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Beefy Kasplant's post in Paperdoll layer was marked as the answer
There is the possibility to render the paperdolls in whichever order you want.Â
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Go to server -> config
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In config you can find this:Â
<!--Paperdoll is rendered in the following order when facing up. If you want to change when each piece of equipment gets rendered simply swap the equipment names.--> Under that you can choose the order in which the paperdolls are rendered, the first in the list gets rendered first, and the last gets rendered last.Â
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Do this for every direction based on how you want the paperdolls to be shown.
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Beefy Kasplant's post in Paperdoll and Weapon Confusion was marked as the answer
In the config you can set in which order you want to render the clothes.
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If you render the cloak after the sword in the side sprites (So put the cloak lower down the list), it should look fine. No matter what outfit you wear.
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Beefy Kasplant's post in Disabling PvP? was marked as the answer
At the moment you are going to have to set every map to safezone.Â
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If Im not mistaken, in B5 this will be way easier because you can just edit it in MySQL.
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PK punishments is something that will be best done when source is out.Â
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Beefy Kasplant's post in Hi. I have a question. How do I get the server to run 24/7 was marked as the answer
Intersect Hosting Service.
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https://hosting.freemmorpgmaker.com/
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Beefy Kasplant's post in Someone help, please was marked as the answer
1. Make whatever you want them to wear and save it as .png
2. Add the image in the paperdolls folder in client/resources
3. go into the editor, to item editor
4. Make the item type 'equipment'.Â
5. Choose the previously made image as the paperdoll.
6. Save and done
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Beefy Kasplant's post in Alignment GUI was marked as the answer
So to align that properly you have to edit the first two values in the <bounds> of ITEMSCONTAINER
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Beefy Kasplant's post in Free assets after donation was marked as the answer
Hi!Â
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Nice of you to donate, always good to see people contributing to this amazing engine.
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The assets are completely free though and will come shipped with the engine in later versions (B6+ I believe)
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You can find the assets here:Â https://drive.google.com/drive/folders/0B9ZwewpngPoteS1HYXQ2S2YycWM?usp=sharing
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Beefy Kasplant's post in Help for Connect Register and game was marked as the answer
B5 will have mySQL support.
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Beefy Kasplant's post in How to edit accounts? was marked as the answer
At the moment with a db editor like sqlite
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Ex:Â https://sqlitebrowser.org/
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Beefy Kasplant's post in Is there a way to set hotkeys for menu windows? was marked as the answer
Not yet but I'm pretty sure that's coming in either B5 or B6
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@panda can tell you more
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Beefy Kasplant's post in Can I increase movement speed? was marked as the answer
Check in config if speed stat can have a bigger effect on movement speed, not sure about that.
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Add like 100 speed if you cant change it in config, Im sure that will work. (might have to go to config to change the max stat values
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Beefy Kasplant's post in event was marked as the answer
If you are just warping you don''t need any of the switches. Just warp them once they choose to be a knight, or don't warp them when they choose something else.
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I would also look into using classes, so choosing knight is not just a changed sprite.Â
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Also look into the way to use switches, because a global switch in this case is always going to be wrong.
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Beefy Kasplant's post in moving between maps was marked as the answer
In attributes (where you can find stuff like: block, npc avoid)Â you can set a warp to a new map.
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Beefy Kasplant's post in NPC Scaling was marked as the answer
I honestly think this is one of the more challenging parts of game design. Also, it is impossible to give you exact numbers because it all depends on your damage formulas. I have no idea how much a +1 in strength affects the damage, so I can't tell you what the exact numbers need to be.Â
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So, I can't give you a magic formula but I can give you some tips.
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1. Think of how hard you want your game to be. Do you want people to grind while watching anime or do you want every fight to be a struggle? If you want the NPC's to be challenging, it is probably better to make the exp rewards higher. On the other side, if you want people to grind to the next level in your game, it is better to have weaker enemies that give less experience points.Â
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2. Work with larger numbers (at first). It is easier to fine tune your values and balance the game with larger numbers. If the max damage is 10, lowering the damage with 1 point is a 10% difference. With the max damage 100, this is only a 1% difference.Â
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3. Split. Start with (for example) levels 1 - 10. You are in the (pre) Alpha stage, you most likely won't have any content after the first few quests anyways. Make sure that your existing spells and NPC's work and are balanced properly.Â
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4. Slowly introduce new NPC's and Spells. Don't try to balance 50 spells and 200 NPC's at once. Start with like 5 spells and NPC's. Once you have those down, you go on to the next batch.
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5. Same as the NPC's and Spells, slowly introduce more complex damage formula's. Don't start with 20 values that all affect each other. Start simple and slowly introduce more to the damage formula so you know exactly what affects what and what you need to change. Â
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6. Test, test, test. This is what an Alpha or Beta version is for. Get people to play and try to break your game. If some class or combination is overly OP, just nerf it. If an NPC is easily beaten but gives too much EXP. Make him stronger or lower the EXP gain from this NPC.Â
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Now these are just some tips from the top of my head. Personally, I will introduce a battle tech demo. Before the actual story and whatnot I want to work out the combat and power of spells by giving players max level and all the spells in the game for free. That way they can play around with creating builds and trying to break my combat system. That way I can slowly introduce spells, NPC's and see how they work + players can start in PvP and I can see if any build or class is overly OP.Â
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Now for values, I would imagine that a player must be about 1,5 times stronger than an NPC their own level. But that is purely a guess , but it might be a good starting point.
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I hope this helps!Â
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Beefy Kasplant's post in Image as Map. was marked as the answer
Load the map in your tilesets and copy it in.
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Going to have to be lined up with the tiles to properly place blocks though!
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Beefy Kasplant's post in Message board for players was marked as the answer
Nop.
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I am really hoping in the future that there will be events that react to player input as wellÂ
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Interesting option down the line @pandacoder, @jcsnider, @Kibbelz?
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Beefy Kasplant's post in Animated Sprites config tag was marked as the answer
Adding the filename.png in that list will animate the sprites listed in there. They will cycle through the animations even when standing still.
This is mostly used for flying creatures so their wings flap when not moving.
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Beefy Kasplant's post in Direction Block? was marked as the answer
Not really.
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Look into Z-dimensions, but they are a bit buggy
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Beefy Kasplant's post in Xp scaling was marked as the answer
Class Editor is where you can change EXP requirements per class Â
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Beefy Kasplant's post in Transformation Skill was marked as the answer
Did you set the duration to something other than 0?
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It's in miliseconds so 1000 is 1 second.
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