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Everything posted by Mello1223
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Amazing!!! 🤩
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if you would like to slightly improve your editor maps, in this video you will find instructions on how to add custom commands to your map, and here you will also find instructions on how to share the map in the workshop.
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in this video we will create other instructions that will create a random maze for us. an instruction to check neighboring cells of raycast aids, the raycast instruction itself, an instruction to remove walls in the maze between individual cells, a backtracker instruction, and an instruction to select a random neighboring cell and move the current cell to this random cell RANDOM MAZE GENERATOR.zip
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Hi. I'm also a bit addicted to ylands, and I also have minimal basics of scripting. I don't know anything about other things. but I also devoted a lot of time to it, and I can tell you that the best helper for learning is discord. There aren't as many people coming to the forum as there were. But I have a few comments that I have already written in your previous posts. if you want to present your game, please add screenshots, because one picture says more than 10 lines of text that anyone dont wants to read.adding default enemies would only bring more demands, for example, add a freezing attack to them, etc... in my opinion, it is better than complete enemies that we can create ourselves.
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loool... ...translator...
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takze. v prvom rade sa chcem vopred ospravedlnit ze to napisem hlavne v mojom rodnom jzyku,pretoze toto je tema na ktoru cakam uz strasne dlho . pridam aj anglicky preklad,ale nechcem aby sa nieco stratilo v nespravnom preklade. takze: v prvom rade sa mi nepaci velkost energetickych objektov. rozumiem tomu ze je to urobene koli tomu aby sa dali jednoducho prepajat,ale nemyslim si ze je to efektivne. podla mojho skromneho nazoru by bolo efektivnejsie keby sme k aktualnej moznosti prepajania pomocou nastroja na prepajanie energie dostali moznost prepajat ich pomocov zadania mena alebo id. kazde energo zariadenie by malo UI ktore by sa zobrazilo pri interakcii. tu by sme mohli nastavit prepojenie z ostatnymi energo zariadeniami v okoli,zadamnim cisla id zariadenia,alebo by sme si mohli vybrat z tabulky zariadeni ktore su umiestnene v okoli. inspirovane hrou creativerse. druha dolezita vec,doplnit dalsie zakladne logicke hradla ktore pozname, napriklad NAND,NOR,a podobne a zakladnu pamat ako spomenul zawril. k tomu je ale potrebny aj casovac,o ktorom som uz robil samostatny navrh aj z videom(,najdete ho v sekcii navrhy.) casovac by mal v UI okrem moznosti prepojenia z inymi zariadeniami aj moznost nastavyt cas cyklu. posluzilo by to aj na vytvaranie impulzov pre logicku pamat . dalej kondenzator: v podstate suciastka ktora by mala rovnaky princip fungovnia ako dobijacia stanica,ale bola by mala,a po nabyti by pustila energeticky tok dalej na niekolko sekund ( cas by sa dal nastavit) merac energie. tiez princip zariadenia ako mame na lodiach,akurat ze tento by sa dal zaradit do energetickeho obvodu. potenciometer : suciastka na regulovanie mnozstva energie , kombinovane zo svetlami nieco ako spominal Jchobs ,svetla by sa dali stmievat a zjasnovat . alebo by sa tym dal regulovat tok za rozdelovacom energie. taktiez rozdelovac energie a generatory z viacerimy vystupmi by mali fungovat tak ze ked generuju urcite mnozstvo energie,tak by malo byt jedno z ktoreho vyvodu pojde rozne mnostvo energie,pokial nieje vycerpana cela kapacita. tolko k malim suciatkam a podme k zariadeniam : bolo by super keby sme mali vsetky vyrobne stanice v levely energy. zakladny level tavnej pece by bolo kurenie drevom,stredny by pouzil ako palivo uhlie,a posledny by vyuzival energiu . rozmanitost generatorov uz spominal yohas,takze to preskocim . energeticke zbrane/pasce . pri dodani energetickeho impulzu alebo energie by sa zapli. teslov generator ale na viac sposobov. napriklad autommaticke delo. malo by zasobnik,a pri dodani energie by strielalo po vsetkom v urcitej oblasti. senzory : senzor den/noc, senzor na detekovanie NPC ,(zvierata atd) ,senzor na entity : po vlozeni urcitej entity do oblasti snimania sa senzor zapne ) tento senzor by mohol obsahovat kontajner z jednym slotom - slot by sluzil ako nastavovac pre to aku entitu to ma zaznamenavat . ((priklad : vlozite do kontajneru senzora travu- senzor bude detekovat ci sa v oblasti nachadza alebo nenachadza trava. senzor na zmenu pocasia. dalsia podla mna velmi zaujimava vec by mohol byt ciselnik a zariadenia na vysielanie a prijmanie numerickeho signalu(ciselne prevodniky ) . (tiez inspirovane hrou creativerse ) pridalo by to niekolko nasobne viac moznosti prepajania logickych obvodou. k ciselniku by bolo super mat aj ciselny display,tie ktore mame teraz bud svietia alebo nesvietia,k tomuto by sa dalo zobrazit cislo podla dodaneho signalu z ciselnika(prevodniku) dopravnikove pasy uz tiez spominali vyssie,tiez som k nim ale robil video,a v pripade zaujmu ho mozem neskor pridat. ,k tomu by som ale este doplnil zariadenie na vkladanie predmetov do kontajnerov,ako lievik v minecrafte , akurat by to mohlo byt spojene aj zo senzorom na entity,takze by sa dal urobit sklad s automatickym triedenim predmetov. predmety by padali do energetickych kontajnerov ktore by mali aj moznost vydat material spat von,napriklad nazat na dopravnikovy pas. klimatizacia,toto asi netreba ani vysvetlovat. no a k zariadeniam by som urcite naozaj uvital pohiblive platformy,napriklad vytah-ale s tym ze by sa dali kombinovat na seba : priklad zakladna platforma by sa zdvihla o 10 blokov,alebo menej,no keby sme nd nu pridali dalsiu platformu,zmenilo by sa to na jednu platformu ktora by sa zdvihla o dvojnasobok,atd... k vytahovym pltformam by bolo super mat dake zasuvacie steny,okna,a podobne. samozrejme aj dake rotacne platformy by boli super,tiez napriklad rotacne dvere ako v supermarketoch a podobne... mal by som toho na dalsich 10 stran,ale necham priestor aj pre ostatnych . 