Jump to content

Harry Pines

Registered User
  • Content Count

    39
  • Joined

  • Last visited

Posts posted by Harry Pines


  1. Hopefully not Necro-posting, but I I finally caught some notifications in my inbox and released a version into the current workshop with the game-breaking elements removed and the items stripped down for players' own adventures. the bark wasn't perfect as I don't really have the time to get back into Ylands at the moment, but hopefully, it's something for people to enjoy!

     

     

    • Like 1

  2. On 9/30/2019 at 1:32 PM, RedEagle_P1. said:

    Are you guys still making ships? 

    I can't speak for zarwil, however, we had a furnished frigate in the works but an update broke some of the saves, Without a mirror tool there's a lot of tedium involved and it's up to him to find the time to make a hull.

    • Like 1

  3. 9 hours ago, Houp said:

    PC only game.jpg

    It is this way because it is always better to start making a game which will work on all supported platforms than to make a game and then hear "sorry, it will run only on PC".

     

    Putting scripts and game logic objects to game save was never supported. If you were able to do it then it was possible only by mistake. Many things would not work correctly. (maybe it would not be seen on the first sight) We do not plan adding this feature to the game. (to be able to modify/add scripts/game logic objects to existing play saves)

    Hold on a second, I wasn't supposed to be able to add scripts and features to my ships?
    I was under the impression that people were supposed to load the blueprint in to get it in the first place?


  4. 18 hours ago, Adam Snellgrove said:

    Incredible guys! Again absolutely stunning screenshots and really we do appreciate them a great deal, so keep up the great work!

    And now to the runner ups of last week's contest. Again, it was very difficult to choose, but here they are...

    Christalle 1.jpg
    Christalle and her magical grove.

    Lunz 3.png
    Lunz managed to make a cosy little cottage in the unforgivable North.

    Harry Pines 1.jpg
    And Harry Pines swooped in with an absolute classic. The lonely Explorer.

    It boggles my mind the creations shown in all screenshots submitted and I can't wait for the next batch. And for the runner ups, please send me your in-game names, so we can send you your prize ? @Christalle @Harry Pines @lunz and of course the winner himself, @zarwil

    And this week our theme is going to be EXPLORATION. So anything vehicular, adventury and so on goes. And as always you have till Friday 10am to submit your screenshots either here, or on Instagram and Twitter with the hashtags #pycs and #Ylandspycs

    So good luck, happy screenshotting and stay classy Ylanders!

    wait what! I didn't even enter!, I was just showing off the sun

     

    I'll still take my prize ?

    • Haha 1

  5. On 7/17/2019 at 8:58 PM, CAIROGYPTIAN72 said:

    probably a noob question but how exactly do you download stuff from the wrokshop ?! this ship is gorgeous !

     

    happy to help since they don't make it clear.
    jump into the editor in-game, go to compositions, click the downloaded tab and the "get compositions" then just search it and download from there!

     


  6. On 7/10/2019 at 10:51 AM, Bob Salvador said:

    Great work. As a big player of Sea Of Thieves , can't wait to sail with friends in this crazy Ship ;D thx.

    thank you! now if only we had attachable rowboats!

    • Upvote 1

  7. here are some big ones,

    1. you can't animate objects on ships as reference points don't stay with them nor do they respect move command and instead move to the map position (not the position grid on the ship)

    2. trying to move a block on a ship (using the planar move tool)  when too close will instead select and move the block your mouse is over. The same happens on the rotate tool and makes it near impossible to fine tune larger compositions.

    3. hitbox selection will randomly move two feet to the right, to select one block you might have to look at the ones next to it.

    4. groups can no longer be made on ships.

    5. using the lock and unlock script command will not trigger lock unlock event starts on the respective entity but using the damage command will.

    6. sometimes when returning to the editor from a test game, pressing V will no longer allow for fine adjustment and it will be impossible to go into free placing mode and the only solution is to abandon editor game (logging does not fix)

    7. when duplicating a selection of blocks, some of the blocks that make up the selection will double dupe and you won't find them until you paint.

    8. getting up from chairs will sometimes teleport you to the floor above

    9. when on a ship, if an iron rod, pole or other small item obstructs your view, every noncontainer/furniture will turn invisible until you move the camera.

