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Oliver Hope

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Everything posted by Oliver Hope

  1. Oliver Hope

    SlowFollow animation

    Glad you found a solution. For the sniper scope, another option is to change the camera FOV instead of using a different camera. smaller FOV = more zoom. However there is a limit to how much you can zoom. Mello's suggestions is also a good option. Just a little tricky to get to work
  2. Oliver Hope

    SlowFollow animation

    Iv tried this and still couldnt get it to work. Just in general not this project
  3. Oliver Hope

    SlowFollow animation

    Hi, firstly WOW! looking amazing!. I do just want to warn you about using a lot of pixel cube like you have in your character, the game can struggle to handle a large amount. Seems to be fine now but you may have problems when making it multiplayer and having multiple characters. In terms of the slow follow thing I have also had this problem, I don't think there is a way to fix it using the follow tile unfortunately. ( would really be nice if say -1 in speed and acceleration made it instant) You may be able to use groups in this case. EG make the torso the parent group and arms are child groups. I'm not sure whats causing the shaking, seeing more of the code and setup may help
  4. Oliver Hope

    Biome suggestion. Swamp/wetlands

    +5 to this. It could be interesting to make some areas really dense with trees, and encourage using the smaller boats to traverse through it, while avoiding crocodiles
  5. Oliver Hope

    Basic Entity Tool Shapes Suggestion

    While I agree that it would be nice to have this feature built in. I do have a script you can use in the meantime: I have some tutorials on how to use it (not completely finished) if you need help feel free to message me on discord.
  6. Oliver Hope

    Environment - Realistic Moonlight

    Nice! lighting is hard to get right in a game but it adds so much, I'm going to try remember this.
  7. not sure either but definitely before 1.8
  8. @IEuphe Scroll down in the scenario settings, there is a separate time for the editor. (as apposed to the start time at the very top of the settings)
  9. Is there a reason the FOV range is capped at 30-90? can we extend this, id like to be able to zoom in more with the camera? Think weapon scopes, telescopes etc
  10. Oliver Hope

    Creators Competition Season 2 - WINNERS

    Also, love the beard @Fompster, is it made from wild boar hair?
  11. Oliver Hope

    Creators Competition Season 2 - WINNERS

    Wooohooo! So happy to see all my work was worth it! I would to take a moment to thank a few, starting with the IF Statement, my entry would be incomparable without it (?). Next, I should thank rune isa, iron rod and blank sign I used them like everywhere. Lastly, I want to thank Peanut Butter Sandwich for fueling my late night work. But in all seriousness thank you ylands team/Bi for the opportunity and @Fompster for helping to playtest. Congratulations to everyone else, I'm going to have to stick my nose in explore to check out the other entries.
  12. Oliver Hope

    Dev Diary #203 Oh ship!

    As far as I understand welds: they only decrease the amount of hitboxes, while this helps a lot, each entity still needs to be processed at the very least visually.
  13. Oliver Hope

    RotatetheEntitys

    Hmmm, I assumed you could but I just checked now and you are correct, it is not possible ? my solution will not work then?
  14. Oliver Hope

    RotatetheEntitys

    @F.hao It should be possible to modify this second solution to be able to spawn as many as you need (like your original ycomp). (I thought you could how it is as I sent it, but now you said stuff that reminds me you can't). to modify it, You can spawn a separate entity reference point and rotation animator for each demon ball. If you are going to have many balls I recommend using an entity storage game logic to keep all the instructions and variables for the demon balls in. Let me know if I can help further
  15. Oliver Hope

    RotatetheEntitys

    @Mello1223 posted after I saw this but before I worked it out. To prove his point here is my solution. I made use of groups in mine so you will not be able to spawn new ones. However seeing as there is a player limit in ylands games it is easy enough to create eg 8 copies, and assign them to different players as needed or store them when not in use. Using groups is probably the 'intended way' to solve the problem imo. DAMENTEST_F.HAO.zip As I was writing this I had a thought and came up with yet another solution. this one doesn't use groups so you can spawn the same way you are currently. The key thing to note is that you need to have your rotation animator rotating around a reference point, then you can rotate that reference point the same as the body. Also it is possible to do the flying animation with just 1 rotation animator. DAMENTEST_F.HAO_V2.zip @Mello1223 I had a quick look at yours, it is possible to solve problem without using loops, and I think its better to avoid those when possible.
  16. Oliver Hope

