Jump to content

Igor Q.

Creator
  • Content Count

    712
  • Joined

  • Last visited

Posts posted by Igor Q.


  1. @SlumnIt
    If you ever want to "cheat" your way to find out how to craft something you can open an empty editor file, and go inside the logic of the Spawn Point and insert the following
    image.png.3b5605384a07bb54d574a4392cee96d7.png

    Once you start up the editor file, you can then find the crafting requirements when you hit tab.

    image.thumb.png.76cc0f10b87cda21feb9674689420423.png

    (You can use this for any item)

    • Upvote 2

  2. Although its not convenient, you can make clothing have resistance stats.

    Simply use an event listener when the player equips a piece of armor or etc.
    image.thumb.png.25d516f759135750c963a3a10a07b8a1.png

    Edit: You can also "ADD" and "REMOVE" resistance based off the players current resistance, so if they have 50, you can set it to 50+30

    • Upvote 1

  3. 2 hours ago, pypse said:

    Hello Igor,

    I've looked into it and came to the same conclusion as you. Which is, it seems to be impossible to achieve that sort of camera by using just the settings of the Custom Camera. 

    You can, however, animate an object (reference point in my example) to the desired camera position and get the same effect.

    DS CAMERA.zip

    Perfect.

    I never knew about the event listener "On Fixed Update". I tried using a loop using time triggers and the screen kept flickering.

    But really this begs a question,

     

    1) Should "On Fixed Update" even be an event listener? It almost functions like a Time Trigger.

    2) Should Camera offset when looking at a target have the offset relative to the view?


  4. 34 minutes ago, Hunter-Over-Fire said:

    That's me half the time. I just wish the shark repellant flares would actually run the shark off, rather than causing it to ignore you for 10 seconds.

    Gotta be honest it's really hard to balance it properly.

    Shark repellant seems like something that's made specifically for shark-infested waters. Maybe shark generation should be in 1's and occasionally in large groups?


  5. @XXon
    Taking a look right now, will give you an full answer soon.
     

    Nvm, seems like you got an alternative solution based off your other thread.

    I was able to get 3 enemies to attack me somewhat simultanously.

    image.thumb.png.4387ddb46854316ac4b9f06ac21f67f0.png

    I have reason to believe it's caused by dynamic pathing. (The AI system) that interfers with the attacking.

    There is most likely a script that prevents too many entities from attacking the player. Maybe it causes bugs, or maybe the developers though it was unfair.

     

    However, the good news is you *could* always make your own custom units. (With alot of effort and time) and stack as many as you'd want.

    If you are interested in that pm me.


  6. I was looking to create a camera using a "lock on" mechanic similiar to many video games such as Zelda or other rpg style games.

     

    However I've run into an issue, it doesn't properly track the players movement.

    When running I get the camera to be "above" the player, but I can't make it permenantly stay behind the character relative to aim.

    (Please disregard the offset on NPC by -200 units)

    image.thumb.png.96ab117b7e5bf7474d27ff51d81371c8.png

    Here I set Z Off-Set to -2 to be behind the character, but when I try running "sideways", the camera gets shifted out of focus.

     

    image.thumb.png.371ea66cd95e8addbd974947b6694c4a.png

    How can I fix this?

     

     

    • Upvote 2

  7. Hey Xxon
    I checked in the Ylands Games section, you haven't uploaded any game called RAIN STORM, or any composition either.

    image.thumb.png.e0fc394778bedbedab98cc1c740044dc.png

    Are you refering to the Sand Storm thread you started?

    Please uploaded your file onto the forums or to the game so that we may take a look.

    Providing us pictures of your game gives us too little information to help you properly.

    If you want to know where to find your ylands files it's through here.

    image.png.14f3bf8c3372aa9eafa151db4313f0db.png


  8. Project 90% completed! 

    Please try the map-file and give your feedback! It'll help me optimize this for exploration mode!

    - All Fish Shoals are now fishable entitites! (Each fish will have it's own unique pull pattern and stamina difficulty from 0 to 7)

    - You can now upgrade your fishing rod using the fishing station! (From Basic to Zirconium)

    - Fisherman Hank has been added to give you some much needed fish advice

    - Script has been cleaned up, and now has some documentation to help new players understand what's going on in the script.

     

    To do list:

    - Start doing extensive bug-testing. (There aren't many bugs, but they need to be fixed!)

    - Create benefits for eating cooked fish food.

    - Start thorough playtesting with exploration mode to ensure satisfying gameplay

    - Add Harpoon Guns that can be used to hunt sharks (this is more long term)

    image.thumb.png.4528bd1894b2b87d129970a5d622d4d0.png

     

     

    FISH SKILL TESTV0.29.rar

    • Fire 1

  9. 19 minutes ago, XXon said:

    oh, I wasn't intending that, I was posting it more for the general engine idea or maybe a proofreading for dumb mistakes.  If I get to a finished product, I can make a logic composition, yes? That's what I was thinking.

    Yes, that is another way of sharing the script.

    The idea of spawning mobs is interesting, but I feel there should be more to it than just Spawn X monster every Y seconds.


  10. @XXon

    Hey Xxon, if you go to your steam folder and search for .ylands in the top right of your window, you can find all recent files you made on ylands.

    It's easier if you take those files, compress them using WinRAR and share them on the forums. It's difficult and unlikely someone will try your script if you share it using a picture instead of a game file.


  11.  New Updates!

    - Reworked entire script to be multiplayer compatible. (Some testing needs to be done regarding certain single-player functions like "Get camera rotation". )

    - Migrated all variables to player storage and etc.

    - Two fish varieties are now available to catch. Blue Tang & Clown Fish. (more will be brought once code is cleaned up)

    - A book ledger will now provide you a list of your personal best fish catches

    - Each fish will have different pull power AND pull patterns

    - Small FX added when you beat your personal best

    Short Term Plans:
    - Clean up script code to be more accessible and document it properly.

    - Add more possible fish to catch

    - Add a fish particle while "catching" the fish to look prettier.

    - Regulate Fish Weight based on a bell curve rather than a pure rng.

     

    Long Term Plans:
    - Add crafting Recipes for different rods

    - Add crafting recipes to make fly-fishing hook/bait
    - Find way to make fishing more compatible based on exploration world (might need dev help for that)

    - Add "string" connecting Fish to Rod (trust me, this is harder than it sounds)

    - Re-check all animations, see if there are better animation models available.

    image.thumb.png.aff4fa0d9ce621ea4a47bc3255771d47.png

    image.thumb.png.ef1cb773e5b00913838d329854a28739.png

     

    FISH SKILL TESTV0.21(1).rar

    • Like 1
    • Fire 1

  12. Did a massive update for the fishing prototype that was inspired by the Ocean Odessy Update, I worked really hard on it!!!

    I hope you guys like it! 

    @Houp @Aleš Ulm

     

     

    (P.S. put CC for editor notes)
    FISH SKILL TESTV0.13.rar

     

    Future plan is to include all possible fish entities and make it vanilla friendly for players to add more to their exploration game.

    • Like 2
    • Upvote 2
    • Fire 3
×