jcsnider Posted April 6, 2020 Share Posted April 6, 2020 Beta 6.2 Development! 4/5/2020 Introduction Because we're now automatically building and publishing development builds it makes sense to have ongoing development threads so you all know what's new in our development builds. This thread will cover quality of life changes, new features, and more for Beta 6.2. Event Variable Multiplication and Division - (3/30/2020) The first enhancement in Beta 6.2 is the ability to multiply, divide, and shift event variables. Updated Server Statuses - (4/4/2020) The main menu server status indicator will now indicate whether servers are offline, if there are version mismatches, and soon when we add options for player limits it will be able to display if a server is full. *This was added to stable as well post release in order to reduce questions on why the client and server wouldn't connect in the instance of version mismatches. Entity Animation Frames - (4/8/2020) This is probably been the most requested feature that we have put off until now and we're finally caving in! Entity animation frames are in the pipeline at the time of writing and will be available soon! Just add create graphics with the appended postfixes ("_idle.png", "_attack.png", "_cast.png", "_shoot.png", "_weapon.png") in the graphic names in order to activate. These animations work on paperdolls, spell transformations, and can easily be expanded upon with source mods going forward! Previews: Example Graphics: Download (Credit @Zetasis Embedded Auto Updater - (4/21/2020) 6.2 introduces an optional built in updater system that you all can use for your games! It's pretty simple, but requires that you have some sort of web hosting capabilities available to you. To use the updater: In the editor you click on Tools -> Package Update, and that will create a folder full of files for you, upload that folder and it's contents to your webhost! Inside that folder is a file called update.json, get a link to that (ie: https://freemmorpgmaker.com/updater/update.json) and throw that into your Client/Resources/config.json file as your UpdateUrl. As you upgrade your game to new Intersect versions, or update any of your games' resources simply use the editor to package a new update to replace the one on your webhost. Your client and editor will do the rest every time they're launched, they can even replace themselves so you don't need an external updater application. Full documentation can be found here! Loot Ownership - (4/29/2020) @Joyce added new loot options so that loot ownership and timing is taken into account when loot is dropped.! Adds the ability to tag MapItems with an owner, and only allow the owner (and their party) to pick the items up for a configurable amount of time. NPC drops will attempt to use the player that did the most damage to it as the owner, unless killed by something other than a player. Player drops will attempt to use player that did the killing blow as the owner for the items. Unless killed by something else. Items dropped from the inventory voluntarily are also subject to ownership. Items that you are unable to pick up can be configured to be hidden Options for all of this are in the servers config.json Note: The ItemDespawnTime and ItemRespawnTime have been moved/renamed so those values will be reset when upgrading to this version... if you have changed those values please be sure to go and modify them again! More Coming Soon! We're always going to keep working on and improving the engine, we don't really have a roadmap at the moment but we will get more news and a plan going forward out shortly! Worldofjimmy, Vus, Vio and 28 others 30 1 Link to comment Share on other sites More sharing options...
wishy Posted April 6, 2020 Share Posted April 6, 2020 Amazing updates as usual!!! love it!!!! Zetasis 1 Link to comment Share on other sites More sharing options...
Miharukun Posted April 6, 2020 Share Posted April 6, 2020 Awesome!! Link to comment Share on other sites More sharing options...
Fugaku Posted April 6, 2020 Share Posted April 6, 2020 My god, this is amazing!! Link to comment Share on other sites More sharing options...
Kamus Posted April 6, 2020 Share Posted April 6, 2020 That's incredible !!! Link to comment Share on other sites More sharing options...
Cheshire Posted April 6, 2020 Share Posted April 6, 2020 2 hours ago, jcsnider said: Just add create graphics with the appended postfixes ("_idle.png", "_attack.png", "_cast.png", "_shoot.png", "_weapon.png") in the graphic names in order to activate. These animations work on paperdolls, spell transformations, and can easily be expanded upon with source mods going forward! Guess who's going to have to try that first. Joking aside, looks good! Should make life easier for a lot of people. Justn 1 Link to comment Share on other sites More sharing options...
Yanz Posted April 6, 2020 Share Posted April 6, 2020 Amazing, I will try that! Keep up the great work! Link to comment Share on other sites More sharing options...
Ainz Ooal Gown Posted April 6, 2020 Share Posted April 6, 2020 Epic!! Nice one JC this is awesome! Link to comment Share on other sites More sharing options...
happycharcher Posted April 7, 2020 Share Posted April 7, 2020 Amazing update Link to comment Share on other sites More sharing options...
Processinho Posted April 7, 2020 Share Posted April 7, 2020 >>>>Entity Animation Frames<<<< Finally, my prayers were hailed. Talikan 1 Link to comment Share on other sites More sharing options...
Worldofjimmy Posted April 7, 2020 Share Posted April 7, 2020 Where can I read how L and R shift works? However, great update! Link to comment Share on other sites More sharing options...
jcsnider Posted April 7, 2020 Author Share Posted April 7, 2020 Bit shifting: https://www.interviewcake.com/concept/java/bit-shift Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted April 7, 2020 Share Posted April 7, 2020 36 minutes ago, jcsnider said: Bit shifting: https://www.interviewcake.com/concept/java/bit-shift Do you have an example how this could be used in a system? Link to comment Share on other sites More sharing options...
jcsnider Posted April 7, 2020 Author Share Posted April 7, 2020 Nope. It is often used in lower level hardware code (which is what Kibz does IRL).. I personally cannot think of usages for the event system but that's just because I forgot about those operators after college. Gonna tag @Kibbelz, he made have had ideas for it in mind. Link to comment Share on other sites More sharing options...
