XXon
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Everything posted by XXon
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If I could open two different script windows at once and copy/ paste it would save a lot of time and effort.
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I think I hit solid ground and it works, after stripping every last thing off. I will try to build it back up. I was worried it would never happen. I think I got it working. Oh I got it. I think I found a bug. To be continued under bugs.... Now I can make it work using Move to Target, not Attack Target, which seems bugged. Go play RAIN STORM and it will demonstrate the bug. Now that it might actually work, let's say I want to target you (and your friends) once you hit the trigger zone. What is the best way to do that in multiplayer? I am trying to target you through the entity template. Is the global variable PLAYER a way to do this or does multiplayer mess that up. Different players will be in different trigger zones sometimes. That's what the labels were for but they throw errors once you leave the zone. Maybe the errors don't really matter? Thanks Edit: SAND STORM has been modified and now works without that problem. I replaced all of the Attack scripts with Move to Target script. Now it works correctly, in a relative way. The engine is still broken, as you pointed out. I will fix that soon. But at least the enemies continue to attack, even if only one a time, which is pretty lame. Perhaps once the engine is fixed it will do better, but I don't think that one-at-a-time thing is caused by my pathetic scripting. It happens in RAIN STORM, too, which is stripped down. Whatever the cause of it, it sucks. You can't make a good game if only one thing attacks you (as you stand encircled by enemies), can you?
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Mercy me. An amazing number of attempts later, here is an actual spawn engine. It is not graceful and errors pop up, but it's about the best I can do. There is also a loot engine, but it is quite clumsy. II think it takes waaaay to much work to make a functional game and it would be easier with some basic blocks. Spawn engine, loot engine, quest engine for a start. Class trainers, skill trees maybe.The end goal is for anyone to be able to use templates to make a multiplayer game with quests and enemies in an hour. I would love opinions and comments. Copy/paste 8 game logics, pick an enemy and you are done. You can easily adjust the spawn frequency, amount, and proximity, and also adjust the random range of each. The rest is done for you, just place the three possible spawn points where you like. Enemies will cross distance to find you and if they cannot, they despawn. Try my game, please. You can edit and poke around. I tried to make multiplayer possible, but I'm not sure how that will go. This engine evolved over the course of making the game, so the script at the end is better. SAND STORM
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It seems random. They attack, you die, then they stand there.
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Of course, you were right. In stripping it down if I figured that out, it needs nested time triggers. I fixed that. RAIN STORM It works better now, still throws up the targeting error. If I make a global variable PLAYER and when a player spawns, it refers to him, does that work in multiplayer. I figured it would get overwritten by the next guy to join? I need a way to target attacks to the nearest player, really. That's what I have been using the labels for (which is why i get the error)
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Step into the trigger zone, get a label on you. I am using that label to target you for attack. I want this to be multiplayer, so I was targeting a random player within the trigger zone. Once you leave, the label comes off and they quit spawning. Overlapping trigger zones layer the effect. I was trying to spawn twice as many enemies for twice as many players, which I realize is a lot. Step into the jungle, get attacked by tigers. Leave the jungle the tigers slowly stop. More players, more tigers. That's the idea. The rest of it is all about where and when the tigers spawn and that part works great. I will see if I can strip it down more and still generate the issue.
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This is all the script there is to the engine.
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I made it so you can edit the game, I think. Here is another one, WIND STORM. (EDIT: Game Deleted) This took about 15 minutes to make, its a stock island I just copy pasted the spawn engine around and stuck some random enemies in. You still get the same effect as far as the circle of mobs around you, only one is allowed to attack. I wonder if, when the respawn happens, the one who's turn it is to smack you is missing or didn't get into the circle. So nothing hits you at all.
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I put some guardian armor and a mythic sword, so you can skip to part three and be a tourist. Go all the way into the cave and just hang out. Funny things start to happen. Notice that the mobs take turns hitting you. It would seem you can't get hit by two things at once? They all stay aggressive though, they just can't always attack. So if you kill some, the remaining ones attack. Now die. I died funny one time and it didn't happen, but every other time when you respawn and kill the first few, they encircle you and stand there. That never happens without the respawn. Nothing special about the respawn, no script on it. So, what gives? You can recreate this effect all day. PS. Spawn engines are complex. You want spawns in waves, with breaks in between to heal, but not a big group all in the same spot or always the same number, and it has to be adjustable for different uses. If you spawn too close to the player, they can gank it while before it wakes up, plus it looks way better to have it run across the map toward you. I also found lots of restrictions on buildings, places that hang up enemies, like stairs and doorways. There are many rules to follow to get a good flow. They love ramps though, even really skinny ones, just not close to walls.
