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DaScribe

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  1. Ok, I've got the projectile going, I'll try the magic one tomorrow. I'll try to post what was confusing me as well. Thanks for your help
  2. Hi Bunny, Thanks for responding. Question 1 How do you enable the character to attack? Question 2 How do you enable the character to attack with a spell? Question 3 How do you enable a character to attack with a projectile?
  3. Hi Gibier, Thanks for responding. I did look at that documentation, but but has blank areas combat. I'm sure this question had to come up before, but I'm not having much luck searching the forum.
  4. You did a really good job on the mechanics of the game. The artwork was fine as well. The in game tutorials were good. It takes too long to level. Having money and nothing to spend it on early on is discouraging. If you start off with either easier mobs, or the ability to get gear with the money early on, you may engage more players. The dragon stone was disappointing since it was so expensive and there was nothing I could do with it. You have some good stuff there. I'm not sure if you are making it harder to get going in order to stretch out the content, but you are better off letting people use the money earlier even if they are just buying stuff that will be garbage after a couple of levels. Nice work
  5. Is there a document that explains the Game editors? In particular I am having a hard time understanding the relationships between spells, projectiles, and weapons. As in I can't the character to shoot anything. XD
  6. Hey partna, long time no see! How you been?

    1. DaScribe

      DaScribe

      Hi Richy, How's everything going?  Still working on Ambardia?

  7. Thanks for the responses. So put in a 64x64 tileset for a character in the entities folder, but when I go to the character class screen, it does not show the whole image. Does it show up in the game as 64x64? Is there something I have to do to let the game know the dimensions of the frames for a given sprite and/or for all sprites? Too bad about the import/export. It could have allowed people to work on maps individually and just forward them. I assume something about it just wasn't working out well.
  8. Hi all, Is there a way to make all of the sprites 64x64, or larger/varying in size? Can maps be imported from another intersect project? Thanks
  9. Thx, let's hope that does the trick. Is there a minimum graphics card level, like on the benchmark site? https://www.videocardbenchmark.net/
  10. Ok, I had someone download the client and when they went to run it, it said it had an error, and this is the error in the error log anyone know what this means and how to fix it? 2017-08-26 23:12:11.995 [Error] Message: Failed to create graphics device! 2017-08-26 23:12:11.995 [Error] Stack Trace: em Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice() em Microsoft.Xna.Framework.Game.DoInitialize() em Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) em Intersect_MonoGameDx.Program.Main() na C:\Users\bob\Desktop\AGD\Intersect-Engine\Intersect Client\ClientMain.cs:linha 25 2017-08-26 23:12:11.995 [Error] Time: 8/26/2017 11:12:11 PM
  11. k looks like the solution for me (using windows 8.1) was to: type in windows firewall in search choose firewall allowed apps change settings button check the box next to intersect server hit ok hope that saves somebody a bit of time. ;P
  12. The last time I set this software up, on the router itself to do port forwarding, I had to put the name of the computer in addition to the computer’s ip on the network. For whatever reason, it doesn't work with just the internal ip on the router. Is there a way to adjust the plug and play code so that it includes the computer name? If not, how do you set it up so that it doesn’t try to do the plug and play and just goes manual? Also, where do you put the ip for the client? I don't see a config file for the client
  13. My 2 cents. If you really want to make a 3d mmo game engine that has a market. Look at 2d engines like the ones here, construct, and clickteam fusion. If you can bring simplicity without giving up creative freedom to a 3d environment like they have done for 2d, you will have a marketable product. The trick is to study how their coding systems work without programming and use a similar logic, but using 3d. I've tried blueprints, and I like Unreal, but if I could program a 3d game using tools like those in fusion and contruct, that would be worth years to me.
  14. I see what your saying, But I just wanted to put up a little pvp arena with a couple of shops and that was going to be the game. Guess I'll just have to wait a month or two :S.
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