Kibbelz Posted April 8, 2020 Share Posted April 8, 2020 12 hours ago, jcsnider said: Nope. It is often used in lower level hardware code (which is what Kibz does IRL).. I personally cannot think of usages for the event system but that's just because I forgot about those operators after college. Gonna tag @Kibbelz, he made have had ideas for it in mind. Flags honestly. So I'm in the process of making a title system for Nightmare. Instead of having 64 boolean variables to be true or false if a title is owned or not per player. I'm going to use bit flags and thus with binary shifts I can achieve this to detect what flags are set and which ones are not. Link to comment Share on other sites More sharing options...
Weylon Santana Posted April 9, 2020 Share Posted April 9, 2020 @jcsnider, a quick question here, since it involves this new feature of beta 6.2. In addition to the animation of idle, attack with sword, unarmed, cast and shot. Do you intend to put animation of death and animation of when the player suffers a hit at the base of the intersect? Kings And Gods 1 Link to comment Share on other sites More sharing options...
jcsnider Posted April 9, 2020 Author Share Posted April 9, 2020 No to both. Hit would be weird since you can continue other actions after being hit. (Separate mod) Death would be insanely difficult because upon death the entity is immediately removed from existence -- it doesn't stick around in order to render several frames. Weylon Santana 1 Link to comment Share on other sites More sharing options...
jcsnider Posted April 21, 2020 Author Share Posted April 21, 2020 Embedded Auto Updater - (4/21/2020) 6.2 introduces an optional built in updater system that you all can use for your games! It's pretty simple, but requires that you have some sort of web hosting capabilities available to you. To use the updater: In the editor you click on Tools -> Package Update, and that will create a folder full of files for you, upload that folder and it's contents to your webhost! Inside that folder is a file called update.json, get a link to that (ie: https://freemmorpgmaker.com/updater/update.json) and throw that into your Client/Resources/config.json file as your UpdateUrl. As you upgrade your game to new Intersect versions, or update any of your games' resources simply use the editor to package a new update to replace the one on your webhost. Your client and editor will do the rest every time they're launched, they can even replace themselves so you don't need an external updater application. Full documentation can be found here! Vus, mrpalladice, gooby and 11 others 12 2 Link to comment Share on other sites More sharing options...
Riuback Posted April 27, 2020 Share Posted April 27, 2020 beautiful, if I download the latest update from the source, will it come with all this? Link to comment Share on other sites More sharing options...
Cheshire Posted April 27, 2020 Share Posted April 27, 2020 13 minutes ago, Riuback said: beautiful, if I download the latest update from the source, will it come with all this? If you're using the Development branch, then yes. All of the above is currently implemented there. Riuback 1 Link to comment Share on other sites More sharing options...
jcsnider Posted April 29, 2020 Author Share Posted April 29, 2020 Hey everyone! More Beta 6.2 developments here ^^. @Joyce added new loot options so that loot ownership and timing is taken into account when loot is dropped.! Overview: Adds the ability to tag MapItems with an owner, and only allow the owner (and their party) to pick the items up for a configurable amount of time. NPC drops will attempt to use the player that did the most damage to it as the owner, unless killed by something other than a player. Player drops will attempt to use player that did the killing blow as the owner for the items. Unless killed by something else. Items dropped from the inventory voluntarily are also subject to ownership. Items that you are unable to pick up can be configured to be hidden Options for all of this are in the servers config.json Note: The ItemDespawnTime and ItemRespawnTime have been moved/renamed so those values will be reset when upgrading to this version... if you have changed those values please be sure to go and modify them again! Weylon Santana, Ainz Ooal Gown, Guite Emortal and 5 others 7 1 Link to comment Share on other sites More sharing options...
Cheshire Posted April 29, 2020 Share Posted April 29, 2020 It also works on resources and items dropped on the map from a trade that can't be completed and your inventory ends up full from it. 👍 Guite Emortal, Kamus and moscano 2 1 Link to comment Share on other sites More sharing options...
CoolGuyBoss Posted May 4, 2020 Share Posted May 4, 2020 So, I use the old textures for the game because I don't feel like redesigning all my items just to match the new design. Will this new auto updater not allow me to do any of that? Because idk if it changes my files to the new ones or not, i am not risking testing it either. Link to comment Share on other sites More sharing options...
jcsnider Posted May 4, 2020 Author Share Posted May 4, 2020 The updater isn't one where we provide the updates. You upload your own Client and resources to a webhost and then as you make changes to your webhost your players will get the Client and resources that you provide. Because the whole update process revolves around you supplying the updates with your own files there is no risk to us somehow replacing your files. Link to comment Share on other sites More sharing options...
CoolGuyBoss Posted May 7, 2020 Share Posted May 7, 2020 On 5/4/2020 at 1:11 AM, jcsnider said: The updater isn't one where we provide the updates. You upload your own Client and resources to a webhost and then as you make changes to your webhost your players will get the Client and resources that you provide. Because the whole update process revolves around you supplying the updates with your own files there is no risk to us somehow replacing your files. How do you set it up again? I don't remember Link to comment Share on other sites More sharing options...
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