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TheBearWannabe

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About TheBearWannabe

  • Birthday January 5

Profile Information

  • Gender
    Male
  • Location
    Bend, OR
  • Interests
    Pixel Art, Photos and being a twitter idiot

Profile Fields

  • My Project
    FlintForge Deep

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  1. Just used the JSON files from a fresh install and it's still happening, ah well. I've created a bug report, fingers crossed it can be fixed soon.
  2. I'm not sure if this is something due to me changing around JSON files or the prerelease itself (If it's the latter I can create a bug report) but since updating to Engine 0.7.1.5-beta-prerelease the entity inspector does not seem to work correctly - Targeting an event with inspector text just flickers and does not stay open. Has anyone else experienced this?
  3. Hey there, I've been trying to find some more resources on the Instance features in the latest prerelease, how is this function set up? Can a specific set of maps be set as an instance, or is this something a party leader/guild leader sets up in-game? Once I've found it I planned to dink around, but I wasn't able to find anything about it in the editor 😅 EDIT: Found it! In case anyone else was trying to find the answer they can be accessed via the "Warp" tile attribute. There you can set where the player is sent to and if it's a personal, party or guild instance.
  4. I'm settling with a larger preview icon (That sounds more doable?) but in a perfect world it would be great to have something that can be previewed on the actual character before they purchased/crafted an item.
  5. I've been messing around with items/shops and getting feedback from some players that they would like to be able to preview equipment before purchasing/crafting/etc- I can't quite think of a good way to approach this, has anyone been able to change this around within the engine without having to make source edits? My thoughts so far: Checking to see if the item icon size can be changed (Within a server setting somewhere?) to appear larger in the mouseover window I'm worried this might screw up the UI, but I haven't checked server configs yet. It looks like the engine scales everything back down to 32x32? Running some sort of common event to pull up an image overlay, but I can't think of a method to have this work when the item is still in a shop, or sitting in a players inventory. I'd love to hear some other thoughts on this, as I'm a little stumped on what the best way to do this might be. Thank you!
  6. This is really awesome, I'm loving how smooth everything feels and I can't wait to see more games added! I'm looking to add my project now, but I had a question about the launch/download link information section: Under "Executable windows" Do I need to add anything here? Or do I need to clarify which .exe file the launcher is looking for to run the game? Is there a default path? Under "Download link" is there any requirements for the files? Right now I have things packaged up in a .zip file via AWS, can I just throw that link in there or is there a specific process for getting it set up?
  7. Flintforge Deep is now in open alpha, feel free to download and check it out!! I've set up a small forum and discord community for feedback and adding future content!
  8. I'm sure this might be possible with some technical/event wizardry, but I was wondering if anyone had a good process for this or dealt with it before - For example, let's say you set up a 3x3 grid in your map with a specific resource. By default, when running the game all of these will appear at the same time until the player has depleted them. Is there a way to set only a certain number/percentage of resources to appear at once? For example, you could set it to 50% and only half of the available resource tiles spawn/appear (Until one is harvested then another will pop elsewhere in to replace it.) Additionally, is there a way to hide a resource tile if the player does not meet a specific condition? Right now they can still be seen, just not harvested. Thanks!
  9. Looking for a composer to help create some music for my project! Game Overview: Flintforge Deep (Forum post here!) Project Details: Looking for a composer to create 60-90 second (Or more, depending on pricing) looping music tracks to be played in major areas. This project is being done in Intersect, so they would need to be .OGG files. Looking to keep budgets around $25-40 per track. Open to bulk pricing as well. Music would need to be agreed on for commercial use (Credit will be provided as well) Looking for around 4 tracks at this time (More in the future) for main menu, general city music and two interior building tracks. More details and inspiration for the music can be found at the bottom of the post. Contact: Discord: WobTBW#3744 Inspiration: Game project is heavily inspired by major fantasy games and media (WoW, LOTR, etc.) and mainly takes place in a Dwarven underground city. Looking for have a similar musical motif throughout the game, Since it's heavily focused on RP, looking for something that isn't too loud or distracting. Looking for fantasy ambience! Details below:
  10. After an eventful weekend I'm happy to announce that I'm bringing the project into a limited Alpha release! I have a Discord channel set up with some basic things in place, but if any RP'ers would be interested in helping build a community/test things out send me a message on Discord! WobTBW#3744
  11. It may not be able to do much, but this is my process for updating the files/etc after a lot of fiddling with it in the last 24 hours. From what I've seen, even minor edits in config files can cause the updater to not work correctly (I ended up figuring out the below steps when I was changing a config file after packaging the update, and it didn't match with update.json) Set up your Host Directories: Create a new folder on the desktop/wherever and label it as your "pre base client" (But you can call it whatever you want) Once created, package your game in the editor via Tools > Package Update and save to that folder. This will be the directory files we'll be uploading. (Optional, but I typically remove the editor/character creator/etc. files since they aren't needed for players.) Upload your client files to your file host service. Once the files are uploaded and marked as publicly available, locate update.json and find/copy the URL path. We'll need this later. Check to make sure folder access permissions are open, and not encrypted/private/etc. On your computer, duplicate the pre base client folder made in step 2, naming the other copy "Update base client" or something else you can remember. We'll need it for the next steps. Prepare the first update: Open the editor (Very important before editing the config files.) Going back to your original client folders (Where you have your editor, etc.) navigate to your client directory > Resources > Config.json and edit the "UpdateUrl" line to the URL mentioned in previous step 4. Save and close the file. In the editor, package it via Tools > Package Update. Select the "Update Base Client" folder, select Yes when you see a prompt offering a differential update. Create a new folder, naming it "Base Client" and perform another package update to this folder. (This one should have the correct config files and can be distributed to players) In the "Update Base Client" folder we should just now have a new update.json file (And maybe some other tiny files) upload these to your file host and overwrite any files that it might be matching to. This ensures the json files are up to date, and are pointing in the right places for future updates. Launch the client (In the "Base Client" folder created in step 4) and see if it works! Post-Update Cleanup: Navigate back to your Client + Editor folder and remove the URL entered in the "UpdateUrl" from step 7 (This is so your editor won't accidently overwrite your changes from the updater version) You'll need to add this line back in when you are packaging other updates. Delete the "Pre-base client" folder, it's no longer needed after the initial setup process. I hope this helps! I'm sure it's a really dumb roundabout way of doing things, but hey it worked for me!
  12. I've been messing with using Amazon S3 for file hosting/updating and it's been pretty straightforward so far, although I've seen similar issues when individual files don't have permissions correctly set, or the update.json file isn't up to date/reading right. Have you been dumping the entire client folder into your host?
  13. Hey there! Just recently moved my server files to Intersect Hosting and running into issues connecting with the Admin Tool. Everything loaded correctly when it was all local, I've updated my connection settings and doublechecked that the API was still enabled, but it seems to crash once it finishes loading things and confirmed the auth token. Is there something I need to change on the server side to enable the connection? Edit: Running server Version 0.7.0.126
  14. Hello! I plan to go with Intersect Hosting for my game project itself, but I was reading on the forums that it does not support client updates at this time. Does anyone have any good suggestion for services that can easily offer this? My internet isn't the best, so I don't mind going with an outside hosting service for the files. Just looking for a better setup process that can be automated/downloaded directly in the client than trying to give everyone google drive links manually!
  15. Is anyone running into issues with \param ? I moved to beta and my common event that used it is no longer working (When the command is used it just displays the player name and nothing else)
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