😁 ENG- so. first of all, I want to apologize in advance that I will write this mainly in my native language, because this is a topic that I have been waiting for a very long time. I will also add an English translation, but I don't want anything to be lost in an incorrect translation. so: first of all, I don't like the size of energy buildings. I understand that it's done so that they can be connected easily, but I don't think it's effective. in my humble opinion, it would be more effective if, in addition to the current possibility of connecting using the energy connecting tool, we could connect them by entering a name or id. every energy device would have a UI that would be displayed when interacting. here we could set up a connection with other energy devices in the area, enter the ID number of the device, or we could choose from the table devices that are located in the area. inspired by creativerse game. the second important thing is to add other basic logic gates that we know, for example NAND, NOR, etc. and close the basic memory as mentioned. but for that you also need a timer, about which I already made a separate proposal from the video (you can find it in the proposals section.) the timer should also be able to set the cycle time in the UI in addition to the possibility of connecting with other devices. it would also be used to create impulses for logical memory. Next, a capacitor: basically a component that would have the same operating principle as a charging station, but it would be small, and after charging, it would let the energy flow continue for a few seconds (the time could be set) energy meter. also the principle of the device as we have on ships, just that this could be included in the energy circuit. potentiometer: part for regulating the amount of energy, combined with the lights something like Jchobs mentioned, the lights could be dimmed and brightened. or it could be used to regulate the flow behind the energy distributor. also, the energy distributor and generators with multiple outputs should work in such a way that when they generate a certain amount of energy, there should be one outlet from which a different amount of energy goes, unless the entire capacity is exhausted. so much for the logic things and let's talk about the devices: it would be great if we had all production stations in levely energy. the basic level of the melting furnace would be wood burning, the middle one would use coal as fuel, and the last one would use energy. Yohas already mentioned the variety of generators, so I'll skip it. energy weapons/traps . they would turn on when an energy pulse or energy was delivered. tesla generator but in more ways. for example, an automatic cannon. it would have a magazine, and when the energy was supplied, it would shoot at everything in a certain area. sensors: day/night sensor, NPC detection sensor (animals, etc.), entity sensor: after inserting a certain entity into the sensing area, the sensor turns on) this sensor could contain a container with one slot - the slot would serve as a setting for what the entity must record it. ((example: put grass in the sensor container - the sensor will detect whether or not there is grass in the area. weather sensor. Another very interesting thing, in my opinion, could be a dialer and devices for sending and receiving a digital signal (digital converters). (also inspired by the creativerse game) it would add several times more possibilities of connecting logic circuits. it would be great to have a digital display for the dial, the ones we have now either light up or don't light up, it would be possible to display the number according to the supplied signal from the dial (transducer) The transporter's passports were also mentioned above, but I also made a video for them, and if you are interested, I can add it later. , but I would also add a device for putting objects into containers, like a funnel in minecraft, it could also be connected with an entity sensor, so a warehouse with automatic sorting of objects could be made. the objects would fall into energy containers, which would also have the possibility to release the material back out, for example attached to the carrier's passport. air conditioning, this probably doesn't even need to be explained. well, I would certainly really welcome movable platforms for the equipment, for example an elevator - but with the fact that they could be combined on top of each other: for example, the basic platform would rise by 10 blocks or less, but if we were to add another platform, it would change that on one platform that would be raised twice, etc... it would be great to have retractable walls, windows, etc. for the elevator platforms. Of course, rotating platforms would also be great, also, for example, revolving doors like in supermarkets and the like... I would have it on the next 10 pages, but I will leave space for others as well. 😁
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ahoj. uz som si pisal s vyvpjarmi a moznost zbierat entiy s planu bude upravena. zial asi az v dalsom update. v editore si to ale môžete zmeniť buď v nastaveniach mapy, "položené entity zobratelne",alebo v nastaveniach entit,zobratelne. a tiez uz sme davali niekolko navrhov na novy nanstroj alebo system vytvrdzovania,tak snad nam nieco vytvoria. Hi. I have already written to the developers and the possibility to collect entities from the plan will be modified. probably in the next update. in the editor, however, you can change it either in the map settings, placed entities removable, or in the entities settings, removable. and we have also already given several proposals for a new device or system for hardening, so maybe they will create something for us.