    BTH Custom Groups

    BTH Building aids main page. NOTE: The custom groups function is now redundant with the addition of group templates but I will leave this up. This tutorial is going to show how to use BTH custom groups. Script downloads can be found on the main page. Video version (I missed a few things in the video?) Custom Group Vs Groups Vs Welds BTH custom groups are a mixture of group and weld features. The property of being able to create copies at runtime and that the entities are separate is the whole point of the custom groups. It enables you to for example. spawn a building but still be able to destroy separate entities. Or more importantly, for our case is that we can generate structures (with script) out of groups at run time and create compositions out of these. Create a custom group Step 1 Duplicate the Custom Group Template - Entity label game logic. Alternatively create a new entity label and add the following script: Step 2 Position and Orientate the label as if it were a group pivot on the entities you want to make a group with. NOTE: if you entities are grouped make sure it is just one group and that you add the Entity label to the group. Step 3 Select add all the entities to the label. I recommend dragging to select everything, deselect the label, click the eye dropper as shown below and choose the entity label with it. Thats it, you are done. Using the custom Group Custom group instructions are found under 'Custom Group' Paramaters (name - type - info) Custom Group - game logic - entity label for your group position/rotation - vector3 - pos/rot to set group to Description Sets the position/rotation of the custom group Paramaters (name - type - info) Custom Group - game logic - entity label for your group ref point - game logic - ref point to spawn the group at interaction - boolean - at true it will use entity default interactions, at false it will disable all entity interactions Returns Entity label game logic Description Spawns a new copy of a custom group at the position and rotation of the ref point. Paramaters (name - type - info) Custom Group - game logic - entity label for your group position - Vector3 - position to spawn new group in rotation - Vector3 - rotation to spawn new group in interaction - boolean - at true it will use entity default interactions, at false it will disable all entity interactions Returns Entity label game logic Description Spawns a new copy of a custom group at given position rotation NOTE: this function is for more advanced users Paramaters (name - type - info) Custom Group - game logic - entity label for your group Description Captures all the local rotation/position data of all the entities in the label
  17. Oliver Hope

    Multiplayer experience points

    Hi XXon, sorry I saw this a while ago and meant to reply sooner. The best way to do this is using Game storage (same place you make a leaderboard) but make a variable instead called experience with type number. This creates a separate variable for each player. You can access this like other variables. Here is an example of adding 10 XP every time a player kills something. Let me know if you have any questions
  18. Oliver Hope

    Stubborn bubbles!

    This title sounds like the name of an update XD
  19. Hi, I am getting the following variable creation window inside a Controller Logic. This obviously causes problems because you cant define a variable type. Iv also experienced not being able to open this variable editor window. Restarting game seems to fix it. EDIT: exiting to main menu also seams to fix it. EDIT2: I noticed that basically the whole script editor acts as if your in any other logic, in the screen shot you can see, for example that the entities category is available. output_log.txt output_log_clean.txt
  20. Oliver Hope

    Dev Diary #199 Feedback Fur-ever!

    Perhaps we should have (another?) pet design contest, people could make sketches or build a large scale one in ylands.
  21. Oliver Hope

    Dev Diary #199 Feedback Fur-ever!

    The problem with giving pets bonuses is it becomes slightly pay to win as you need to buy pets with coyns. Sure if its only a small bonus its not too bad, but it could end up being a slippery slope... A solution could be an alternative way to get pets.
  22. Very weird bug. I opened a scenario and all entities/game logics that weren't inside a group were renamed to this character '—'. The groups were also renamed. I believe the last thing I did with the scenario was to send it to someone, by copying it out of my scenario folder. output_log.txt output_log_clean.txt
  23. Oliver Hope

    SPA_Yland (ver. ALFA)

    Wow! that is massive. Are you doing an interior as well?
  24. Oliver Hope

    7th Q&A with Aleš

    Thanks for the summary!
  25. Oliver Hope

    Some suggestions, and one ridiculous question.

    In the times where I have free time I can really relate to this, I'd love to be able to contribute more then just reporting bugs and giving suggestions.
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