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I have an issue and I can replicate this issue. If you start the game, you can skip to part two, then to part three. That's the goatman area. Put the armor on grab the hammer and kill goatmen, but they are tough and you will die. Now you respawn, not far away. You kill a few goatmen but then it will happen. They will all gather around you in a circle and not attack. What is happening here? Try this and it will happen to you.
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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.
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Speculating about issues. blah blah It becomes more obvious below.
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RESOLVED Creator account is broken. Cannot change content.
XXon posted a question in Bugs & Technical Issues
I can upload an editor game. That is about it. I cannot see the game, can't add a screenshot, can't update. I only have one game that shows on YlandsCreate, it's very old and blocked. I cannot delete it. "Unable to delete creation. This asset was blocked 03.03.2020 Please contact our support." Frostbite Hardcore Survival is what I cannot delete. Caverna Magika (broken script) and Caverna Magika03 (fixed) are both uploaded and playable, but I cannot see them, edit them, delete them or anything in YlandsCreate, All I get is the old, blocked game. I would really appreciate help. Thank you. -
RESOLVED I can't delete or update anything I upload
XXon posted a question in Bugs & Technical Issues
Create.ylands, log in. It shows me one very old, blocked game which I can't delete., "Frostbite Hardcore Survival" I uploaded Caverna Magika, but a script is broken which blocks further progress in the game. Can't see the game, it is not on my list, just the old blocked game. Couldn't update the changes, so I uploaded Caverna Magika 03 and waited for something to show up. It never did. Those games are invisible to me. I did notice hardcore seems to be a blocked word now. Is that my problem? Please help, I have another game, but I don't want to upload it when I have this problem. Thank you. -
Ambush! You unwittingly step into the trigger zone and the horde spawns all around you, then most of them wander off without noticing you. Or, they just pause and think about their problems while you beat them on the head. That seems to be the way it naturally goes, even with all the AI set to highly aggressive. They are very slow witted and easily killed. It's hard to get good help, nowadays. Instead, when enemies spawn, just make them Move to Target, the target being You and instantly, they become teenage girls and you are the Beatles. I know it's not genius, but it took quite a while before that dawned on me and having dependable minions really makes the whole evil Overlord thing a lot less stressful, so I thought to post it. You would think it would just work, right out of the box, but no, it certainly does not. There should be an instant aggro box to click in the AI that moves to the nearest player automatically. For a long, long time I had figured that this game was just slow witted and incapable of targeting me. That's not the case at all, but the solution isn't obvious and I just stumbled across it. Please, make a clickable box in the AI for actual Instant Aggro. Thanks.
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Okay, that was a lot of words, sorry. I stitched together two spawn engine experiments this afternoon and stuck it on the workshop. The first yland has a five layer spawn like I mentioned. The second yland has a different, earlier engine, enemies and loot are based on level. All of this is very sloppy and unrefined. If you look up in the sky you will see the spawn engine templates for each of the two ylands. The second yland is incomplete. It's a struggle to get one spawn engine which works well in both cave and open map, I was trying different ideas out. I wasn't going to publish this, but I feel I should show some work and the basic idea of the spawn engine so far. The game is called Caverna Magika. It's around an hour maybe. The scripting is really bad don't laugh. The first area takes a while then it picks up speed. If you are a true hero you will live to see the sun rise on the second yland without a single death. Good luck with that. Update: Caverna Magika 03. fixed some stuff. Can't seem to delete old game. Curious to know if the crabs follow you out of the first gate or not. They did for me, now they don't, but I have a crappy computer.
