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About Shadow72

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  1. Shadow72

    Why I no longer don't believe in Ylands

    I know you said in parenthesis that you aren't suggesting I'm that person. But having that in your response to what I said kinda implies that you think so. I'm not a kid, i'm 20, and before the pandemic happened I worked 40 hours a week for 2 years and after that 20 hours a week while going to college. There's nothing wrong with making money, its how you portrayed your communities. You portrayed it as a group of mature gamers who enjoy playing Ylands and helping each other out, when in reality you were planning on making money off of all of them. Right now you are looking at the game through the eyes of someone who wants to try and make money off of it, and because you aren't able to you are telling everyone to stay away from the game. Also the whole excuse of posting around all the Ylands forum/discord/reddit just to let people know your community is leaving for the 3rd time isn't a good one.
  2. Shadow72

    Why I no longer don't believe in Ylands

    You probably won't reply to this but here are my opinions. I think this really shows your intentions for playing Ylands. You weren't playing Ylands to enjoy the game and have fun, you wanted to get in on the game on the ground floor and be able to profit off of it. All of the points you keep bringing up revolve around the success of the game and the steam charts showing how many people are playing it. In your own words, if you enjoyed the game, enjoy it. In the videos you made criticizing the game you barely talked about things in exploration you didn't like or why the gameplay was bad. You focused on player numbers and coyn cashing out and other stuff like that. Your not criticizing the game because you don't like what the game has become, you are criticizing it because you have spent years trying to profit off of it and weren't able to do so. Why do you think they would want you to be a channel between the players and developers when that is what community managers are for? If I were to go to the creators of Minecraft and tell them I want to be a channel between the devs and players they would tell me to get lost. So you say that the game is better than ever and the devs have fixed the issues, but later go on to talk about how the devs never listen and are in a echo chamber. They clearly listened to you and fixed what you wanted and added new stuff that made the game better. How can you complain about the devs not listening but then go on to say that they have fixed the issues with the game? Oh, but now it makes sense, down more in the post you explain that they are now listening but its too late and the player numbers are dropping. This just backs up my point of you not really caring about enjoying the game and instead are hyper focused on making sure the game's playerbase is big enough for you to make money off of it. Some smaller points I want to make: You keep saying "I would really like to see this game succeed" but its pretty obvious that you don't. It seems like every week you are making posts on either the forums, the reddit, or the steam discussions talking about how the game is dying or dead and that the devs don't listen to anyone or take any criticism. You always said that P1 Gaming was your community and that P1 creators was your business, but when you figured that Ylands wasn't going to be profitable for you P1 Gaming and P1 creators both left Ylands. In your own words the game is better than ever, so why would your community discord server leave Ylands? Seems odd...
  3. Shadow72

    New Community Warlock Nikki

    Hey, I'm Shadow. I've been playing the game on and off since before the game was on steam and mostly stick to the editor side of the game. I'm a huge World of Warcraft fan so once classic wow tbc releases I will probably be missing for a bit.
  4. Anytime I try to instantiate a new instance of a custom class that has parameters in it's constructor I get "UNKNOWN INTERNAL ERROR 454". class TestClass { constructor() { } } class TestClass2 { constructor(name) { this.name = name; } } function SomeFunction() { let aClass = new TestClass(); let bClass = new TestClass2("Bob"); } Creating a new instance of TestClass works but creating a new instance of TestClass2 gives a error.
  5. Shadow72


    The video Ocnog linked is really good. If you have any questions feel free to pm me and I can try to help you out. Although I don't know any French.
  6. Shadow72

    Text Scripting Feedback/Suggestions

    Sorry, I probably should have explained the first one better. Here's some pseudo code to help explain better. class GameManager { constructor() { this.gameState = "WAITING_FOR_PLAYERS"; } setState(newState) { this.gameState = newState; } } var myGameManager = new GameManger(); For the game manager I would need it in multiple different game logics so I could check the current gameState. But adding the same script to each game logic wouldn't work because if I set the new gameState to "IN_GAME" it would only update the gameManager for that single game logic, instead of all of them. I also tried using the code you posted and it seems like we are only able to use "let" inside of functions in the experimental build.
  7. I have been playing around with text scripting for a bit now and here are some suggestions I have. Right now there is no way to share code between game logics. It would be nice to be able to import other yjs files in your script or to have global scripts that all scripts automatically have access to. However, right now you can share code between scripts in the same game logic, but if you need that code in multiple different game logics you would have to add that script to each of them. Then that becomes a problem if you want to do something like a gamemanager script where the script keeps track of the gamestate and whatnot. We don't have i++, instead we have i += 1. It would be nice to have i++ since most people are used to typing that in javascript for loops. It would be cool if we could create visual scripting tiles from text scripting. Allowing us to hide the more complex code in scripts and then use visual scripting to link it all together so it is easier to quickly change things(sort of like how UE4 does it). It would also allow people who don't want to get into text scripting a way to use other peoples text scripts in their own project without having to learn javascript. Text script errors in chat blend together with multiple errors in a row. Would be nice to have some type of separator between the errors or even a new window that would pop up and display the error in a more easily readable way.
  8. It seems you can't instantiate a instance of a custom class outside of the event functions. Doing so results in the error: Undefined variable "{0}". However you can instantiate a new copy of a class such as YVector3 outside of the event functions. var x = new Test(); var p; var v = new YVector3(0, 1, 0); function onSwitchOn(triggerEntity) { p = new Test(); YEntity.spawnEntity(YEntityType.get(35), 1, v, v); YDebug.localConsole(p.doSomething()); } class Test { constructor() {} doSomething() { return "test"; } } var x gives the undefined variable error when loading the script var p has no errors and setting the variable in the onSwitchOn function gives no errors var v has no errors
  9. Shadow72

