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Posts posted by Igor Q.
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@Adam Snellgrove For things related to multiplayer tools, I think keeping things as simple as possible is the best solution. While people like me are comfortable dragging maps into editor making tweaks and then re-publishing the map, casual players definitely need an easy/convenient way to "fix" their maps. A good UI hub would go a LONG way to helping casual players set up basic stuff.
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Island Difficulty)
I don't think the issue is the stats but rather the monsters. They are very easy and predictable, even the strongest monster can be killed by abusing position. They need to make enemies more unpredictable, smarter and force the player to fight enemies "fairly".
Items)
I think the issue is that many "essential" items overlap in terms of usage which makes build progression confusing. We don't need 30 different weapons, we need 5 different weapons with clear strengths/weaknesses. Minecraft did this in an excellent way by providing tiers (stone, iron, diamond, etc) for pickaxe, swords, etc.
I think we should downsize all items in general and try to simplify the games core such as getting crafting stations going, etc. Only after providing the player challenging options (NO GATCHA) if they want to exceed those limitations but making them "worth it". For example, if the player wants to upgrade their gun they need to upgrade their crafting station by gathering unique items found from treasure maps, killing bosses, etc. Giving tier upgrades seems a much simpler way to do this rather than creating 30 unique weapons that are extremely similar imo.
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I'd like to see pets have a real usage with unique strengths and/or weaknesses. Rather than being able to switch them whenever we want, I think we should encourage players to "bond" with the pet and give advantages for patient players.
Things we should do
- Create ways to invest in pets (feeding them food, petting them, etc)
- Create unique, small advantages that can be appreciated. Ex: An Owl pet lets you temporarily activate a buff that grants night vision. A Penguin gives you a small warmth buff while in cold regions. etc.
- Make pets more relevant in the Ylands universe. Make the player WANT to stay with the same pet across multiple Yland Worlds, games, etc. (Ex: Let pet choices affect multiplayer games)
Things we shouldn't do
- Have pets give free resources for playing the game in a normal way (Ex: crafting resource return bonus)
- Make it optimal to switch pets often
Edit: I'd like to see an Imp or a Devil type pet.
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Feels too niche tbh. Most players wouldn't need that in standard explorer mode.
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I've worked a lot with trigger zones, this is a bug. (But I have already accepted it)
It has to do with zones being considered transparent but also over-riding each others visibility when superimposed on one another.
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On 10/3/2021 at 5:54 PM, Oliver Hope said:Yeah I just make a variable and copy in Pi, I just think it would be nice to have an inbuilt constant, its a pretty important number for maths?
You can blame the devs for making the trigonometric functions not calculate in radians
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This is pretty quality shit posting ngl.
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Really impressed, I hope it turns out as good as I'm expecting
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3 hours ago, zarwil said:This is so cool! As an idea, could you alter this to work as a placement tool for walls?
Love it!
Yes. If you give me an exact explanation of what you need, I could make something for you.
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For anyone wondering, the torches are used as reference points for the nodes.
FAQ:
Is it compatible by making your own set of points? Yes!
Can it be used to ray-trace on terrain to create a Path on an island? Yes!Can you change the track style to a different object? Yes!
How long did it take you? 1 Evening
Is the rollercoaster adjustable? Yes, you can change the radius, delta radius, height, delta height, # of nodes, etc.
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If anyone's got an idea, I'd be happy to collaborate with them
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I'm attempting to give players the ability to repair an object in which they perform a "hammer the object" animation. However I'd like to "force" the player to visually hold a hammer while performing the animation (without them physically having to carry one).
Is this possible?
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On 8/13/2021 at 5:26 AM, Houp said:Hi,
for making spells you should use "Skill game logic". (you can raycast there through camera)
Adding "Get aim" to server scripts would not help you much. Player would try to cast spell in his desired direction but before it would get to a server and back he would be casting it in different location. This problem is mitigated by "Skill game logic" which is implemented to work well on both server and client.
Hopefully it will be possible to execute skills not only from skill bar "soon". We are prototyping this feature at the moment. (that does not mean you will get it in the next update! - a note which must be always added )
It's a bit inconvenient not having these functions fully independent, but I understand why you'd set it up that way.
Could we consider making the skills function more intuitive to use?
I'm having a lot of difficulty getting Fully Body and Upper Body motions to work the way I expect them to work and often have bugs such as small scroll bar
no scroll bar
Transition bar (red line) doesn't move when playing the skill
Can't seem to find the "dash" animation, that players would do when trying to roll using a heavy weapon. Did it get removed entirely from the game?
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29 minutes ago, spiritchaser28 said:I do believe they are working on that first. Everybody wants the sharks back....and I can't tell you how many people asked for pirate ship encounters.
I could make AI for pirate ships, however players landing on an enemy ship make this scenario significantly more difficult to code.
If you have any alternative solutions for what an enemy ship should do when it's boarded in 1v1 and 1v9 situations then I could implement a solution.
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When I created games I usually used screenshots in-game but having the option to create customizable images would be greatly appreciated.
I hope that before games get to use it's official thumbnail, the picture is audited to make sure graphically offensive material is filtered away.
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Hello, even though I don't come here often, there is a function I would REALLY like access to... Infact, I asked it about 2 years ago
- Get Aim
This function essentially takes the Ray Cast Option and applies it to the player's camera. It's extremely useful as we could make custom spells and use it to "see" what the player is looking at. Ex: Is the player looking at a house?
You already have the function to preview camera so this shouldn't be an issue anymore...
Additionally make skills available to "force cast" similar to an emote.
This will give us greater flexibility when making custom spells.
Thanks?
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@Oliver Hope
Hey OliverThe way you want to do it is like this.
Group 1: Objects + Reference point (at joint location for child.)
Group 2: Child
Set Group 1 to rotateSet Group 2, to rotate around the reference point FROM PARENT, located at the joint location connecting Group 1 to Group 2.
MAKE SURE TO SET REFERENCE POINT INTERNAL ROTATION TO 0,0,0
MAKE SURE YOUR GROUP 2 PIVOT IS LOCATED AT REFERENCE POINT
BEFORE:
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21 hours ago, spiritchaser28 said:Cool design. The devs have discussed flying vehicles in the game yes, and from my understanding they are coming but first they want to implement some danger in the skies. The reason the propeller pack was nerfed was because it was too overpowered and I believe they don't want planes to also be too overpowered. One thing I'd love to see is hot air baloons and zeppelins with a steampunk flair. Then again we just have to wait until the developers create some danger in the skies. (Maybe dragons pterodactyls or giant birds?) Just to keep a nice balance within the game.
They should also consider making the oceans more dangerous, right now 1/3 the time is spent exploring islands and hardly any risk when using a boat.
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@Oliver Hope
You have to check how your animation is moving. There are several options to move relative to the world or to the parent.... -
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Hi
I'm playing around with the skill editor, but I'm a little confused. I've tried using several animations, and tried to adjust the time down by changing the duration of the animation.
Can someone help me out?
The way I understand it is
Duration is the total time it takes for the animation to play. Example: 5 seconds (0 to 5)
Start Time is the starting animation time. Ex: 2.5 would imply starting halfway through a 5 second animation.
End Time is the end time of the animation. Ex: 0 would imply the animation ends before it begins, 10 would imply the animation ends at "5", and holds frame for an additional 5 seconds.
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One single Protective barrier. Thats it
in General Discussion
Posted
completely forgot tbh...