Igor Q. replied to DW's Gaming N Animation's topic in General Discussion
Tip: You can place crystals, torches and spotlights *inside* blocks to provide a light source.
Alpha colors glow, but dont provide light to the nearby area
For any new players who want to learn how to use my assets
1) Click the links provided
2) Click the yellow text that says +Subscribe
3) Use the Yellow Icon in-game (Compositions) to add assets
OR
1) Inside the editor in Ylands, go to the Yellow Icon in-game, select "downloaded", then select "Get Compositions"
2) Search for "Script"
Igor Q. replied to Aleš Ulm's topic in Dev Diaries
Hey, I don't know if this has been mentioned, but can we make spotlights customized? We are limited to 4 spotlights, but it should be really easy to instead give us 1 spotlight that can have customized light values using an RGB code. It would be tremendously helpful.
Additionally, if we can have a "light source option" where the alpha values of a color provide actual light in the darkness and not only "glow" would be a great asset too.
Would be helpful if implemented, but if you need it *now* you could assign each name as an array with each index for each character having a numeric value, A being 1, D being 4 and so on.
Then sorting each array based on the value at each index point.
Igor Q. replied to RedEagle_P1.'s topic in Off-topic
The graphics/gameplay/etc are amazing however its still part of the "Minecraft" genre which is already saturated with things like Cube world.
Ylands has more dynamic building, beauty and overall a bit more realism which is really important since (not trying to sound sexist) it generally appeals to the female audience of video games (ex: Sims)
Ylands is still in a favourable spot with a very unique core identity. If it can keep its core while still improving I'm sure...
Igor Q. replied to Aleš Ulm's topic in Dev Diaries
Would it be possible to make ocean waves during thunderstorms lethal? For both ships and people?
In game right now they are harmless but it would make sense if you could drown in them...
Hi, I would like to suggest implementing 2D/3D arrays to the editor.
A useful feature for it is that it can store multiple entities and all properties associated with them.
Ex: Store each players health, class, items, resources, score, gold, etc
Alas, this ones too easy. Just new blocks to support the library of current blocks available.
I'd like to mention as this is an opportune moment, that steel blocks have a different position/rotation placement compared to all other blocks. Hopefully this gets hotfixed at some point...
I would like to add
On weapon fire (include set/get aim)
On jump (or on land)
On drink potion
On attack (melee and etc)
On enter water/swim
On control of ship wheel
On player laydown/sleep/sit
Igor Q. replied to Oliver Hope's topic in Editor Help
Local variables run within the specific script at that specific moment.
IIRC, if you have a time trigger, triggering multiple times, each local variable will be "unique"
If you want a more permenant solution, create a local variable inside a global storage. This will allow you to access it from other scripts.