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  1. i finished house icons today
    3 points
  2. v0.8.0-beta.156 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  3. Finished the new login with epic music. https://www.youtube.com/watch?v=jTVE0-2jxfE
    2 points
  4. Today i did finished castle and start to draw house icons
    2 points
  5. v0.8.0-beta.152 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  6. v0.8.0-beta.150 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  7. v0.8.0-beta.149 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    2 points
  8. Today i do some rework and added new pixel arts on my graphic set
    2 points
  9. v0.8.0-beta.153 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  10. Oneoxus

    Beam Animation System

    Wahou thanks a lot Seshy for this really good explanation ! I'll try to do this and i'll let you know !
    1 point
  11. Gibier

    Beam Animation System

    But the last suggestion couldn't be good since he's asking to doing it in the projectile editor ^^
    1 point
  12. Seshy

    Beam Animation System

    Yes - this is possible. The trick I had used was the following: 1. Create an animation of the beam extending, see below example image. Notice the large whitespace of the bottom half of the image, this is because the character will be in the center of the image when the animation is played and we want the beam projecting from the character, not from behind him. 2. Create the spell for Kamehameha. The spell must be an event and the event does the following. 2.1. Sets the player variable "In Cast" to True (we need to make sure if the player tries any other action, it is denied. The "In Cast" variable will change to False when finished). 2.2. Hold the player still (we don't want the player moving when the Kamehameha beam animation is playing). 2.3 Set the player sprite to be the image of Goku with his hands out (essentially holding the Kamehameha). 2.4 Play the beam animation 2.5 Set a wait timer until the animation is complete 2.6 Set the sprite back to normal Goku 2.7 Release the player 2.8 Set In Cast to False so that any other action that checks if the In Cast is False will now be successful 3. Create the projectile for Kamehameha. The projectile is independent of animation. The projectile will have no image. In my example, I made 5 projectiles all invisible but you can see when they hit in the video example. any questions let me know Embedded Video Link
    1 point
  13. Hello guys. It's me again, I've been working on this tutorial since the end of last year, in my spare time. In these last days I have organized everything and fed even more with what I find out there. So this tutorial covers everything. From server and client settings to the meaning of each editor. There are a lot of people arriving at the forum recently and are not able to find documentation. And that is something that will take a good few years. Since the source opened, many people have turned to their projects and "disappeared", the contributions have diminished and the only thing they realize is that they have been here since 2017 like me (or more people before) We have the basic tutorial on the events written by @Agoraphobic, and now I bring you the basic tutorial on the intersect engine about general things. Warnings Download de Tutorial Here!
    1 point
  14. A good part of this tutorial has already been covered by the documentation created by our voluntary users, so there is no need to add all the content again to GitHub, the better objective is to add all this content to the documentation itself. https://docs.freemmorpgmaker.com/en-US/
    1 point
  15. Rory

    Naruto Origins Online 2D

    I know this is old but since it was bumped, please stop stealing my art
    1 point
  16. v0.8.0-beta.151 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  17. v0.8.0-beta.148 (Release Notes)   Downloads Linux (x64) - Full (includes the new engine binaries, and all stock assets) Linux (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Linux (x64) - Patch (only includes the new engine binaries) MacOS (x64) - Full (includes the new engine binaries, and all stock assets) MacOS (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) MacOS (x64) - Patch (only includes the new engine binaries) Windows (x64) - Full (includes the new engine binaries, and all stock assets) Windows (x64) - Upgrade (includes the new engine binaries, and the stock assets that have changed since the first nightly of the previous version) Windows (x64) - Patch (only includes the new engine binaries) Source (.zip) Source (.tar.gz)
    1 point
  18. I know this is old but it's something I'm using extensively so wanted to mention it here. In a recent update we now have item based event calls that allow you to call a common event within the item. Two of which are "on equip" and "on unequip" You can now do the same thing but without having to use an autorun as the trigger, thus not having an event needlessly running for every player.
    1 point
  19. It's one thing to look for some assistance learning to create maps/events/etc... it's another to request an entire engine port -- that is an unreasonable amount of work to pay for if you have a hobby project bringing in little to no income. Everyone on the dev team has jobs outside of Intersect which dominate a huge part of our lives. The number I quoted above is not far off from what it would actually take for me to decline other work that I have been offered to take this on. This question is asked enough that it's worth having a public topic where others can find this and see what the actual commitment would be to make this happen. Edit: To your point, this is a game dev forum.. most people are here to work on their own games. This is often not the best venue to find people to help work on your project (especially as a volunteer) when they have their own. It's also not the best place to find players for your games as other game devs are hyper critical of otherwise fantastic projects.
    1 point
  20. Some stuff I've done recently ... UI Fishing, Mining, and Smithing And some skill icons
    1 point
  21. _Zano

    Animation editor tutorial

    Hello, there are a lot of great posts and resources to help with making animations, but I wanted to compile some of them together and try to touch on everything in one post. The basics: The first step in creating an animation is the actual animation itself, Intersect comes with some out of the box so I will use one of those as an example. To find them; open your game folder, navigate to Client and Editor, resources, animations, and you should see some .PNG files there. Before we get started in the Intersect editor lets first look at how the animations are laid out. Now they we have a basic idea on how the images look, lets go into the Intersect editor. The animation editor can handle large animations with a lot of frames, here is an example of an animation that is 9000 x 200 pixels in size, and 49 frames. When creating animations it is important to remember the spacing matters, between and around frames, and the size of the frame is one to one how it will show on your game. If your player sprites are 32 wide and 64 tall and you wanted to create a teleport animation that sort of engulfs the player and takes them away, your animation would need to be at least 32 wide and 64 tall, or it wouldn't cover the whole player causing it not to look the best. To quickly summarize how to create a sheet for your frames I can explain how I do it with simple math. Hopefully this helps someone, if you have any questions please feel free to ask.
    1 point
  22. Avant de commencer, soyez sûr de connaître les commandes pour les textes de l'éditeur d'évenements, elles seront très utilent, nous allons probablement les utiliser pour tous les événements du tutoriel. Je vais ajouter d'autres tutoriels pour créer plus de d'événement très flexible. Événement sur cartes (information) Comment créer un système de message d'accueil (facile) Explication: Si c'est la première fois qu'un joueur se connecte sur un compte. Il aura le choix de regarder un court texte explicatif concernant le jeu. Chaque fois qu'un joueur entre dans le jeu sa variable nbConnection augmentera de 1. Si le joueur s'est déjà connecté 50 fois le jeu n'affichera pas le même message que pour un nouveau joueur. Si la personne a un accès modérateur ou administrateur un message spécial sera affiché. Comment créer un système d'habitation (facile) Explication: si le joueur n'a pas acheté la maison le jeu affichera un panneau d'achat. S'il a acheté la maison sera affiché et les bloqueurs actifs. Plusieurs personnes peuvent acheter la "même" maison à vous de choisir combien vous voulez. Comment créer un système de gambling (facile/moyen) Démonstration: https://www.ascensiongamedev.com/resources/filehost/b5d8e193bcbe64c172b4e5622d68d4ef.mp4
    1 point
  23. I am no longer looking for others willing to help with this project, as there is simply not enough interest to keep moving it forward. Those who wish to download its files and play around with it may do so from the link below. If you want to keep the project going by all means go ahead. All I ask is that you credit me for the work that is already in place, should you use it as a base. https://drive.google.com/file/d/1wDZosRfyrJv0wv5A24cWQK2fGhIZhwuM/view
    1 point
  24. Good work. Always excited to see tutorials popping up! ^_^
    1 point
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