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Everything posted by Meto
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Hey this is nice ! Good job !!
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Ah when i made an exportation of my keys i made a .reg file who modify the configuration by mine. Okay, just need to found how to make this .reg launch when the player will install the game, i think it's possible if i made an installation.exe who launch the .reg after installed the game.
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Oh really ? Can you please give more details ?
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Thank you i found it So is it possible to impose my configuration in the registry to players ?
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Hello I wanted to ask a question, sorry in advance for my bad english. When I make the configuration in game (resolution, full screen or not, volume of music, volume of sfx) and I share the game with my friends, they don't have the same configuration, they have the default configuration when you start-up Intersect for the first time (800x600, 25% Volumes, ...). So I believe that the configuration file is in the computer, in a temp folder maybe ? Someone who know can say me please ? Thanks in advance.
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Thanks for the tutorial it can help but i think this is the wrong section.
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[AOG] Making an Intro to your Game [Player start]
Meto replied to Ainz Ooal Gown's topic in Event Systems
Nice one, i did an intro with a system of animations, need to adapt now. Edit : Nice tutorial AOG, forget to say ^^' -
[AOG] Making an Intro to your Game [Player start]
Meto replied to Ainz Ooal Gown's topic in Event Systems
The "Show Picture" is a new option in the last version ? -
You are welcome
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Okay : Make sure your "Switch A" is a player switch, not a global switch. Make sure your event is on the good map where the player will begin the game. Delete the page 2 and the page 3, they are useless in our case. In the page 1 let the trigger at Autorun and check the "Passable" and the "Hide Name" options. Make a Spawn/Execution Condition, make a list, name it and put this condition : Player Switch Switch A is False and click Okay button. In the event itself make it like this : @>Show Text: blablablabla @>Set Switch A to True. Done. Then this is a Autorun event with only one condition to launch the Switch A is False. A new player have all the game Switches on False. After player clicks on "Continue" (by default) on the text, the "@>Set Switch A to True" will be operated and your event will not spawn again because the Switch A will be true.
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Your event is strange, the first page is when the player comes in the game for the first time ? If yes, you need to set a Spawn condition on the first page like that : What is the other pages ?
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After checked the interaction key in the options, see if your event is an event activable by action button here :
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1) The attribuate sound on an animation will stop when the animation is finish, make sure your animation is long enough. 2) There is a special sound system on the map with this engine, if the player is far of an animation, the sound will be lower, make sure your character is close enough. 3) Make sure that you have your sound effects volume at 100% in the options of your game.
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Thanks for the fast response, I make the report before this post then it's okay about it but i think that solution will not be effetive and I don't want to lost my time with modifications and back-up the old animation when it'll be patched, outside of this, my project isn't ready to be released and I know you, you're a hard-worker. Waiting impatiently the new versions.
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Hello everyone and sorry in advance because i posted a similar message in bug/suggestion categories to inform the developer of this bug but i also need help urgently because i can't continue my project so i have a bug on the new 5.1 version, i have updated my project from 4.9.1. /////////////////////////////////////////////////// The animation generated by a event have a different position then the original position. See this bug by yourself by create an animation and attribuate it on an event and put the same animation to a "play animation" function in the event system and see the difference. Here, I attribuate the animation "Confusion" to my event : And it will be on the good position like normal : And here is the problem, I make a "play animation" on my event : And this is the bug, see where the same animation play, i hadn't this problem in the 4.9.1 version : Do you see the difference ? The animation have a lower position and this is just an illustration, my game is full of this problem now ... Thanks in advance, sorry for my english.
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Sincerly not bad, very fun but Sangohan -> Son Gohan On est plus au club Do
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Where is the Z-Dimension & the directionnal block ?
Meto replied to Meto's question in Questions & Answers
Thanks a lot . I never thinked about this ... Thank you. Understand now, thank you but it's strange i saw nobody ask this question ... -
Hello, i see in the tutorial section, people use Z-Dimension, i see this option (on the screenshot of this people) in the Attribute section, but i haven't this option. Have a look : Where is the option and same thing for the directionnal block ? I mean this : Any idea ? PS: jcsnider said i was a unlucky guy who downloaded the (broken) version 4.6 but now i update to 4.8 and my intersect.db file is updated by jcs ... Any connection ?
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Intersect Beta 4.8.1 Released! (Updated!)
Meto replied to jcsnider's topic in Announcements & Quick Links
Amazing engine, the best i ever see, keep that work ! -
I download a blank version of the beta 2 and i put my tileset, i have got the same problem ... The problem isn't the tileset because it's working on the alpha version. Please does anybody have an idea ?
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I will retry to upgrade to be sure.
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It's 100% upgrade :/
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Hi, I've got a problem with the last version of Intersect (Beta 2), the transparences tiles in the client is too dark, it's not the same than original tile in the editor : In the editor it's the normal transparence, but when i save the map and i go to the client the transparence isn't correct. This problem appear with the beta 1, it was correct on alpha version. Do you have any idea, thanks in advance.
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Oh okay thanks, i searched how to active the quest editor Okay i will follow the news then
