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Oliver Hope

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Posts posted by Oliver Hope


  1. 20 minutes ago, RedEagle_P1. said:

    Many of our games broke during the 0.12 update. CastleHunt, Procedural parkour,. ChefWarz etc. Is there a way we could work on a system in which we send you a few games to check what breaks during the update so we can have slightly smoother transitions? It's really heart breaking to see so much hard work reversed. 

    too be fair, alot of those broke because of the changes to event listners. these changes were needed and all it needs if for people to tweek things, chefwarz was very simple to fix...

     


  2. 3 hours ago, Houp said:

    Editor and game should be handled together

    hmm.I agree with this.

    1) I just feel that when a new feature comes out like the role then in that same update we need to be given the editor functions to control it, then if something is added that breaks a game it can straightaway be removed by the developer instead of waiting for the next update.This also applies to number 2.

    3) glad we argree?

     


  3. On 5/12/2019 at 6:50 PM, Houp said:

    Hi,

    gool suggestion. We will allow you to put anything from player's inventory to a hotbar slots.

    Is this also considered a small feature, will it maybe in the next update? Personally I feel its quite important, as the only work around, player roles, do not work in all situations 


  4. It should be possible with some logic to move players to a disconnected room when there arnt online and move them back to where they disconnected when they come back online, this could solve problems with people sitting in doors

     


  5. hello

    I feel like iv been a very positive person on the forums, partly because I know game dev is very complex and I would imagine it helps to have a positive community. However I feel like this might have led me to not completely expressing my concerns and now that some of those concerns  are quite big I feel i should share them, of course all my respect and understanding that the game is work in progress remain?.

    My concerns are really just one main concern. Ylands is both a game and an editor which is awesome however whenever something is added to the game it effects the editor sometimes positively or negatively.
    I feel the editor and game should be seperated more in the development progress.

    Lets take for example the dash mechanic although it seems quite broken in explore i dont play that much so dont know. In my oldest game, thieves vs security I used the set speed boost quite a bit.All players speed is reduced at the beginning of the game but now players can just roll around the map at mach 1(super fast). I also use it to stun players setting there speed to -100 so they cant move again they can just roll around.

    Another example: when equiping players with items all non weapons/tools dont go to the hotbar, this makes sense in the explore mode but for alot of editor games you would want it to go into the hotbar, in my case vacuum tubes renamed as a smoke bomb, when dropped they spawn a cloud of smoke. When the game starts players get given them but they have to go into there inventory and manually equip it, this really interupts the flow. 

    We are going to need a way to disable almost any feature in the explore mode for the editor so that we can be completely creative, have no limitations and not need to put extra code for say despawning items from the players inventory if the pick a plant they arent supposed to, or disabling interactions for enities like workbenches or storage containers. There are so many features in the game that a developer might not want in there own and this is a big problem.

    We already kind of have a system like I have suggested which is the game settings panel, it allows you to disable trading and terrain editing ect. This just isnt enough though, I personally dont know the right approach myself but i dont feel a long list of check boxes  is the best way to solve the problem.

    So in short it is great to have access to all the features of explore but we need a way to reduce the editor version of the game to the bare bones.

    I dont have massive experience on game dev however if you agree with me then it is something that should start being done as soon as possible so things dont have to be remade. 

    Thank you for reading, This post wasnt the best lay out?.

    • Upvote 3

  6. 3 minutes ago, inse79 said:

    Its more fun if its hard, but i need someone to point me in the right direction where to start :)

    Well firstly, we need to know exactly what you want to do, is it only plants that you want to change? or what else

     


  7. On 5/4/2019 at 8:38 PM, inse79 said:

    Hello

    Im not sure what im doing even is possible but lets give it a try.

    Im trying to create a timebubble thingie where time moves faster when you are in a specific dome.

    Ive experimented with both set time scale and set day duration in a trigger zone. Both makes the time go faster like i wanted but it doesnt effect the world, like things doesnt grow faster or im not getting hungry.

    What am i doing wrong or is it just not possible? Any ideas?

    You could easily increase players speed however other things get more complex, if you had plants you would have to make your own growing system which can be complex if your new


  8. 1 hour ago, Igor Q. said:

    Hi 
    If possible, I would like to be able to check what action the player is currently doing. (I don't want on trigger event, I want a on trigger condition check)

    For example.

    Is the player sitting?

    Is the player in block mode?

    Etc.

    Thanks

    Context for my situation:
    I want to check if a player is in block mode, while they are in block mode they are indestructible (to editor damage scripts).

    However the editor can only check if the player starts block mode, not if they ARE in block mode. 

    can you check if they leave block mode? You probably thought of this but you can make a boolean in a entity storage for each player which changes from true to false 


  9. At the moment we are able to hide logic, terrain, plants etc which is very useful. I would love to be able to hide specific entities and groups by selecting them and pressing H or some other sutable key. There are multiple examples where this is useful like doing the interrior of a house, you might want to hide a wall or you are making a big mansion and you want to hide the roof so you can see the floor layout, or you are selecting something in front of a wall , boom just hide the wall.

    This would work well with a layer feature, being able to build on different layers and hide specific ones, possibly some other features could work well with that as well event listeners listening to a specific layer?
     


  10. Loving the new weld feature and ability to add multiple entities to a label, even though iv barely used them YET ?. Its a comfort to know they are there. However it would be great if we could use both features with groups, welding just for convinence and labeling so that we can label multiple groups without breaking them apart and having to regroup them later, which can be tedious depending on their position.

    Thanks! 


  11. When using the on pick event and getting the position propertes from the target entity it returns seemingly random values not related to where the entity was.

    In this particular instance:

    An event listener listening to a player picking up entities in an label.

    Add label ( spawn entity( get type (target object) , get pos(target object), get orintation ( target object)));

    so that any entity in the label that was picked up was replaced and given the label.

     

    I believe the type and orintation were correct but i can only be 100% sure about the position being wrong it was so wrong that the entity it spawned was nowhere in sight 

    If you need the files then ask @Fompster_P1 


  12. I have seen there has been a little bit of discussion on raycasts but i want to bring it up again, I feel like they are a big missing feature.

    At the moment im trying to add a system where players can players can place laser security beams, however i can detect when the beam hits a wall and must stop or if the player has placed it facing a wall and its just goes straight through it. I was planning on just using a trigger zone to detect walls but then i noticed there is no option to detect any entity, if we could have that we can basically make our own raycasts. 

    Is there any idea when this feature will be coming?

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