Hello everyone,
I am waiting for the team vs team features..
We're getting closer and closer to this.. Brad is supposed to announce our first shy steps into our new demo game which will accompany Silver in the
Projects forum. This demo will feature
Friendly AI and
Npcs VS Npcs. It will feature a new plot, totally different from
Standoff, the Copper demo. Unlike Standoff, we're trying not only to show all Silver features this time, but actually make a quality mini FPS game using everything that Intense X Silver and A7 has to offer.
Anyway , you could use the old wizard and guard models or cbabe.
These models are lacking the animations to fully showcase IX's features and it would still leave the need for weapon models and 1st person camera weapons. I think that for the
Trial edition I'll just use 1 or 2 of our own models, but not allow for them to be used in your own projects unless you have purchased Intense X.
Still have the code problem, unless their is a way it can be encrypted
I'll be using A7 Pro's feature to encrypt the source files for the
Trial edition.
yea that looks like it would be the problem i am sure there is a way but no rush ill read everything there is, the reason i ask is because i was wondering how much easier the pathfinding solution was when you had intense x to back it up. That's my major problem right know, i have intelligent ai's that can move nicely through dungeons but there are still bugs. I checked out the free pathfinding but i am not really sure what to get rid of and what to add to use it for my own game.
Any way thanks for replying ill read through all the stuff you put so much time into making.
I just made a post about if you have your own project with your own code,
if it's easier to install
Intense Pathfinding 2 or
Intense X Copper, so that you can use it's pathfinding engine.. You can read it
here.
These documents look very good. The colours work very well together and even though I enjoyed the filler pages ("New Intensex Project" by example), this will be a pleasure to read when it is completed.
It's really the ultimate Gamestudio plug-in
.
Belated thanks
Is the silver version going to be double the price of copper? Or do you have a set price yet?
Silver is
59.99 euro and the upgrade from Copper (
39.99 euro) to Silver will be
20 euro (the difference in price). You can find a slightly updated
feature list and prices for all IX editions
here.
As for some news, I'm now taking a short break until the 15th to enter Conitec's April competition, and soon after that I'll be releasing Copper 0.9.9 with the following improvements:
Intense X Copper 0.9.9 Improvements:- New Menu Items Under the Object Category to quickly Add The Intense X Bonus Media (Agents[Pc, Npcs] and Pickable Items [Weapons, Ammo, Health, Armor])
- Help Buttons now open the chm manual file on the appropriate page
- Spaces acceptable for Project Name in New Intense X Project
- Spaces acceptable for Level Name in New Intense X Project
- New Resolution Options (normal/widescreen)
- Custom Goals Patch Included
- Manual Improvements (Almost all IX panels documented)
- Bug fixed where Npc that gets killed does not play its dieing animation and remains still but passable like a ghost.
- Many Other Bug Fixes
- Improved Copy Protection
Although Copper 1.0 does sound better than Copper 0.9.9 or 0.9.5 (the current version), keep in mind that the only reason I'm not calling it v1.0 is because the manual still doesn't cover all IX panels. This shouldn't, however, keep you from using and treating Copper 0.9.5 as a finished product, since all of its features are fully functional.
Meanwhile, Intense X Silver is
50% completed and its demo is about
20% completed as you'll see in Brad's post in a couple of hours.
This thread doesn't get updated very often, so if you want to keep in touch with Intense X, check our forums at
http://www.intense-i.com/forumFinally, progress with Intense X is expected to improve drastically in a couple of months, as I'll be moving to USA to work with Intense X as a full time occupation.
Cheers,
Aris
PS: A warm thank you to everyone who has supported us over the years and have bought our software, as we come near to 300 copies sold. From me, Brad and everyone else in the team, thank you!