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Everything posted by Beefy Kasplant
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Work Around not being able to get version 7 for development?
Beefy Kasplant replied to trollface's question in Questions & Answers
Here my dude https://ascensiongamedev.com/resources/filehost/3579df865203a0778381491fe2844809.zip Good luck! -
Story Today I did this on my project...
Beefy Kasplant replied to SkywardRiver's topic in Design & Creativity
With help from @Daniele Santana -
I third this. Avoid 6.x and use b7
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Would be nice to make that a toggle. Otherwise people in party's will have a massive advantage over solo players.
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Amazing stuff! I'd love to see an extended wiki functionality where you can create pages and pull data from the database in nice columns. For example a simple case of a page that shows all consumables with the item icon and some stats about the item. More advanced would be a custom page with fields where you can add your own text and images, maybe for the description of a town, but you can still pull some data from the database like quests or NPC's available in that town. Not sure what level of customisability is reasonable. In any case, awesome stuff this and great contribution to the community
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Good stuff man! You're really making something real nice for this community. I hope to use the CMS soon when my project is ready for a release! Keep it up
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Animations in different directions.
Beefy Kasplant replied to Blinkuz's question in Questions & Answers
You can't change the animation based on the direction without source edits -
The cast animation is linked to the player, not the map. I think there's no good way to do what you want at the moment. If you are a programmer I would suggest to edit the trap spell to be visible. Makes more sense anyway
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Set the respawn timer to 15000ms Set the HP to 5 Show a gif or vid of whats happening
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The NPCs probably respawn immediately. If not, post your NPC editor please
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Dev Blog 1/20/2021 - 2020 Recap, Beta 6.2, Beta 7
Beefy Kasplant replied to panda's topic in Dev Blogs
Theyre basically saying that beta prerelease is a good base to start a project on, but that there are big rewrites planned, so if you make edits to the source, you will need to implement future updates to the engine yourself. -
I might be interested, I've added you on discord
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Dev Blog 1/20/2021 - 2020 Recap, Beta 6.2, Beta 7
Beefy Kasplant replied to panda's topic in Dev Blogs
I don't really get it. Are you saying there will be pixel movement in the future or not? -
Can you elaborate?
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Story Today I did this on my project...
Beefy Kasplant replied to SkywardRiver's topic in Design & Creativity
Creating biomes for DBZee -
Story Today I did this on my project...
Beefy Kasplant replied to SkywardRiver's topic in Design & Creativity
I think the placement of the vegetation is a bit out of place which makes it look chaotic -
Server config: Drop chance: 100%
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How can I add a new Entity Animation?
Beefy Kasplant replied to Ozzybrb's question in Questions & Answers
You'll have to add more animations by editing the source code -
Occupied Room Instance However.
Beefy Kasplant replied to Eridonis's question in Questions & Answers
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On death abilities being casted.
Beefy Kasplant replied to Eridonis's question in Questions & Answers
I'd report this as a bug in the tracker: https://github.com/AscensionGameDev/Intersect-Engine/issues -
I have never used the trap spell, but it doesn't use the 'hit' or 'cast' animation?
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On death abilities being casted.
Beefy Kasplant replied to Eridonis's question in Questions & Answers
On death all spells that are being casted should be interrupted and reset. Can't imagine what you're describing is intended behaviour -
On death abilities being casted.
Beefy Kasplant replied to Eridonis's question in Questions & Answers
You make a bug report -
That looks like an issue with your GUI files. Are you sure you have a graphic for the spell description window and are the dimensions set up right in the JSON?
