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Everything posted by Sethis
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YEAH !! Alright ! Now we're talking ! big feature for me, no joke, i've been waiting for this Waiting for the release of B4 then. Thanks for the good work !
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Wow, much appreciated, really !
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Wonderfull ! I needed something like that to split tilesheet (even asked a friend of mine to code me something, lol) ... Thanks a lot !
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Yep i've seen it but that's not "flexible" enough thanks anyway Gotcha jc, thanks for the answer, and as alway, keep up the excellent work !
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Hey, it's me again ! Two questions this time : 1) I can't find any way to pop a picture (not an animation) on the player screen via the event editor. No offense, but it look like a major feature to me, and i don't understand why it's not there (even though i think it would be easy to code, but, well, i'm really a noob in that matter). It would be cool being able to show pictures to players like a map, an illustration of a monster, of - why not - buff/debuff icons on the screen. 2) Is there a way to display variable in the chatbox (or text window) yet ? If necessary, i can make a Suggestion topic for those, if you prefer. Thanks again for taking the time to help me
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Very intringuing !! I really like the originality of the setting ! I'm glad to discover projects like this, that are more on the "niche" side, it's refreshing ... Not that classical MedFan background aren't good, buuuut i'd fancy a bit more diversity (zombie survival ? post apo ? space opera ? where are you ? ). Well, anyway, props for your project Good luck !
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Ok, i'll wait until the source code is open then, no problem Thanks for the (really) fast reply and keep up the good work !
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Hi guys, I'm still lurking around and playing with Intersect (i might even have something to show you soon ...?), and for some time now i've been wondering about doing something without knowing if it's currently feasible with the engine - if not, you might take this post as a suggestion I'd like to make an event that run automatically, whether players are connected or not : more specifically an event that trigger once every 24 (real) hours (or any long period of time). I would use this to check if the player had been disconnected for more than 24h (to give him a reward for coming again, for exemple) or setting limits (such as X quests per hour/day/[period of time]) or whatever might come to mind. Is there a way to do something like this ? Thanks a lot for helping me with this
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Excellent ! I was eagerly waiting for this too ... but the upgrade link doesn't work for me, point to a 404 error ... am i the only one ?
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Wow ! Congrats !
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Just for future reference, this is the LPC tileset, which was made by several artists, so that's why the consistency is approximative : http://opengameart.org/content/liberated-pixel-cup-0 I personally find it really good (except maybe for some specific tiles) even though a bit too cartoonish and i'm actually using it in my own project Back to the topic, i must agree with Kibbelz about the green background but everything else is great. And i like the color theme too !
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I don't feel like more bars will be necessary, but some indicators on the screen might be. If you can do it (i don't know if it's possible with the engine you're using, i'm kind of a noob in this regard), it would be cool to see icons when your player is mildly sleepy/hungry/smelly (and another one when strongly sleepy etc.) either horizontally under or at the right of the hotbar, or vertically on the left side of the screen, under the status panel (like buff/debuff in mmorpg, if you see what i mean). Of course, you'll still need to provide more precise information in the character panel. This way you'll allow your players to be warned only when needed, it will act as a liltle reminder of their status without dividing their attention between multiple bars in a clutter-fuckfest GUI - bars which would be used and checked about 5% of the time i reckon (totally improvised number here). Btw, you happen to have 3 "random transparent circles around the character icon" ... maybe you could use them for that ? Just saying
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Very neat but i would probably have preferred if everything where in uppercase as for now i can't help but notice the absence of the first capital letter and it kinda tickle me in the wrong spot But once again : very neat !
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Gorgeous ! Props for the pic on the BG, it really set the mood
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Hi guys, and thanks in advance for taking the time to read this and eventually helping me with it First of all, i never introduced myself to this little and joyfull community - and i don't plan to do so right now, i'll probably make a topic later, so let's set this matter aside and get into the main topic of concern : as you might have guessed, i'm here because i stumbled upon the Intersect engine while daydreaming about making (at least) my own oRPG, one that would - of course - revolutionnize the way you play (MM)ORPG. So here i am. Well, i'm probably not good enough to make the next WoW-like hit right off the bat but i like to (modestly) think that i might have some original (if not good) design ideas. Either way, i'm currently playing a bit with the engine, and despite having done a fair share of research on the net, i'm having quite a dilemma about one of my main features. In my game, i'd like to give the player a big (big ! about 90% of the game content) area (a forest, actually) to explore, with many many many secrets (zones, npc, events ...) to discover : yep, exploration would be the main focus of the game. I know it would lead to problems later on, like players finishing the proposed content too fast or such, but that's not the point. I'm facing something more like a level design problem, and without further ado here is it : should i map the forest like a ""real forest"" - that is, with space between the trees, possibility to go everywhere, no real obstacle but bush/thorns or the occasionaly gully or river ... you got my point. The downside is that the visibility will clearly be really low, but i'd like the player to get that "omg i'm lost in this big ass forest" feeling. On the other hand, should i map with a more ""classic"" feel in mind : "wall" of trees, dirt paths (or not, but the way is somewhat indicated), kind of "rooms" of forest ? The player is more used to this kind of environment, the mapping will be easier, i could lead the player where i want to with correct level design & the visibility will be obviously better but that's not what i want to achieve (because players will memorize the way/each rooms) and i think it would fit less in the eerie atmosphere i'll be trying to set. I'll be glad to hear what you think about this. If you have question, feel free to ask Thanks a lot, guys, really, this community seems amazing ! And the engine is way too great for me to describe
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Hi guys, I dug trough Questions and Answered questions and stumbled upon this : I was just wondering if it was actually possible, i don't see any "Autorun" trigger in the Common Event editor. As i'm interested in making such autoevents (checking variables/triggers each x seconds mostly), i wanted to confirm what would be the most efficient way to do it (and as a sidenote, will there be an impact on the perf ? ) Thanks a lot !
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Any possibility to display player var yet ? Thanks ~
