Igor Q. replied to Marci Magyar's topic in Dev Diaries
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...
Igor Q. replied to Aleš Ulm's topic in Dev Diaries
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
Igor Q. replied to Oliver Hope's topic in Editor Help
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)
Igor Q. replied to Aleš Ulm's topic in Dev Diaries
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...)
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
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.
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...
Igor Q. replied to Aleš Ulm's topic in Dev Diaries
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...
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.
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.
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.