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Shadow72

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Everything posted by Shadow72

  1. 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.
  2. Shadow72

    Constantly Crashing on Editor

    Im not a Dev but it looks like to me that there is something wrong with the shaders in your game files that is causing you to crash. I suggest verifying the game files on steam. https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
  3. 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.
  4. Shadow72

    Dev Diary #75

    Do you guys plan on making sea voyages more dangerous? Maybe pirates or sea monsters?
  5. Shadow72

    Need Help with re-spawning Plants

    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.
  6. Shadow72

    DEV ANSWER All servers having connection 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.
  7. Shadow72

    DEV ANSWER All servers having connection issues

    You can delete his player data by deleting in character inside of the editor.
  8. Shadow72

    Ylands Boss Script Fight Test

    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.
  9. Shadow72

    Need tan function!

    No, I mean tangent is equal to sinx/cosx. http://www2.clarku.edu/faculty/djoyce/trig/identities.html
  10. Shadow72

    Need tan function!

    Tangent can also be written as sinx/cosx
  11. Shadow72

    Storing player data across play sessions

    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.
  12. Shadow72

    Underline on text

    Try this website https://thejh.net/misc/unicode-underline
  13. Shadow72

    Underline on text

    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.
  14. Shadow72

    Storing player data across play sessions

    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.
  15. Shadow72

    Storing player data across play sessions

    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.
  16. Shadow72

    Storing player data across play sessions

    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.
  17. Shadow72

    Storing player data across play sessions

    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.
  18. Shadow72

    Storing player data across play sessions

    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.
  19. 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."
  20. Shadow72

    Custom Events

    Hmm, never thought of doing it like that. I guess that would work.
  21. Shadow72

    Custom Events

    It would be really nice if we were able to create our own custom events.
  22. Shadow72

    The developers: you must listen to the players

    I'm a bit confused, they have already said they are working on around 90% of the things you have just said.
  23. Shadow72

    Weekly sneaky WiP #5

    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?
  24. Shadow72

    Community Wiki Access

    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?
  25. 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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