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https://youtu.be/FUqHcDMjGeI composition is already available in the workshop. you can find it under the name picture generator ...
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Suddenly i found the Raycast will Hit nothing,if the start position in the Entity's inside
Mello1223 replied to F.hao's topic in Editor Bugs & Technical Issues
for me,it works good. entity 1 = mushroom position Y 0.375 entity 2= mushroom position Y 0.255 everytime hit correct target ,collisions ON -
Analysys: the start of the game is not a suitable event to call the script for entities, because entities are loaded last another thing, if you really want to do it with scripts, what about energy and pairing, ports are necessary. bug reports are also very useful, so it would be great if you learned how to take screenshots, and in case of other problems, take pictures of the errors. that way we can help you more. recommendation: connect the power manually, using the power connection tool in the editor.
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I can't wait to test it tonight.
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Gameset - Reserve Session - Transfer Player Does Not Work.
Mello1223 replied to Igor Q.'s topic in Editor Help
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Gameset - Reserve Session - Transfer Player Does Not Work.
Mello1223 replied to Igor Q.'s topic in Editor Help
I know it's a bit of a difficult process, but you can also use these tiles in multiplayer. however, you need an event listener or other logic set to local, and you can use all tiles for one player in the multiplayer in the message transfer tools. just send data from local to server. -
First view from mini-game I'm working on now
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I finally managed to harmonize the improved building system. on the visual page, I will definitely work in the future to make it look more beautiful. I will be very happy if some builders try the map and leave feedback.only one type of block can be used in this map, but it is enough to test the functions. CUSTOM BUILD SYSTEM 0.1.zip
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Gameset - Reserve Session - Transfer Player Does Not Work.
Mello1223 replied to Igor Q.'s topic in Editor Help
hi. I don't know if it will help you, but here is a video from naru, which describes the connection of games. -
After unexpected problems, today i finally managed to complete scripts for placing objects, production stations and other things.object placement works almost the same as basic object placement in the game, but is enhanced with several new features, such as the ability to set the moving step in grid mode, or change the rotation angle. hud not to notice the video, it will be completely redesigned to provide all the necessary information..
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I'm almost sure the pixel cube won't will be add to the shape tool...if you remember the player named sanaheho, she created a robotic dragon for the first contest, which was created largely from pixel cubes.she couldn't load her composition to the workshop, so she first asked me to try it, I didn't even succeed ....in the end, the developers had to load it, and according to what Adam wrote to me, it take few hours ... second example: when I started creating objects from 3d models, I tried to weld 200,000 pixel cubes into one entity... the result will probably not surprise anyone. failure only when I created 5 separate welded entities, it worked, but it still took me almost two hours.. then I found for loading , helps a lot when the blocks do not overlap. now I can do it in half an hour since the creation of the object with 200,000 pixel cubes to object from 5 welded entities (pixel cubes amount +/- 150 000 ) ... still lot of time...
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basic suggestions to expand the possibilities of energy in the game
Mello1223 posted a question in Suggestions & Feedback
for sensors it would be great if we could also set the size of the scanned area. -
@Houp btw, what is the difference between "on fix update" and "on update" event in event listener?
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I use the event listener almost always and everywhere. especially during animations. when it comes to a single player game, it can handle 50+ commands. Another advantage is in the interval, because the event listener works in the interval 0.025 and the timer works in the smallest interval 0.03. it's not a big difference, but it's obvious in animations.
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why do I edit 3d models like this? I create all models using cloud points. I use the meshlab program for external editing of these clouds, which is suitable for me, but it cannot create an exact square grid of points, and therefore some points partially overlap. in order to save performance as much as possible, I still adjust all these overlapping points in this way...
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Since I can't work on the Tiger project due to data transfer problems, I started working on a model that I've been thinking about for a long time... I wanted to create a model that I am working on in real life, but I did not find an official 3D model of the series 3XC from the year 2018, so this model will contain slight deviations...