Jump to content

Shadow72

Creator
  • Content Count

    158
  • Joined

  • Last visited

Everything posted by Shadow72

  1. Thank you! You way of doing it is a lot better than the loop way I came up with.
  2. Since we don't have access to dictionaries right now I have been using arrays with indexes as my key and then the value at that index as my value for key value pairs. If you try to set a value of an array at index 1 but have nothing at index 0 and then set the game storage variable to it you will get a difficult error to try and track down in your code. It would be nice if we could store an array with empty fields in a game storage variable. There is also no None variable for variables which makes it more difficult to check if a index in an array is empty or not. For anyone else stuck on this here is the workaround I found. Use a count with loop to count from the length of the array to the index you are going to use and set each index inbetween to 0.
  3. Shadow72

    create our own classes

    You already can with the skill system.
  4. Shadow72

    Server info api

    I am wondering if you guys will ever open up the server info api that the multiplayer list uses(So we can get info like if the server is online, how many people are online on the server, etc.).
  5. Shadow72

    If Statement Improvement

    It would be nice if when you place down a if statement tile, inside the if statement there would be a boolean comparison tile. 95% of the time when you use the if statement tile you need the comparison tile. So it would look like this when placed.
  6. Shadow72

    [Tutorial] Data Sets

    If you want you can send me a pic of your spreadsheet and I can see if I can spot the issue.
  7. If you use the random tile to generate a random number between 2 values it will never be the max. For instance if you use random to create a number between 1 and 3 it will only generate random numbers between 1 and 2. Current workaround is adding + 1 to your max value.
  8. Shadow72

    RESOLVED Random tile not working properly

    Hmm, I just saw that. It's still kinda confusing why they wouldn't have the random number include the max.
  9. Shadow72

    Dev Diary #107

    We need a npc called Dwayne Dibley. PLEASE
  10. Shadow72

    A serious concern for future updates

    I mean it sucks but you were warned that this is early access and things can change.
  11. Shadow72

    Dev Diary #105

    If the only way to make them secure is to host them on your own servers, then you are doing something wrong.
  12. Shadow72

    Dev Diary #100

    It's cool that everyone who bought the game during early access will get a special pet. I am wondering if there will be a special reward for players who bought the game before it was even on steam?
  13. Shadow72

    Dev Diary #93

    In the video you forgot one important step. Creating new bugs while fixing the current bug that you will find later! 99 little bugs in the code. 99 little bugs. Take one down, patch it around. 127 little bugs in the code...
  14. Hey, I am not apart of the Ylands team but hopefully I can help you out. After looking through the output log you posted it seems like you are using a pirated version of the game. The logs show that you are trying to load version 0.22 of the game which came out over 2 years ago. Version 0.22 also happens to be the most readily available pirated version for Ylands. I can also see from the log file that the games directory is located in your downloads folder which doesn't happen when you download the game from steam. I recommend obtaining a legal copy of Ylands from steam. It's only 15$. That should fix the issue you are having.
  15. Shadow72

    Dev Diary #91

    Looks like a lot of fun! Do you guys plan on incorporating small community made minigames into the weekly rotation?
  16. Shadow72

    Creating Custom clothing

    If i remember correctly there should be a checkbox in the npcs options that allows you to turn it off. Im not sure if its still in the game though. If its not what you could do is have a loop that sets the rotation of the armor to the npcs current rotation.
  17. Shadow72

    Creating Custom clothing

    If you do go down that road what i suggest is make the animation logic not tied to a specific set of armor, so if you want to later on make a new set of armor you can use the existing animation logic for both sets of armor.
  18. Shadow72

    Creating Custom clothing

    One workaround you could do is animate the armor so it moves with the npcs animation. That would probably be time consuming to do though.
  19. Try checking if the 'Variable' is equal to false instead of checking if it is equal to zero.
  20. Shadow72

    A special cube

    Looks amazing. Maybe make a game around it where you have two teams with each their own cube and they have to try and feed the cube different resources around the island in order for it to create a signal flare so the team can get rescued. The first team to set off the flare win the game.You could also have it so when a player dies it depletes some of the resources within the cube to respawn them. So it adds a sense of fear when going out into the wilderness to gather supplies because if you are not careful you could actually be setting you team back instead of helping them.
  21. Shadow72

    visual scripting entity storage problems

    Hey Marten, the problem you are having is you are declaring m_points as a local variable. What you need to do is delete the local variables that you have made and create a global variable. To do this you need to click on the variables dropdown and click "Create New Variable".
  22. Shadow72

