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Posts posted by Fompster
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22 hours ago, Adam Snellgrove said:I think theirs some problem with memory on that front, but I'll ask.
Thanks
And one more thing would it also be possible to add a feature to rotate the sprites?
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Can you also make them vector images to prevent them from blurring when you enlarge the images?
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Hey,
Loving the update so far except for the fact that a game which worked before the update now gives off an error. The logic which produces this is a time trigger.
I'm not getting much information about what's wrong and im not sure if it is an scripting error by me or due to something else.
Thanks ?
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This should definitely come back again since it can be such a pain to find a specific map when you have hundreds of them
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54 minutes ago, Houp said:Hi, now you have to break one of them and then click "Add to group"
Merging is not supported anymore. One of the reasons is that you might reference groups in script. It would not be clear what should happen if you merge groups? Which one will merge to the which?
Ah too bad, is there then a way to break multiple groups at once?
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5 hours ago, Marci Magyar said:Advanced object grouping - organize your objects into neat groups. Take advantage of performing operations with parenting objects, saving a lot of time and effort.
Any way to just group two or more groups together like before the update?
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Hi,
There is a small issue that whenever a boat gets hit with a cannon ball then the boat goes crazy and shoots skyhigh into the air and practically flies off ?
Also the "Aim Turret" tile doesnt seem to get the exact position of the boat and more than often the cannon overshoots it. So if there is a small fix for that then i would appreciate that.
Thanks
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Hi I just have a few questions about scripting in Ylands which I couldn't figure out on my own. Maybe some of you have already figured this out.
Is there an easier way to add multiple items into an array other than stacking tiles on top of each other like this?
Does it reduce performance or override the storage in any way when I use "add storage" tile on an entity which already has a storage?
And finally is there a way to either change the background or position of the UI within the script itself?
Thanks in advance
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Hi,
I am not completely sure what the cause of this was, but I had a editor map where I placed a few logics (time trigger, global storage and 2 player roles to be exact) and then removed all of them afterwards so that I had a bare map left over. However, now whenever I test the scenario without fail I get this error message on my loading screen:
Everything still seems to work normally on the map, it is just a bit odd.
Here is the map:Thanks
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4 minutes ago, Oliver Hope said:Maybe im wrong here but on collect works for something like a pineapple, when you collect it you dont collect a pineapple plant you just collect a pineapple, I think the entity that you are refrencing is the whole plant which doesnt go into your inventory
I was thinking that too, but the whole plant dissapears when you collect it
2 hours ago, Rudy.cz said:Could you please start a new thread in "Editor technical issues" subforum, so that we can add it to issue tracker as separate entry. Thank you
All done
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I have been trying to teleport players when they touch the water with the "on swim start" event listener but instead it breaks the swimming animation. I have also checked the position of the player when they are swimming and added a lever which also outputs the position and they do not match.
You can see on the map what I've been trying to do.
Thanks
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6 hours ago, Rudy.cz said:The issue here is that "target object" in this case returns the picked object when already in inventory.
How come it works for the collect event?
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28 minutes ago, Cthulunatic said:things do not respawn with the script:
carrots don't work
flint and stone don't work
champignons don't work
eggs don't work
grain don't work
oyster don't work
starfishes don't workIt seems to be everything on the "on pick" event although the exact same script works for the collect
On a related note, I have been trying to teleport players when they touch the water with the "on swim start" event listener but instead it breaks the swimming feature and I think it is also related to the wrong positioning. You can see on the map what I've been trying to do.
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Is there an estimated time for when the water terrain tool will come back?
Will there be an easier way to collaborate with other people on the editor - maybe even being able to do real time building in the editor?
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On 4/2/2019 at 1:37 AM, RedEagle_P1. said:Is it ok if I join in?
I am curious what you will come up with in a couple of days, so it is a yes from me ?
@Zen Billy those pictures look cool! Keep it up
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7 hours ago, Igor Q. said:Yup, thats the one ?
That video is actually blocked for me, so I usually listen to it here
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Im a huge sucker for any of Ludovico Einaudi's pieces and I would say that I have listened to the album "In a Time Lapse" the most out of all of them by a mile
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Hey all,
So I have been struggling with this problem where I have created an instruction which checks a player's inventory for a specific item (Ingredient) and then spawns a food item (Dish) in the player's inventory, however, I am not able to successfully spawn the item into the player's inventory.
The problem lies in the "Dish" variable since I keep on getting this error message when I use it.
However, when I replace the "Dish" variable with the "PIZZA" entity (first picture, bottom of "Dish") then everything works perfectly but "Dish" is already equal to the "PIZZA" entity.
Could anyone possibly explain why it isn't working and whether I have overlooked something or if this could potentially be a Ylands bug?
Thanks!
Image sprites in the new HUD
in Editor Suggestions
Posted
Another useful sprite will be something that blurs the background