Jump to content

Igor Q.

Creator
  • Content Count

    712
  • Joined

  • Last visited

Everything posted by Igor Q.

  1. Igor Q.

    Dev Diary #71

    Very awesome to see!!! I'm very excited for this patch not only for its new combat system but hopefully I can create expendable books that create spells when used like a giant meteor!(I will make an awesome combat game if I have the time) ? I wanna say a big thanks for this game and its scripting depth (Im the main code writer for the P1 games group) I love how much you can do with this game! I recently started learning Coding for C++ after being inspired from making codes inside this game. Are there any recommendations on where to learn? (Im right now doing an intro course on udemy but I'm almost done @Houp@Rudy.cz)
  2. Igor Q.

    Music Albums worth listening to

    @Fompster_P1
  3. Igor Q.

    Weekly sneaky WiP #10

    I guess being a pirate now is....fishy business?
  4. Igor Q.

    Dev Diary #70

    Niceee. I honestly cant wait since some of my games require patch 0.12! I would like to suggest a Demon costume. Horns, wings, etc. And if possible while they have a propeller pack, instead it shows the wings flapping
  5. Igor Q.

    Cthulunatic Manor

    It looks wonderful. I wish I could build a house as nice as that
  6. Igor Q.

    Dev Diary #69

    Excellent dev diary ? I would like to suggest if we could have a voting contest on future costumes?
  7. Igor Q.

    equation for player jump

  8. Igor Q.

    How high can a player jump

    Jesus Every spoiler we get for patch 0.12 gets me more and more excited
  9. Igor Q.

    equation for player jump

    Assuming its a standard motion equation... You can use this equation to solve the initial velocity and other such things...
  10. Igor Q.

    equation for player jump

    The player does jump like a parabola. iirc from my experiments the characters Y velocity is -1 per 0.1 seconds. So most likely -10m/s^2 (Kudos to them if its actually -9.81m/s^2)
  11. Igor Q.

    Weekly sneaky WiP #9

    Definitly the art department... only people with crazy good art skills could pull that off
  12. Igor Q.

    Dev Diary #68

    Question: What music do you guys listen to while at work? Question: Will we get more blueprint support in the future? (It would make sense if all compositions could be used...)
  13. Igor Q.

    Roman Colosseum

    Very impressive, hope you make an awesome game out of it!
  14. Igor Q.

    Storing player data across play sessions

    1 solution to that is creating a 36 digit code thst can be saved/loaded. Although the following example is for the game warcraft3, the essence is the same... http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=37153
  15. Igor Q.

    Storing player data across play sessions

    I believe if you start a game session, end it and then continue playing it in a new game session all old information will still be stored. Things like player items, variables, entity storages etc should be saved too. Thr only issue with this is you have to continuously use the same game file.
  16. Not sure if this is a bug but I figured I should mention it. Scenario 1: Step 1) Equip NPC with an item such as a teacup. Step 2) Using the editor, force the NPC to do an emote such as waving their hands in the air Results: The player has unequiped the teacup in their hand after finishing the emote. Scenario 2: Step 1: Force the NPC to do an emote such as waving their hands in the air. Step 2: Equip the NPC with an item such as a teacup. Results: The NPC does not "equip" the teacup in their hands. Conclusion: Forcing an NPC to do an emote makes them unable to equip items in their hands.
  17. Igor Q.

    Iron Armour/weapons colouring

    I agree, it would be nice to color all item slots for objects
  18. Igor Q.

    Give us a ball

    I think for clarification you mean a ball that obeys the laws of physics and can move around the world unlike cannon balls, snowballs, etc
  19. Igor Q.

    Dev Diary #68

    Will the new UI finally stop disabling me from seeing advanced items when I join a multiplayer map? when joining a map, the UI recipes starts from zero and forces you to build all the core buildings from the beginning and disabling the ability to see "late game" items until you build them. For example, if I join a new explorer world and want to make it my objective to make a rifle as soon as possible, I shouldnt have to search wiki on what are the required resources/buildings to get that rifle....it should be visible from the start.. Alot of times joining a new world there will already be crafting stations available...but you cant see what you can build because of the visibility issue...
  20. Igor Q.

    Emote suggestion "Point"

    To add to this, it would be wonderful if we could have characters perform specific interactions using the editor that are not currently available such as sitting on a chair.
  21. I would like to suggest improving the current "point" function. I suggest making it so that any entity that the player aims at can "point" to it, which then highlights it temporarily for ~5 seconds so its easier to communicate what players are looking at. This would be great in alot of situations like communicating what block players are looking at or what objective they need to interact with.
  22. Igor Q.

    Scripting in Survial?

    Hey Oli Currently survival worlds can only be edited using scripts within entities. However iirc patch 0.12 (should be coming VERY soon) will allow you to spawn survival maps alongside game logic scripts.
  23. Igor Q.

    Woodland Altar

    The style kinda reminds me of runescape...
  24. Igor Q.

    Trigger zone visibility

    SoonTM
  25. Igor Q.

    Dev Diary #67

    Will the new UI finally stop disabling me from seeing advanced items when I join a multiplayer map?
×