    The Lands of Evanar

    While creating the first out of the 3 leveling maps for Evanar I wanted a large wall to go on top of the mountains I have created. The problem was that It would most likely take forever to create something of that scale. So I came up with a way to generate a wall that would conform to the terrain but still look decent. This is the end result.
  10. Shadow72

    The Lands of Evanar

    While waiting for non-visual scripting to be released I have been focusing on building. Here is a preview of the character selection/creation background.
  11. Shadow72

    The Lands of Evanar

    When working on this project it became clear that the use of visual scripting for a project this big would just not work. The large scripts were difficult to work with and were difficult to manage. I abandoned the project for some time but with the new announcement of non-visual scripting I have decided to pick the project back up. Although I plan on using mostly non-visual scripts in the newer version. That leaves me with all of my hard work put into visual scripts just sitting on my computer doing nothing. So I have decided to release the full project so that others can use bits and pieces of it in their own games. Or just take a look at it and see how I did certain things. I hope some of you guys will find this useful. I plan to start working on this project again once non-visual scripting is available. Installation instructions: Download the zip file attached to this post Place the .Yland file in your Ylands scenario folder. It can be found at C:\Program Files (x86)\Steam\userdata\(YOUR STEAM ID)\298610\remote\Scenarios Place all of the spreadsheets in your Ylands Datasets folder. It can be found at C:\Program Files (x86)\Steam\userdata\(YOUR STEAM ID)\298610\remote\DataSets Open Ylands and load the map into the editor Once the map is opened in the editor, you should see a line of dataset game objects. Go through each dataset game object and import the matching spreadsheet for it Please note that this is unfinished and there will be bugs in some of the scripts. Lands of Evanar.zip
  12. Shadow72

    Dev Diary #165 - A different kind of scripting

    Finally! I have been waiting for this to be in the game for a long time. I do have a few questions about how this will work though. After editing a script, will we have to reload the script into the game like how we load spreadsheets into datasets? Or will they automatically reload once the game has detected that they have been edited? What will the errors look like if you load in a script with syntax errors? Will it tell you what line the syntax error is on or will it just reject the file and say there is a error somewhere in the script? What kind of documentation will be provided? Will we be able to access and change more things in non-visual scripting compared to visual scripting?
  13. Shadow72

    Adam Statue In Playlands

    It would be cool to have a statue of @Adam Snellgrove in Playlands since he has done so much for the Ylands community.
  14. Shadow72

    Exploration Feedback

    I've recently had enough time to hop on and try out the new exploration. I thoroughly enjoyed it and thought that it was far better than the old exploration. With that being said, I do have some feedback. Crafting items feels like a chore. The workstations can only hold a small amount of items which causes you to have to babysit them non-stop. This isn't really fun because I would much rather be out exploring other islands instead of standing in my base waiting. I think doing a crafting system like the Minecraft furnaces would be a lot better. Where you can put a stack of materials into the workstation and then every so often it will convert a material into the selected item. The inventory is way too small. There are so many different items in Ylands that you pickup from your adventures where your inventory feels like it is always full. Chests don't hold enough items. Trading with merchants feels awkward to do. The text overlaps on the items so it can be difficult to see how much you would get for your items. Also as a beginner it is difficult to know what is included inside of the shipments. I traded for a knights armor shipment thinking it would be a new set of gear but it ended up just being a set of iron armor which I already had. For the other shipments it was confusing because I didn't know how much coal would be in a coal shipment. The hunger system isn't very user friendly. We only know when we are starving or dying of starvation. I think a hunger bar would work much better. There isn't a way to destroy unwanted items. I ended up having to drop unwanted items around my base cluttering it. The combat feels very basic and uninteresting. I think adding a blocking system and allowing you to cancel attacks by dodging would make the combat feel a lot more fluid. You can then make the monsters deal a lot more damage so it becomes important to make sure you are blocking all of its attacks. This would make the combat more interesting and have it be more mentally engaging than just spamming left mouse button. You aren't able to transport horses or cars to other islands. I think you guys have responded to this one before, but I have an idea on how to fix it. You could allow us to load either a car or horse into a custom made ship. This does however make the custom built ship overpowered since you would be able to store items on the ship and also pull a car out of the ship and speedrun a island to get all of the good items off of it. To fix that you could make the custom ship require a lot more materials to craft so it becomes more of an endgame item. This also gives the player a goal to shoot for.