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Oliver Hope

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Everything posted by Oliver Hope

  1. Oliver Hope

    Dev Diary #208 Hey there, Ylanders!

    Also for PVP!
  2. Oliver Hope

    More Decorations

    oh I didnt know that. I just feel like there should be some consistency so maybe just add seeds for cave plants. nice thing about a trowel (or maybe an existing tool could be used ie shovel) is you could get the plants already grown. and yeah there are enough things to give you grass, but consistency...?
  3. Oliver Hope

    More Decorations

    I guess there are a few ways of doing this. You could pick up the item and then craft it into grass if you need it or there could be a special tool (garden trowel?) used to pick up the whole plant. I think the latter would be best.
  4. are you able to unsummon/summon your ship?
  5. @spiritchaser28 They imply that they've created worlds and saving hasn't worked so they are probably running a virtual windows/mac machine.
  6. Oliver Hope

    SlowFollow animation

    haha yeah, I agree, I made a telescope with it and the zoom is not great. I made a request for smaller FOV values.
  7. 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
  8. Oliver Hope

    SlowFollow animation

    Iv tried this and still couldnt get it to work. Just in general not this project
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. not sure either but definitely before 1.8
  14. @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)
  15. Oliver Hope

    Increase custom FOV range

    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
  16. with the new ability to rotate objects that are placed down there is an overlap of keybinds. When editing a group with control+g (I believe this is the default keybind) the whole group rotates on the x-axis ('g' axis). The rotate action should just not happen when ctrl is pressed EDIT: even if that's not the default keybinds pressing down ctrl, shift should stop other actions from happening. So players can change there keybinds to what they prefer. Not sure if that made sense so Example. ctrl+N should not perform the action linked to N but only the action linked to ctrl+N
  17. Oliver Hope

    Creators Competition Season 2 - WINNERS

    Also, love the beard @Fompster, is it made from wild boar hair?
  18. 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.
  19. Here shall I, Oliver, present my progress on my season 2 competition entry. I barely know what I am doing but it is going to involve steampunkness, adventure, perhaps a little puzzle, airships, floating houses and probably a lot of frustration on my end. Oh yeah, let's not forget the flying outhouse.
  20. 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.
  21. 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?
  22. 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
  23. 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.
  24. Oliver Hope

    BTH laser measure tool

    BTH Building aids main page Video Tutorial Overview The Broccoli Tree House laser measuring tools enable you to measure the exact size of entities and the distance between 2 surfaces. They also work with terrain. Set up the Tools Inwards Measure Create a copy of the inwards laser measure. Position and scale it so that whatever you want to measure in between it. Ensure that there is nothing else inside the 'laser beam'. Good: Bad: Outwards Measure Create a copy of the outwards laser measure. Position and scale it between to surfaces that you want to measure the distance between. Ensure that the 'laser beam' passes through both surfaces. Good: Bad: Measure Instructions found under Laser measure. Paramaters (name - type - info) Laser measure - game logic - outwards/inwards laser measure trigger zone Returns the distance Description Returns the distance depending on which measure type was used Paramaters (name - type - info) Laser measure - game logic - outwards/inwards laser measure trigger zone Returns the distance Description Returns the distance depending on which measure type was used, and then deletes the trigger zone.
  25. Oliver Hope

    BTH Custom Groups

    BTH Building aids main page. 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
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