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I think a lot about some type of an overlay which could be made for the explore game, like a skin. Or a template. It must easily transfer to another archipelago with minimal effort, utilizing all of the ylands through quests. It has to be random. the person who edited the map would be able to play without knowing all the answers and even someone not that familiar with it would be able to create a new map. It supports 10 players. It has an endgame, a boss which is challenging to both solo or large group. Saving is allowed, a full game might take days. It is easily customized with custom quests, bosses and loot. No block placement. No mount. No blueprint. No mining. Random quests with randomly placed solutions. Starting yland. NPC's, like a fisherman, a blacksmith, etc. and a random one has a quest for you. Another player gets a different one. Maybe there are 10 quests maybe 20. Let's call this your class quest, something that strengthens and defines your character. It's powerful and you get the reward item right before you fight the boss, so it's a long quest to get this item. Not a fetch quest, not going back and forth to places you have seen. There is a flaming bush. Find it. Bring the embers to the Temple and light the signal fire. NPC appears and gives you stuff. The flaming bush and the signal fire are mini boss fights. The result is that you have a special purpose and goal. You should be able to team up as a crew and the fights should scale to this, even though only one player might get the reward, he could then use his new weapon to help the team. Spawn engine is a wave or swarm. All original items and animals remain. Trigger zones are scattered around the map, maybe like an evil Vortex type thing, biome determines type of enemy which spawns (possible?). Player level determines the enemy hit points and damage. Players at various levels can fight together and experience is split evenly, but low level players must fight and might die. All these fights are likely melee. Enemy level may vary randomly and the fight has three to five levels. Each kill adds to a ticker. Kill 10, the enemy gets harder, spawns faster maybe and the rewards grow. Each wave is harder. You can run away, but it all resets at the start. The fight is complete, experience and gold are auto-split among the group. The fight trigger is disabled for a random time to prevent camping the spawn. Your goal is to get ore, that's the loot. Or maybe gold. The really tough fights that randomly go to level five might drop an item and the stats are based on the lowest level player who fought. Once all of these spawn points have been cleared of enemies, the yland is free of evil, the city gates or the vendors open and you spend your gold or smelt your ore and the yland is cleared. Players who have not cleared the yland cannot use vendors and you cannot trade or drop weapons and armor. You must earn it. The easiest yland is iron yland, then copper, zirconium etc. In addition, there is the cave with similar fights. At the end of the cave is an NPC. Maybe he is your class quest guy, maybe he is the village blacksmith or the chemist held prisoner. It should be random, but linked to quests which were given or special equipment. When the Flaming bush quest is randomly given, a flaming bush spawns. You must kill the wendigo and bring his head to the prince. The wendigo and price spawn in random locations. Top of this mountain, bottom of that cave, the person who makes the map doesn't know the answer. Even if someone kills your wendigo, it will respawn for you and only you will get a head from it because you have the quest. Once you kill the final boss, game over just for you. Other players are perhaps just joining and the spawns and quests will refresh for them as the world continues on without you unless you start over. It's a shared instance. Each player on their own arc, but together. Now, you have a new map. Place a quest NPC spawn on starting yland. Place Evil Vortexes, 3-4 per island randomized between eight possible spawns. A spawn at the end of each cave, find some cool places, put spawns there. A spawn for vendors or maybe a composition city. You are all set and it is all random, even to you, leaving you free to design a cool world for all this to take place in with custom quests and castles and loot, but it would be playable and random even for the creator. It's a game template that is adaptable. I have made the spawn engine and it works. Compelling and difficult fights are possible, at least for a solo player. But, it is not adaptable like the engine described here, it takes too much effort to tweak the drops and the resistances from fight to fight, level to level. It is difficult to maintain balance. It is very linear and must be fought in a certain order, which limits it to caves. Plus, my ideas keep evolving, so my projects are half finished. I am interested in comments and criticism of this approach or additional ideas. My scripting is horrible and slow, but I like can't shake this idea of an easy, adaptable overlay for the explore game to breathe more life into it and encourage co-op multiplayer, so I will continue messing with this. Maybe you have some ideas, too. I think the basic idea is sound, but it feels overwhelming and half baked.
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I want each player in multiplayer to have their own experience points as they progress. Possibly even retain that score if they quit and rejoin later. Is there a way to do that. I am guessing it would be using a leaderboard, but I can't figure how to do it. I don't really care about who is winning, I just want to globally keep track of your experience points and add to it or use it as data for spawns. I know how to create the global PLAYER in a single player game, which is very useful. Can I do that in multiplayer ? Maybe that would solve my problem. Thanks!
