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Everything posted by Igor Q.
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Did someone say....psychedelic? You gotta share me your music playlists man? Those post light effects will be really cool, especially to create artificial fog. I'm imagining now being able to have a haunted house with an eerie red fog everywhere... Extra question: When are we going to see more pirate content in Ylands? Ive got the hunch you might have stuff already in production??
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RESOLVED [YLD-21159] Throw Entity Template - Calibration
Igor Q. posted a question in Suggestions & Feedback
Hi I would like to have the ability to easily calibrate the "throw entity" logic in-game. I've spent about 30 minutes (and not done!) trying to get consistent results using an arrow and it's a nightmare -
Editor Request - Entity/Logic Storage
Igor Q. replied to Igor Q.'s question in Suggestions & Feedback
Right, but I want to be able to reference the object being added. For example, every time an object that is added to that storage, I want to set the values (for that object) to have X variable, Y variable and Z variable. It's similar to how we have player roles now with auto equipping items. -
the game has changed - dont bother building a base
Igor Q. replied to kimbuck's topic in General Discussion
Something really interesting that you made me think about, is that it's possible to set up teams on a server and then spawn hostile NPC humans with weapons with the same team that will fight off other enemies.... -
Any news on this? I would love more sprites... Especially to be able to rotate sprites at an angles
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Do you have great creativity to imagine things in a breath taking way or the ability to write compelling stories that are unforgettable? Then I would love to have you on board my personal project I'm working on! You will get - Imaginary Cookies - Credit to your name - 1 "I owe you" card from me to help you in the future. Private Message me if you are interested! ?
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Hi, we now have the option in editor to have objects placed by default indestructible or non pickable or non interactable. Could we have an option to randomly generate the Y angle? It would help immensely with decorating terrian with rocks, trees and plants if they are all generated with a random Y value rotation. @Adam Snellgrove
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I am in editor and cannot rotate capsule's. I've tried using fresh maps with fresh logic but it doesn't change anything. As a side note, can you request us to give us Cylinder zone's aswell? @Adam Snellgrove
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RESOLVED [YLD-21159] Throw Entity Template - Calibration
Igor Q. replied to Igor Q.'s question in Suggestions & Feedback
As a suggestion, all throw able entities should follow the trajectory using the rotation relative to their coordinates + Z Ex: -
RESOLVED [YLD-21159] Throw Entity Template - Calibration
Igor Q. replied to Igor Q.'s question in Suggestions & Feedback
After attempting +1 hour, I gave up using arrows as a throw able entity -
Island Biome Suggestion - Corrupted Yland
Igor Q. replied to JeremiahKane's question in Suggestions & Feedback
Of course. You can even take it a step further and make it randomly generated. The new Ray Casting lets you bury treasure chests in the ground. Once a player opens it, you can spawn monsters or something -
RESOLVED Capsule Zone cannot be rotated
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
The same issue appears with teleport particle. (I assume for fire particle it's intentional because it uses gas physics) -
Island Biome Suggestion - Corrupted Yland
Igor Q. replied to JeremiahKane's question in Suggestions & Feedback
I think it's a really neat idea, but it seems a little cliche, a lot of games have this kind of theme such as Minecraft with the nether world. How would a dark fantasy world fit with the thematic universe of Ylands? (Ylands is set to be realistic with a small magic touch) I think if anything, what COULD be interesting is an island that is an abandoned temple of an old civilization such as Atlantis. However when the player tries to take the valuable relics from the island, hostile creatures pop up to attack the player. -
1. Make sure you check all the conditions - The event listener will look at the "trigger object" as the one doing damage, and "target object" as the one receiving the damage. - Make sure you select the right conditions for trigger/target object. To activate the trigger you will need to click + drag the box to make it usable inside your script. In this example, I click dragged "Trigger Entity", "Amount" and "Target Entity" 2) You will need to use the "Player Team" logic. 3) There is no way to "make" custom attacks with animations using the in-game models. Instead you will need to create your own model and use animation tools to make that happen. See here 3.5) Button Commands such as using hotkeys will trigger every time you activate them. To get a cooldown on them you will need to create a condition effect attached to a time delay. In the example below I created a variable called "Ability Available?"
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Certain games or file compositions will be available if they are unprotected. If you are looking to learn the editor (and don't want to suffer learning alone) I suggest you join a community such as P1, World of Dreams, 3HT designs, Kysen's channel or try to get into contact with some of the good scripters out there such as me or @Indomitus
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iirc with patch 1.0, islands now have tiers which means the starting island won't have certain resources such as iron.
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Yeah I mentioned this problem before, alot of sounds are unevenly balanced. I sometimes set all my sound levels to 2 with my music at 10 just to get a balanced sound I also wish we had the option to adjust the sound level of sound effects in editor. Explosions are extremely loud while others such as plant rustle are extremely quiet.
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Need help making mobile game
Igor Q. replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Ctrl + Double Left Click It will select all items of the same type on the entire map (except those welded) -
Not Confused Anymore what just happened im confused
Igor Q. replied to StarButterToast's topic in General Discussion
@StarButterToast It has been told that the old skins were not popular, hence they became free. However don't fret, there are plans to create future skins -
I've tried out the mobile for a little bit but I have a few things that bother me. 1) For some reason we have no way to adjust the size and sensitivity for the movement pad on mobile phones, this is super annoying because it makes it difficult to fine tune the movement in the game to a comfortable setting. 2) No render distance option. I understand we have resolution of scale, but having at least the option to change render distance would help immensely. It would allow us to set high render distance low detail for certain games and allowing us to change it to low render distance high detail for other games. 3) Sandbox mode available but not editor? I don't really understand why you'd provide Sandbox but not editor mode...
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Hey @norway174 You'll need to use get/set velocity of vehicle https://community.bistudio.com/wiki/Ylands_Tile_-_Vehicle_velocity With this you can implement your own feedback system which will move depending on the boats position and rotation. If you just need a quick teleport, I would suggest using the "set position" script instead.
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Pro tip: You can build crafting buildings on ships. It basically eliminates the need for a home base XD