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Everything posted by Cheshire
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Could you not adjust the sprite for the projectile to account for that as well? Though the actual hitbox would not change and still be at your feet. Not perfect, but a quick option. I imagine you'd have to make the entire thing spawn up a tile to really make it work. But also check for hits a tile above and where players actually are.. Or you could only shoot them in the foot.
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help with Russification intersect engine 6.1
Cheshire replied to Emao's question in Connectivity Support
Nope, there's literal errors in his Json file to fix first. Please don't give people advise unrelated to the actual error message. -
help with Russification intersect engine 6.1
Cheshire replied to Emao's question in Connectivity Support
Looks like you've broken the syntax by removing some commas or closing brackets on some lines. Might want to look at a json syntax checker and see which lines are incorrect. -
help with Russification intersect engine 6.1
Cheshire replied to Emao's question in Connectivity Support
Hmm, interesting. Guess the site doesn't like that. Could you post it on here directly? Utf8 should support Cyrillic characters, so there might just be a syntax error in there. -
help with Russification intersect engine 6.1
Cheshire replied to Emao's question in Connectivity Support
Could you share the file you've tried to translate? -
You could see which piece of the menu it loads first by default now and change that to be the login window, that'd probably be the easiest method. But this feels like a very game specific request, as the UI and its needs are different for everyone, so I doubt you'll see a generic edit to do what you want from it.
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It wouldn't directly. You'd have to write your own Web portal that acts as an intermediary, or get someone to do it for you. The portal would track which user makes the payment and whether its successful, then triggers the games API.
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Why not use the API instead for granting unlocks to a character? That would basically expose most things I would imagine, from the inventory to the event system. Wouldn't really be a source mod though and mostly just a web portal that interacts with the server. In theory this is all possible. But I doubt you'll get someone to make you a monetization system for free, that'd be most ironic.
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Death animations would require them to actually leave a corpse which currently does not happen, unless you set the game to trigger an "animation" (such as a spell one) upon entity death that's their death animation. As for getting hit, that sounds like it'd clip into other actions such as attacking, moving etc. Which might look incredibly awkward. Unless you lock them into place for the duration but that would probably cause its own level of jank.
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Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
Because I kept getting people asking me about this, I've made this patch compatible with the development branch: Please destroy your game for me so I can tell you to stop using that branch. Kthx. <3 Download -
Oh, that's really lame. At least let me do the same thing to trainers in the overworld. Sjeez. If it were banned from competitive, sure. But let me do that to the other hapless fools that dare get in my way!
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Ironically I've had less issues with the dojos than the regular overworld drag of fighting an endless gauntlet of trainers and tems before the next stop. Haha Yeah, we generally did it with like one tem left. But we got them first try. Honestly when we found out chain lightning nessla spam the entire first island became a joke. Although they fixed the issue where that particular trait would stop chain lightning from spreading further. Lol I did certainly enjoy it though. At least until Tucma. The middle island was pretty repetitive but still alright. The first area is pretty good and offers a lot of freedom and stuff to explore. Some of the tem designs are pretty good. Bit annoying you tend to get type counters well after you fought an army of tems that wreck your party though, but you get used to that quick. Wish the game wouldn't tease me with the digital one shot tem though. I want to do that to other trainers. 😂
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I don't do ranked play and don't do competitive pokemon either. I just catch the ones I like and make a team from them. I've had a few tems I thought were super strong and then they'd just get destroyed by certain tems without even being at a type or level disadvantage. (barring the times the game decides to throw a tem 12 levels above yours at you from a trainer out of nowhere) So maybe mine just have really bad stats? But I don't think a game should overly rely on getting decent stat rolls to get through the game the first time around. If there's dedicated harder areas for people that like that then sure. But I'm not here for the endless grinding till I get a tem with decent stats. Lol I just want the cute ones in a reasonably type balanced team and the rest go into the stash. I mostly played this with someone else, maybe the co-op is the limiting factor here? Like it feels making a balanced party between two people that each want to level their tems is pretty hard. But yeah the overall feel of the game to me was just that it was an unbalanced mess start to finish if you just casually play it. Some tems (like electric and digital) have insanely good type advantages and some others are just really.. Well they have an advantage. Then the dual type thing adds more oddities as I don't get how the second affects the first but it does seem to. So yeah, maybe it's just my lack of playing pokemon games or this the "right" way. But I'm not much into the stat grind thing. Haha
