their character?
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Help - Attack while moving makes player invisible
Cheshire replied to Jcy's question in Questions & Answers
Out of curiosity, is the amount of frames set up correctly on the server configuration? -
I rent a Linux Server but i can't start Server with SSH
Cheshire replied to Xiphoid's question in Connectivity Support
First, I wouldn't recommend starting the server in an SSH session as it'll close as soon as you end your session. Second, (actually pertaining to this problem) I believe this is very dependant on the version of Mono that you use. If I recall there's a few other topics regarding the issue. -
Is this software still fully supported?
Cheshire replied to Cookviper's question in Questions & Answers
Nobody ever really bothers updating the homepage (although we've said to a few times) The downloads page and github pages should tell you there's been activity since then though, as well as the forums. https://www.freemmorpgmaker.com/downloads/ https://github.com/AscensionGameDev/Intersect-Engine There's a relatively small to-do list left before B7 becomes the next ''stable'' release. Although this is all done by people for free in their spare time, so it happens whenever it happens really. Generally speaking when a major flaw is uncovered we try and fix it as soon as we're aware of it. So it's definitely still supported. -
I'm afraid the event system can't magically make blocks disappear or cause you to be on top of the world. You'd likely need to write up something custom to make it appear as such or make an extra option on a move route. Map borders and crossing several maps would also be an issue. Any reason you can't have something like an animation that shows an object flying away and landing at the destination instead?
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Asking me to update the plugin makes no sense when it's the engine that's not updated yet.
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Are there multiple people working on maps in the editor at the same time for you? Because the map flashing and reloading sounds a lot like someone else saving the map and it loading in the new one for you.
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I'm not sure what Nightmare uses for their Bestiary (I am imagining it is a separate set of data they keep track of outside the event system because of how it interacts with item drops and the UI) but let's use that as an example here. I would certainly NOT suggest using variables for that particular goal. Not because it wouldn't work (and it shouldn't randomly make blank values visible, they probably changed something that made that happen when they changed something else) but more for the following reasons: 1. It's a lot of maintenance long term to do this with events. 2. You'll need an event and variable for EVERY SINGLE enemy type. 3. To get the data to the client in a UI window, you'll need to gather the data up from out of the event system (so track every variable Id in a list somewhere along with a reference to what Npc it is related to) combine this data and then send it to the client because the client has no knowledge of event variable values. I think those points need to be considered for every system you want to implement long term.. Because once you do you'll have to potentially maintain and add hundreds of extra events and variables and track them for an interface somewhere. Is that worth it? Can you do it some other way that is easier to work with? I feel like your question requires a far more broad answer and just saying the event system can or can not do something isn't the answer I will give you.. The event system is powerful and easy to use, however it can not and (arguably) should not be used for everything when making your game. When designing new mechanics for your game consider the scope, ease of use for players (How will they access it, see it and interact with it?), expandability and maintenance required over the next few months and then years. How large will this system get? Will I have to keep adding an endless amount of extra variable or event work? Eventually, if a lot of those questions end up with "It's a lot of work to maintain and expand" it might be worth just writing it up in code instead in a more general method you can re-use and expand later.
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I would argue this depends more on what you want to do and how the system is supposed to work rather than how reliable they are. As long as it's in the database it's stored there. How you use them and what application you're going for is far more interesting in regards to where you put the data. You can still retrieve event variables through code, after all.
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That's odd, if I remember it should reset to the first frame for idle animations. Have you made any other changes?
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It's not a tutorial. It doesn't work on anything besides a release of the engine that isn't available yet without custom compilation. I don't think I can make it any more clear than that.