    10. broken helm is actually bigger than ship helm.

    11. lit stove turns nearby bread to ash.

    12. points of interest are not generated in explore maps from the editor but are from the main menu.

     

     


  8. 10 hours ago, Eglixus said:

    Wow! What a visually stunning build! From every angle this ship looks superb. The sheer level of detail you've gone to is insane, particularly with the interior areas like the gun deck, armoury and rear cabins - it makes this ship seem so functional and lived in. And operational broadsides, what can I say but awesome!

    Thank you for sharing this on the workshop, very inspirational. That said, you've also entirely put me off my own attempts at ship building. :P I think I'll scrap the idea of an Napoleonic frigate and just build a raft! :D

    Thank you for your kind words. I'd love to see a Napoleonic frigate from you!


  9. ---------------------------------------------------------------------

    LINK TO ASSET:

    https://workshop.ylands.com/asset/1213

    PICS AT THE BOTTOM:

    LINK TO DEVELOPMENT DIARY AND FIRST SHIP:

    --------------------------------------------------------------------

    After more than a month of work. She's finally ready to share in her first rendition!

    She has 2 decks, 32 guns, scripted cannon fire, survival friendly reloading, and even a rangefinder (in more detail below)!

    Comes fully equipped with :

    Rigging with double stacked sails ( 2 masts for the price of one!)

    Saloon with kitchen,

    Fore + Aft Storage,

    Fully stocked armory,

    Furnished gun deck,

    and Captains Quarters.

    a ton of code!

    Don't hesitate to leave feedback. This isn't the final version, just the first I am comfortable sharing!

    ------------------------------------------------------------

    THE TECH

    -----------------------------------------------------------

    There are 4 mechanics built into the ship.

    1) Broadside, at the pull of the lever she will fire that side in a full secession!

    the shots are delayed slightly for each gun, this is mostly based on more realistic engagements against moving targets but this can, of course, be changed in the script.

    2) Reloading system: simply place cannonballs in the pictured chest and the cannons will consume however many they need to load themselves with. Be sure to keep extras in there as they will try to reload themselves after you let off a broadside!

    RELOAD DEMO: (note  the long range on left lever, close range on the right side)

    giphy.gif

    3) Rangefinder: Two modes. first is a standard flat plane. use it for closer engagements. the upper cannons have been aimed up ever so slightly to match the range of the main guns. thus they will all hit a concentrated point! The latter is a long-range Arc.  Use it to scare off your enemies from afar or even shell a yland from the safety of the water!

    SHORT DEMO:

    giphy.gif

    LONG DEMO:

    giphy.gif

    ------------------------------------------------------------

    PICTURES

    -----------------------------------------------

    18.thumb.jpg.aee3b624c2de00dfaaa64905124b0107.jpg17.thumb.jpg.aa119817701fba354ce7cb5244d422af.jpg16.thumb.jpg.e429e6ed63c4e28e5d92b6ca2e5f0549.jpg13.thumb.jpg.1e6d7db35897a29b2dc10313db0a5a16.jpg12.thumb.jpg.a4ef4f910e85f3a5e3fbaeab998bc0ff.jpg11.thumb.jpg.5ab413dc1844bee8efabaa7ba3796375.jpg10.thumb.jpg.941fb815456b796f92d1f1df8d85d01b.jpg9.thumb.jpg.05dddbc04f237b04a95db56dba51ab9f.jpg8.9.thumb.jpg.6d72b174bb6cda2183e37cae8a693d88.jpg8.1.thumb.jpg.0931f658f4b0661bea8113f13babb3e5.jpg7.thumb.jpg.5c1dc4d329d3ea5395a0b23007efacf3.jpg6.thumb.jpg.aa4b15bdcc11b662fcaf04c56f78a370.jpg5.thumb.jpg.23f2fd3e9ac8393a7e7ca94cbf27d523.jpg4.thumb.jpg.5386d530f896f1701b0528f53e71bab9.jpg3.thumb.jpg.1cfe98074e6df4711be2e146523d1ca8.jpg2.thumb.jpg.9fd8c0ec745404850480f63e5f4b9969.jpg1.thumb.jpg.11ce3139ae0425d6618a99edb14a7e42.jpg------------

    • Like 7
    • Upvote 3

  10. code progress!

    the cannon rangefinder now works perfectly and the hassle of reloading has been replaced with a chest!  now all you have to do is place your balls in the box and whenever a broadside is fired, a few moments later all the cannons will reload with however many you placed in there.

    the saloon has been converted into a proper kitchen and I'll have the remaining interior done soon,

    next up, cannon recoil!

