-
Content Count
68 -
Joined
-
Last visited
Everything posted by Jimin Park
-
Let's say a player is facing a certain direction. I need vector position that is exactly 7 distance away from the player to a position it is facing. How could this be obtained in Visual Scripting?
-
There is this Throw tile we can use but I have no idea how to throw towards the direction I am aiming at with the camera. Is there a way to achieve this accurately? If it is complicated with a lot of manual vector trickery, could we have a simple tile added for this?
-
I once again felt the care you guys put into this major update 1.3. It put a smile on my face when the client updated itself without a manual steam update, it was almost too kinky. Exporting our game in new editor and finding out nothing broke reminded me of that time when I was dating my wife long distance, she did not change a bit even after months of separation. Then when I observed a global storage that had loads of tiles and used to take a long time to load loading in matter of a few seconds was like not being able to eat the food I love due to the stomach ache but pepto bismol came in and cleaned it right up. Thanks.
- 1 reply
-
- 1
-
RESOLVED [YLD-24324] Unable to export game to workshop
Jimin Park replied to Jimin Park's question in Bugs & Technical Issues
This is now possible now. Could you mark this resolved for now. -
RESOLVED [YLD-24324] Unable to export game to workshop
Jimin Park posted a question in Bugs & Technical Issues
Today I am unable to upload the game to Workshop at all. I've attached the error message and the log files. output_log.txt output_log_clean.txt -
We put the custom player HP bar on bottom left and the chat window is overlapping. Could we have a way to reposition the chat window if we wanted to?
-
Two main points of this video: 1. Controlling the damage of the cannons are not possible other than this hack I am doing. Most ideal thing is to be able to control the damage like how the weapons are being done. 2. The hack above only works form the 2nd fire and on. First cannon fire does massive damage still. Please see the video below.
-
@bures.peter Do you have the world saving turned on in your game? Your game needs to be unprotected and world saving turned on. Could you just attach the scenario file here on the forum so I can just download it and take a look? Thank you very much for helping me out.
-
RESOLVED [YLD-24096] Terrain or Entities disappear after quick export to workshop
Jimin Park posted a question in Bugs & Technical Issues
Exactly what the title says, when I add new terrains or entities and export using quick export the newly added stuff don't appear in the game when you host it with rental server and join it. The only fix this to this is actually doing the EXPORT & UPLOAD then they appear properly. I am attaching the client side logs here and sending my scenario to @Adam Snellgrove over Discord. Quick Export Bug Logs.zip -
Can you upload the scenario here so I can see the script of how you did it?
-
The lag+animation bug
Jimin Park replied to Hunter-Over-Fire's topic in Editor Bugs & Technical Issues
Are you trying to synchronize rotation animator? Even if they are aligned in the beginning of the game, they will not perfectly stay like that. If you want them to be synchronized perfectly then you have to use a lot of math, that involves how much delta time has passed since the last animation frame for each wheel and manually calculating rotation values for this animation frame. This is probably not the answer you want to go with. I would suggest just letting the wheels rotate individually without synchronizing them. And simply get the grey rod to animate by itself regardless of the wheels. It would still look good and best solution I think.- 1 reply
-
- 1
-
I see in playgrounds games there is a boulder that comes down and if you are hit by it, you get flung off to the back. How do you something like that? I see this happening also in car racing game where if you step on something you get bumped up to in the air and jump over obstacles.
-
Sure. If you have a scenario where you can manually control the damage of the explosive bomb (not cannon ball) from the 1st shot, that would be super. I would like the damage to be 50.
-
My game is not corrupted. It is a brand new game with nothing in it. Changing the multiplier on cannon to 0.5 like in your screenshot does not work. You are saying you don't have to do any scripting? Just change the damage multiplier? And the "You cant shoot Protective Barrier Generator" message is because your bomb is INDESTRUCTIBLE. Can you post your scenario here so I can take a look?
-
I tried your solution and it doesn't work. Can you show me your script tiles and let me see what you mean? Please test your script yourself first to see if it works. I would appreciate that. I don't think that is how SET DAMAGE MULTIPLIER works. That tile is a static configuration on the entity, in this case the Bomb projectile that is exploding. All I am doing here is setting the damage multiplier configuration on individual bomb entity when they are created to a very small value so they deal no damage, and then applying damage manually when they explode.
-
@Adam Snellgrove Yeah thanks. That would really help to have you guys just test it out. I just wish the unbalance accusations would stop as it makes it look like my team isn't doing our job testing the game (it's currently a team of 1 scripter and 2 modellers now). But I guess I will have to get used to this lol Anyways we are probably 20-30% done. I would say another 2 months and we should be finished.
-
Ok maybe it's my problem but I am fine with it so stop talking about it. I heard you. Enough is enough. Like I said we are grown ups and we can disagree. And the Ninja problem is known issue. I am waiting for Ylands team to allow me to get direction vector of the camera. If this is not provided by Ylands team in the near future, I will have to think about a way to change the skill for the Ninja class.
