-
Content Count
712 -
Joined
-
Last visited
Posts posted by Igor Q.
-
-
-
3 hours ago, Houp said:At the moment it is not possible to use "destroy on export" feature for Group templates. It will be fixed in next update.
God bless your soul 🙏
-
5 minutes ago, Mello1223 said:I use the logic of the path, I move the segments of the waist along this logic and at the same time I move the whole logic with the position of the tank
- 1
-
3 hours ago, Mello1223 said:Very nice, how did you rotate the legs?
-
-
-
Yes, but it's not really enough...
-
-
1 minute ago, Mello1223 said:interesting solution, but it can have a bug if the player does not move,or no? can add a simple condition and oscillate with the musket ball up and down. just about 0.001. but I haven't tried it, maybe it's not necessary.
That's exactly what I intend to do😂
- 1
-
2 minutes ago, Mello1223 said:it's funny, but I don't understand the point. detection will also find you a player, you don't have to use an extra entity
I decided it would just be easier to force the entity to "teleport" on game update at the player location so it force load into the zone to make them trigger properly.
-
-
1 minute ago, Mello1223 said:simply put, the tile returns an array of entities in the area. they can also be welded entities, but they can't have collisions turned off . and sorry, there is a mistake in the photo: for animated group you need transfer position/rotation (game logic) not get position/rotation
The issue I'm having is, I have about +15 Robot enemies each with 4 zones.
Aggro Range Zone
Lose Aggro Zone
Fire Spin Attack Zone
Lightning Ball Zone
I don't know if the editor can handle that much processing...
-
5 minutes ago, Mello1223 said:zóna deteguje iba entity, ktoré VSTUPUJÚ DO ZÓNY. nerozoznáva entity, do ktorých zóna vstupuje. Neviem, či to dáva zmysel, ale riešim to detekciou radu kolízií z vektorových dlaždíc.
Nie je to ideálne riešenie, ale je to pre mňa najjednoduchšieCan you explain more "detecting a series of collisions from vector tiles?"
-
35 minutes ago, Mello1223 said:Hi. this was solved while Adam was here, I told him several times, I think at that time he also sent me an explanation of why it works like this, but I don't remember it exactly..
How can it be solved if it doesn't work? XD
-
Hi
I found a very peculiar bug while trying to create logic for my robots.
If you create an animated zone inside a group, and cause the group to move, the zone will stop detecting players properly.
I made a video so that you guys could understand it better.
Oddly, the zone will SOMETIMES detect the player if the player is actively moving.
-
Holy ____.
How did I not see this until now???
- 1
- 1
-
[YLD-36682] Tweaked: Sails are now transparent when the player is behind them.
This is huge.
[YLD-37302] Fixed: Exploration 2: Mutated alphas are defeated when they are despawned during the day.
I thought alphas were suppose to spawn at night and be defeated only at night?
-
5 hours ago, Mello1223 said:beautiful. it reminds me of the style of games I grew up on.. I LOVE IT!!!
I drew inspiration from Super Mario 64 and Rayman 2!
- 1
-
Very cool, I'm impressed with how you condensed such a detailed UI into a small screen like that.
Can you include a hyperlink of the composition, and a screenshot of how to find it within the editor? (For new players)
-
Currently working on a project called "Volcano Yland".
About ~90% done Level 1, and intend to start a 2nd level sometime after.
I have not yet decided if I will release all levels together or one by one.
The good news is most of the core scripting is done so new levels should be significantly easier to make (except for new enemies which is a unbelievable difficult)
- 2
-
Game is being played, although players are not that vocal about it. There are constantly updates for the game and the new revamp of exploration mode made it definitely more interesting to play as a stand alone game.
-
Hey @ezell.kailey
You must place a ship helm to "assemble" the ship.When you assemble the ship it will naturally fall into the water with no problem.
- 1
-
-
Interesting to hear. Will this negatively impact exploration mode? Building your home with the editor (basically sandbox mode) seems conflicting with the entire "feel" of exploration mode.
On the other hands, pretty excited about these changes...I'm already working on a project...
- 1
- 2
Event Listener. Game Update vs. Timer
in Editor Help
Posted
One of the tips suggested in Ylands loading screen is to use Event Listeners instead of delay timers when possible.
If I'm using a script which tracks a players movement. (it could be anything but this is the simplest example)
Is it more efficient to use the "On Game Update" Event Listener instead of delay timer? (what about looping instructions that have +10 commands?)