    20190622163145_1.thumb.jpg.b7a536f7471a4b238898e675a8b80618.jpg20190623023645_1.thumb.jpg.59014a568c9fdf329c7a7b1356ac4abc.jpg

    20190623012349_1.thumb.jpg.343992504465d1b15b58008beadeb1a8.jpg

    • Like 1

  11. minor physical work today, cleaned the back a bit more. fleshed out the rear interior and fixed the stairs throughout the ship. benches looked nice but were glitchy to move up and down. 

     

    Also decided to play around with the logic to develop two features. 

    1) have the all cannons fire sequentially as a broadside. The lack of global variables makes this a pain as I have to add each one to an array or do it individually each time. regardless that system is working great!

    2) have two levers that configure the range of the cannons. this should be as simple as using the "aim to" block but sadly it isn't so. for some reason the positions you input have no bearing of reality which meant the entire thing resorted to trial and error. still playing with the individual offsets and the overall range as the small cannons have a much faster dropoff rate. the effect does work... kinda?

     

    below is a comparison of the default position (right) vs the long-range script (left)

    those holes on the left closest to the ship are the small cannons at pretty much 45*.  Not sure if I should bump the range up anymore on the big ones. Do people actually land hits at ranges greater than that?

    Please don't hesitate to discuss your experience in ship to ship combat!

      20190622022644_1.thumb.jpg.2aa1d2a2cb20e736263351d1eb739c3a.jpg


  12. Eye candy time!

    I cleaned up the rear so it's a fair bit sleeker, I've also begun decorating the hull of the ship, changed the paints and added gilding. Captains quarters are taking shape too but still a WIP.

    The biggest headache was redoing the rigging, it wasn't at the right angle to the ship and was rife with clipping. there was even another duplicate hiding in there! I've now moved it away from the hull and finally tidied and polished off the bottom of it with rope and more poles. I think it looks much better than before.

    <WARNING> LOTS OF SHIP P0RN INBOUND

    20190621011234_1.thumb.jpg.a0c0dbeb6a8cd6e578f7b60ace8df643.jpg20190621010926_1.thumb.jpg.f891ef3f313f6387503a5b283bc9fd5b.jpg20190621010930_1.thumb.jpg.cbe2f9e23fba109f3d72bcc264279920.jpg 20190621010607_1.thumb.jpg.c34d8b79ddaf5ead74db189e1700360f.jpg20190621010628_1.thumb.jpg.060c26ccd1aff329e0751a3e9c107832.jpg20190621011005_1.thumb.jpg.5c7b8b02c889a446553b03bc93ec1f13.jpg


  13. 5 hours ago, zarwil said:

    Probably the best ship I've seen on here! Really liking that it turned out pretty sleek despite having two cannon decks. Epecially love the interior design!

    thank you! I must say however as soon as you publish your ships that title will certainly fall to you!

    I am still debating if I should strip out the nonessential interior in the published version as I fear it may be overdoing it. The trick to the cannon decks are down to two things, The height of each deck is actually one block less than the doors (some evil clipping used) thus i managed to shave off two blocks right off the bat. the second part I personally think is due to the cannons on the upper deck being smaller. I can't explain why but it helps a ton with the overall profile.

     

    thank you again! I'm one of the biggest fans on your shipyard stuff!


  14. On 6/18/2019 at 12:28 AM, MyPa553ng3r said:

    I'm a fan.  Amazing work.  I applaud your patience with the angles on a ship, even in Editor it can be tedious.  

    Thank you for the kind words!

    Tedious doesn't even begin to describe, when you hit a certain block density, all of a sudden it's near impossible to move a selected block unless you do it from far away! for some reason, the game just selects and moves a different one.

     

    Regardless. with any luck ill have it polished and fleshed out by the end of the week!

×