-
Thank you very much. A huge upgrade. And I am noticing the visual upgrades on the scripting tiles as well.
-
I say Overwatch because I copied Payload game from there and I rather follow how that game feels than listen to you for balance changes which doesn't make sense to me. Hey man, I already said let's stop discussing about my game. I am free to do whatever I want with my game. I heard your opinion and I disagree. You are not making my game. I am making my game. You can go and make your own balanced game. Let me know when you finish your game. I will join and play and see how balanced your game is. You make it first and let's see how it feels.
-
In Overwatch, I can also go kill people in 1-2 shots if the team is not working together. Do you feel that Overwatch is an unbalanced game? Because I can tell you, a pro player can go kill entire 6 people team alone. Is that unbalanced? No, if you are good, you can kill entire team by yourself with any character in Overwatch. The problem with my game is not it is unbalanced. The real problem is there is no match making system to put similarly skilled players to a match. But if you are arguing about unbalance? then I will disagree with you for now.
-
I disagree with you. There are no character combos that are unbeatable if you have to play near the payload. If you run away and try to survive, yes you can be unbeatable but you will lose the game. Have you played Overwatch? Nobody can kill Tracer if Tracer just runs away. But if you run, you will lose the match. It sounds like you have not played my game with other skilled players. Guardian + Grenadier combo will kill everyone near the payload, there is no unbeatable characters when that happens. Also good Ninjas with proper jump attack + Death Jump(R) skill will almost one shot you. Healer + Ring combo is not gonna save you. I have a feeling you are judging my game based on very little game play and did not play with many skilled players yet. You are free to think the game is unbalanced. You already told me you will never play my game because it's not for you anyway. It's ok I don't want everyone to like my game. Only people who enjoy team based pvp should enjoy. For me, I still believe my game isn't that unbalanced yet. For now it feels good to play team fights. Later when more skilled players continue to play and I see that team composition is really becoming unbalanced, then I will fix it. I would like to stop the discussion here with you on my game balance. You think it's unbalanced. I think it is balanced enough. I think we can disagree and it's ok.
-
I will have to disagree with you on that. The objective of this game is not about killing each other mindlessly. This game is about pushing the payload. For example the duel we had between you and me, Guardian vs. Ring, Guardian has -20% run speed and therefore it is not designed to chase after people. Instead Guardian has a massive ultimate skill that sucks all enemies towards him. This can be combo'ed with other teammates like Grenadier's Keg Bomb. It's like combining Zarya and Hanzo's ultimate together in Overwatch game. Again, my argument is this game is not about 1on1 dueling. It is about teamwork and pushing the payload. Have you had a good game with 5on5 with people who know what they are doing? When that happens, the game is actually fun to play right now. If you want to look at balance, you need to look at team compositions. - Turtle team (Full Defense) : Guardian, Soul Blade, Torch Runner, Healer, Beast Master - Dive team (Full Offense): Healer, Ring, SoulBlade, Ninja, Grenadier Now you can compare which team wins more and see where the unbalance is. This is how Overwatch always balances their game. Based on team compositions, not individual characters. And also, if one composition is unbalanced, the game is still balanced because the other team can switch to exact same characters as your team to have mirror match. This is why again Overwatch allows players to play all characters in both teams. Otherwise game becomes way too difficult to balance. If I want to make just 1on1 fighting game, I will make it as a different game, not this one. This one is a team work payload pushing game.
-
Ok I will try those tiles. I wonder if you can throw players themselves like that. In what way do you mean classes are unbalanced? I played all of them for countless hours and they seem pretty fair. Maybe you did not use some of them correctly?
-
RESOLVED Tiles do not get copied properly when saved to composition
Jimin Park replied to Jimin Park's topic in Editor Bugs & Technical Issues
Sorry, looking at my old scenario where the composition was saved from, the tiles are already missing there! So it wasn't the composition save / load problem. Something else removed the tiles from my script before that. So this bug report is invalid, please mark this thread as such. As for when the tiles magically get removed (I would never do this because those missing tiles would totally break my game), I will keep my eyes on it and when it happens again, I will report again with the logs and scenario at the time when it happens. -
RESOLVED Tiles do not get copied properly when saved to composition
Jimin Park posted a topic in Editor Bugs & Technical Issues
1. I grouped a bunch of game logics and saved as composition. 2. Placed the composition in another game and found that all tiles that were attached to certain trigger zone ON ENTERED are all gone. Also unique grenades ON EXPLODED lost all its tiles as well. Unfortunately I don't have the client logs with me because I loaded the compositions couple days ago thinking that this would just work flawlessly and did not keep the logs there. Is this a known issue? I understand this one is a tricky one to reproduce because.... only a couple out of some 50 logics had this issue happening...