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I've played a fair bit of it, and the third island drains my will to live along with the constant random one shots and constant need to spam healing items even fighting wild tems. There's trainers every 5 seconds the first time through a zone and it's just a gauntlet of punishment where you constantly spam balms and your vial to then run back to town to refill the vial and keep going. They claim to want a game not reliant on the super effective and critical hits from pokemon, then make a game that's even more reliable on type matching along with some tems that just destroy you regardless. (the poison attack of that big squid is just bloody crazy) Barring endless breeding and catching / releasing tems for money there's currently also not much to do after the story ends. Personally, I thought it was alright. Wouldn't say people need to play it right now? But definitely something to keep an eye on over time. There's a decent amount of stuff to do, the story can be a bit cringy in trying to be cool and some characters are just.. Why..? But overall I've had a decent time with it. Would I go back? Right now? Hell no. A safari zone and some breeding isn't going to keep me occupied. But if they add new actual content I'd like to go back and play that.
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I suppose you could keep a count of every time the event warps a player and disable it after the count reaches a certain amount. You'd have to find a way to reset this without getting it permanently closed though.. Like if the players leave before the dungeon is cleared what will happen? What if someone logs out in said dungeon?
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Did you actually change your config filewith this line in it exactly? Everything else seems fine, so it's probably just rewriting your config because you turned the syntax invalid. { "Host": "173.177.64.7", "Port": 5400, "GameFont": "sourcesansproblack", "EntityNameFont": "sourcesansproblack", "ChatBubbleFont": "sourcesansproblack", "ActionMsgFont": "sourcesansproblack", "UIFont": "sourcesanspro,8", "ChatLines": 100, "MenuMusic": "RPG-Theme_v001_Looping.ogg", "MenuBackground": "background.png", "IntroImages": [] }
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That's very easy to get around though, and probably not a real solution. But a quick google returns several results you could look into. (including https://www.javatpoint.com/c-sharp-command-line-arguments )
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Good to know it does that even in MySQL form.
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If you're comfortable with PHP the API should really not be an issue. It's nothing but some HTTP calls. If HTTP Sessions and headers are too much for you, I would really not trust your homegrown account system with my information.
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I'd really not recommend doing this manually, and figure out a way to use the API really. But if you insist to do it te hard way you could copy the registration system the client uses and look at what that does to make the password and save it. Just bear in mind that if you use SQLite you might cause some weird issues with the databases not saving or loading properly messing with it in two programs.
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Have you changed the client's configuration file to point at your public IP adres?
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I feel like this might be more difficult than it seems initially, I don't think monogame has a built in html renderer. I'm not sure that they asked to run their game in a browser. I believe they wanted a browser in their game.
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Adding additional frames of animation
Cheshire replied to Cuddleheart's question in Source / Plugin Requests
Looking in the client at the Entity class's Draw function would likely be decent place to start out at. -
Untested Character hair customization (+ basics for expansion)
Cheshire replied to Cheshire's topic in Source Modifications
This only works on the stable branch, if you want to add it to the experimental branch you're on your own. The first post mentioned the supported version being 6.1. I'll update it to support the new animation frames feature once that becomes part of the stable release. -
Most classes used in Intersect are custom ones. So no amount of books will save you there I'm afraid. Since there's no documentation for every class available I think simply reading through the different areas of the project and trying things is the only way to go about learning about its exact structure for now.