    Editor Feedback

    I recently jumped back into the editor after not using it for a while and wanted to share my thoughts with you guys. UI: Add Game Logics Window: There is no text above each game logic unless if you hover over the item or start to search. It would be nice if there was always text above them so you can easily tell which is which. Game Logics Window: Would be nice if you could create folders and drag logics into them so you can easily keep track of which logics are used for a specific task.(Ex. All gamelogics used to create a command system would go in a "Command System" folder that you make) Editor Usage: Picker Tool: When using the tool you only copy a default state of the object and not the state of the original object. For example a human with a hat will get copied with no hat. History: When you select something in the history window and then close the menu the items still are still invisible. You then have to go all the way down the list and click on the last item to get the selection to go away. It would be nice if everything goes back to normal after you close the window. Editor Settings: They aren't saved between games which can get quite annoying if you are switching between multiple games. Weld Tool: Change the border of welded items from green to another color. This will allow us to easily see what is welded and what isn't. Particle Effects: Allow us to see a example of what the particle would look like in game. Would save us time from having to constantly go from game to editor to see if the particle is how we want it. Game Logics: Event Listener: Trying to find the event you need is tedious. There are too many options and sub options when searching for events. Would be better if it pops up a menu where you can just search all of them and then it would automatically ask to the "instigated by" and "target". Impassible Barrier: Would be nice if it automatically spawned in as a cube as that is what people primarily use it as. When trying to color it you can only color is a flat color, no alpha value. It would be better if you can set it to be semi transparent so players know that there is a wall there but it doesn't destroy the look of your scene. Maybe add the ability for it to have a effect on it like the highlight option on entities. Add a fall off distance so you cant see the wall until you are x amount of units away from it. Storages: Allow you to add a storage to logic entities from the "object properties" window. For game logic storage right now if you call a function it only calls the function in the game storage, not the game logic itself. It would be nice if it can check if the game logic has a override function and then run that one instead, if not run the one in the storage. I find that i sometimes want certain logics to behave differently that are in the same storage and there is no way to fix it. Game Logics: Add events for OnEnable and OnDisable for every game logic inside the game logic itself(no event listener) UI: Allow us to add buttons and text fields to our UI's. Scripting: Documentation: Some blocks are a little tricky to understand and the wiki is underdeveloped. Maybe opening the wiki up to be able to be user edited would help. Commenting: We don't have a way to comment a group of blocks. With no commenting big projects can get tiresome to read through to try and find the correct part you need to change. Variable Error Feature: I really like this feature but it seems a bit buggy right now. When dropping a local variable in the place of a error variable it will sometimes change the local variable to a error and you will need to pull a few local variables out and delete them to fix it.I have also had it so there are no variable errors showing but it wont run the project because it thinks that there is a variable problem when there isn't(Nothing is red). Humans: Would be nice to be able to have them walk towards a point. Right now they only are used for standing around but it would be nice to see them walking around to make the game feel more alive. World and Resources: There is currently no way to spawn in resources in the editor(Like dirt and stone that is apart of the world). Would be nice to have this so we can have have auto respawning mines so the world doesn't go barren. World Modifiable: Right now we can only set if the whole world is modifiable or just a certain part is. Would be nice if we could set a specific part to be modifiable and another part not to be. On Modify Events: So we can get when the player tries to dig/mine. Cancel Events: It would be awesome if there was a cancel event block so we can cancel a event if we don't like what the player is doing. Get Online Players: Allow us to get a list of all online players Specific typed lists: Allow us to create lists that can only hold a specific type of thing. Dictionaries: Allow us to store data in a <key, Value> type of way to allow us to more easily sort data. Miscellaneous: PlayTesting: Add a playtesting menu that will allow you to spawn items in, teleport, set god mode, feed yourself, etc. It would also be nice if we could get a performance graph to see how much resources our gamemode is using. Logs: Allow us to view logs while playtesting to check for messages we write to it. The editor has come a long way from when I first tried it out. I really like the changes you guys are making to make the editor better. What I really want though is to be able to create our own blocks by coding(I think your backend uses JavaScript). This would allow us to not be so dependent on updates to add certain unique features we need for our projects and instead allow us to make our own blocks to do what we need. I know your guy's time is limited so thank you for the read. If you have any questions about what I have said let me know.
  23. Shadow72

    Editor Feedback

    Thanks for the response. Here is some more info for the things you asked about. History window example: It seems like I was confused about how the tool actually worked. After messing with it for a little bit i figured it out. Maybe adding a apply button that undoes everything instead of undoing everything automatically would make it more easier to understand(so it would act like you clicking on a point to undo to is like a preview of what it would look like) Barrier alpha value: After a bit of investigating i figured out that the alpha value for barriers does indeed work, but the scale for the alpha value is off. With values from 0-120 it works as intended but 120-255 it is just completely opaque. It would naturally seem that 112.5 would let half of the light through and 168.75 would let 3/4 of the light through but it isn't working like that at the moment. Maybe it is calculating the amount of light it lets through for each face of the barrier instead of the whole barrier. Storages: Sorry for the confusion, the way I worded it was bad. How game logic storages currently works is that when you call a instruction it only runs the one function that you have inside of the storage for all logics that have the storage. This works fine for simple creations but when you try to create complex systems it becomes pretty useless. The problem is that sometimes you want a certain logic to handle a instruction call in a different way than others. For example, what I was trying to use it for was a command system. Each command was its own game logic that shared the same storage "command"(Since they all shared the same variables like "Name", "Description", etc.). I had a instruction called "handle" which would run the code for that command. The problem is that with the current way the storage system works it only allows you to write one instruction that all gamelogics use. So I couldn't write specific handlers for each command without having to have a giant ifelse block running through every command possible(which can be a lot in bigger projects). From what I understand, storages are supposed to be sort of like objects for us to use where we can create multiple of the same types with the same variables and instructions but allow for each variable to have a different value. It would nice for there to also be some kind of inheritance system so we could have the same variables and instructions but allow the instructions to be different. Variable Error Feature: I tried to recreate the bug but I couldn't. If i ever encounter the bug again ill make a post on the bugs sub forum. PlayTesting Menu: You could make 90% of it with checking for debug mode and custom commands, but it would be nice to have a playtesting menu in all games you make without having to include a custom menu for testing your game. Being able to set your speed, set god mode, and other stuff without having to write a handler for each of the commands would make it a lot easier to test games. Also having it in a nice menu the person making the game could bring up with a keybind would make it a lot easier and more user friendly.
  24. I don't think that there is a simple way to do it right now. Your best chance is to create a bunch of trigger zones and place them around the obstacles in your map and see if the item entering is apart of the fireball. If so despawn the item.
  25. Shadow72

    Dev Diary #75

    Do you guys plan on making sea voyages more dangerous? Maybe pirates or sea monsters?
×