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People adapt or hack to find the path of least resistance in any video game, sometimes in ways unforeseen or overlooked by the game company. I forget what online fighting game my son played years ago, but there was a balance patch to make different characters with different abilities more evenly matched, as well as match up players with skill by way of a rankings system. Right away, every match was gunslinger vs gunslinger, the same character. Nobody played the other characters because they all would lose and your rankings would suffer. The thing is, everyone hated this, yet they were forced to do it to play the game they liked and it went on for months until people just quit. I confess. I chain binge bear berries to dive as long as I want without any gear and I find awesome stuff at very low level. It's not without risk, but it works great. Harmless fun. I'm not sure if this was unforeseen, or if it was intentional design, but that's how I adapted to the rules of the game. I always stand a log block vertically and build three steps and jump on it every time I see an enemy in a cave. It takes just a few seconds. Then, I plink the enemy to death with arrows. I can kill anything like this, 25 at a time if you wish. I never take a hit. 300 arrows get me to the end of any cave and I can be naked the whole time. Nice image, I know. Plus, lots of times, you can be out of aggro range or something and the thing just stands still while you kill it. Plus+, the bow never wavers once you zero it in. Click it to death. Yeah, you can do it outside too, but caves is where this technique shines. Caves lack bushes and trees you can hop up on. Outside, you can get out of trouble most of the time, but caves mostly aren't like that. There are "natural" barriers like elevation changes, but only once in a while. So, this is my hack. Now, I don't like doing it, because it feels really, really cheap and it is very boring. But, I'm gonna do it. And you will, too. If you weren't already. Shame on everyone. Plus, it renders melee weapons irrelevant, which sux. Also, close combat generally sets the enemy off and he doesn't just stand still and die, so added bonus for the melee that doesn't happen. Eventually, you upgrade this technique to firearms, of course, but always you are able to kill with impunity until you amass enough stuff to armor up so heavily that you can once again kill with impunity with melee and save the bother with the bullets and arrows. Easy win, hollow victory. Yea me! Can you please stop me from placing blocks in caves? This would change everything for the better with minimal side effects. It doesn't have to be the whole cave even, just below a certain depth would be fine if that makes it simpler. Right now, it's gunslinger vs gunslinger. The balance is off. I am forced to play in a way that is boring and cheap just to play the game I love. Maybe it's just me. Maybe it's how you meant it to be played. Maybe it's a bug. I dunno. I do know it's how people will play the game, no doubt there. It's the path of least resistance. Once they built an office building and a parking lot with grass in between and waited to build the sidewalks until there were visible paths worn. To keep people from walking on the grass, of course. People will walk the shortest way regardless of the sidewalk placement. And once you see that others before you have worn a path, off you go, walking on the grass... Just wondering if anyone else has little hacks like the bear berries. Things no one has thought of. In the interest of science. Sorry if I ranted. P.S. Don't let me place blocks in caves. Please. Thanks. Peace out.
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Been having some fun in multiplayer. Sometimes. The players are cool, sometimes the ping is bad I guess. On the explore map, multiplayer is a total crap shoot. Some info before I join would be great, even just the ability to ping the game before joining. Bad ping leads to frozen enemies or worse. Is there some way to blend the clumsy list based multiplayer game board, which has great information and the one which I have the best luck joining, and the non-informative question mark which is the explore multiplayer. Can the editor be fully used on a "home island" and made into a game. This seems way more interesting than "Hey look at my base and my boat but don't touch anything, I'm watching you" which is what the current state of affairs is, as I have visited other people stuff this is the vibe. Not an open door policy at all unless it's a random "let's mining drill this island to death and build stupid stuff" multiplayer island which is also needed and fun. This game has a bit of an identity crisis between the editor and the explore. Blending the two halves a bit would help the deeper and more engaging "editor game half" by using the rather superficial "explore game half" to push traffic to it. Put the "games" on the world map just like any other explore multiplayer, but give info when you hover any of them that gives ping and a description and number of players. As for the cave fighting issue, I will add that two players trying to melee as a team are only going to kill each other. Ask me how I know... I guess everyone has seen the spinning workstations onboard a boat. It seems like its only the ones that involve fire but I could be wrong. Foundry, blacksmithy, kiln all spin I do know that, every time you use it it spins around random to land in a different alignment. Saw it on another players boat as we were sailing, too. My animal companion was killed in combat and never heard from again. In multiplayer. I guess that's how it works, if so, I like it. Player numbers are ticking up.
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"Problem with your data. Contact admin if it persists." After I join multiplayer and was immediately banned by admin, all I get is this message when I try to play Exploration. Just made the most awesome glass ship... output_log.txt output_log_clean.txt
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Can't get to the map screen can't play explore. I haven't tried resetting everything. If I reset the world does it wipe out my boat. Oh it works now. The guy shut down the server I guess. It's all good! Yeah !
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I wonder can I carry around a cannon in my pocket, place it, use it, put it back in my pocket.