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Everything posted by Shadow72
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Need Help with re-spawning Plants
Shadow72 replied to DW's Gaming N Animation's topic in General Discussion
I would also be careful by doing it this way because you could start to have more than you want respawning. Any time a player plants their own plant and collect it there will be a new node there that will respawn. After time the whole island will have too many respawns and just become cluttered. -
RESOLVED All servers having connection issues
Shadow72 replied to RedEagle_P1.'s question in Bugs & Technical Issues
Also if you view his character's inventory in the editor, is it full? Might be a issue with them lowering the inventory size which is causing a error when they are trying to connect. -
RESOLVED All servers having connection issues
Shadow72 replied to RedEagle_P1.'s question in Bugs & Technical Issues
You can delete his player data by deleting in character inside of the editor. -
This is really cool. I would love to see this as a asset we could import into our games to make boss fights super quickly. Maybe have a system where there are different phases and you can assign different attacks that are possible in each phase and as the boss's health gets lower it can change phases.
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No, I mean tangent is equal to sinx/cosx. http://www2.clarku.edu/faculty/djoyce/trig/identities.html
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Tangent can also be written as sinx/cosx
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Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
It wouldn't be nearly as hard as you say for BI to setup external servers to transfer player data between servers. It would be a simple Rest API that requires a key to access the information. It wouldn't be multiple servers talking to each other sharing the data. It would be a single server connected to a database that acts as a front end for all of the stored player data. The big problem with storing it client side would be how easy it would be to edit it, even if it was encrypted. When you join a server you download the world, with that world you can run it on your own server where you have admin commands and give yourself a bunch of items and currency. All you need to do then is copy the encrypted data that was saved for that world and paste it into the file containing your player data for that server. They wouldn't be able to combat that with something like a GUID for each world to use as a encryption randomizer because you are using the same world as the server so they would encrypt the same. Yes it will cost them a bit more money but if you have done any networking you will know that the #1 rule is to never, ever, trust the client. -
Try this website https://thejh.net/misc/unicode-underline
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I'm not sure if this works but try entering your text into this website: https://yaytext.com/underline/#preview_underline and copying the underlined text. Then you should be able to paste it in game.
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Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
No it wouldn't. The data the server stores would be handled somewhere in the cloud and there will most likely be some sort of key base authentication in order to access the data. I highly doubt they would store anything client side since it is trivial to edit encrypted data. -
Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
It would be impossible for them to do that since it would be stored on the server side. Just like how a player cant open the servers map in the editor and change a few things and rejoin the server with those changes. -
Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
It wouldn't need to be encrypted because you wouldn't be storing any sensitive information. You would be storing the users progress along with their bohemia id(which you can already easily get from the DS server for all players currently). So there is nothing to fear of this information being unencrypted. Of course storing it in plain text would be very slow and taxing on reads and writes but maybe have a way for us to read your proprietary file types so we can access the data as server administrators. -
Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
That system sounds pretty cool. It would be nice if the data is stored in plain text so we can parse it. That would allow us to make things like a website that can show a players in game balance. -
Storing player data across play sessions
Shadow72 replied to Oliver Hope's topic in Editor Suggestions
This would be very useful to have. It would also be nice if the sessions were stored in a seperate file and be able to be hot loaded into another server. Maybe store them in a file in the DS called Sessions and then people can make a script to sync them together from multiple different servers. -
P1's Monthly Game Jam for Ylands -- 1000 USD prize (shares)
Shadow72 replied to RedEagle_P1.'s topic in Community News
Just a heads up for the people that didn't read everything in the post. If you submit a game at all, even if you didn't win, you no longer have the rights to the game. "By submitting your game you are giving over the rights of the game to P1." -
Hmm, never thought of doing it like that. I guess that would work.
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It would be really nice if we were able to create our own custom events.
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The developers: you must listen to the players
Shadow72 replied to Tem Deker's question in Suggestions & Feedback
I'm a bit confused, they have already said they are working on around 90% of the things you have just said. -
It looks like a item preview menu to me. In the middle is a sword and the arrow is showing that you would be able to move it around. The sides look to have dialogue about the weapon and possible stats it could have. Maybe a cool new stat system is being implemented to compliment the new combat system?
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I noticed with the new update wiki links have been added for each block. Is there any way we could get access to editing the wiki so we could provide more information on certain blocks?
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Bugs: When placing down either a local variable block or a return block sometimes their default value will disappear. If you try to place a new value into the default value it will freak out. This happens rarely but seems to get worse as the script gets bigger. If you delete the default value of a local variable block or a return block you cannot delete the block until you close the script and reopen it. Suggestions Allow us to return an array from a function Allow us to convert strings to integers Add remove from array block Add clear array block Allow us to anchor Ui's from the top of the screen and bottom of the screen(We currently only can do topleft, topright, bottomleft, and bottomright). Add move gamelogic block(So we can move trigger zones) Allow us to get when a player presses any key on their keyboard(So we can keybind things like custom menus or special abilities) Allow us to lock the players armor/inventory Rename all blocks so they are more easily searchable(For example, right now if you search for vehicle nothing will pop up, even though there are multiple blocks relating to vehicles. So instead of having a block be named Set Velocity it should be Vehicle Set Velocity). Long Term Suggestions Allow us a way to save data through ought game restart(So we can have persistent data throughout games like a players k/d ratio) Add a UI editor(The current ui panel is very difficult to use and requires you to compile your game every time you want to see the changes you have made.) Add the ability for UIs to have input boxes and buttons
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I have had this issue before. If you try to multiply a number by anything less than 0.00001 you will break every game logic in your scenario. It could also be caused by multiplying the number by too much.
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In this video I show you how to use the Dictionary Manager that I made(Download below). If you don't know what a dictionary is I suggest you READ THIS before watching the video. Let me know if you have any questions or if you run into any issues. Sorry if some parts are a little difficult to understand. I am not good at making videos. I just thought that a video tutorial would be more helpful then a text tutorial. DictionaryManager.rar
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I just uploaded it to the workshop so all you need to do is subscribe to it. https://workshop.ylands.com/asset/609