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Valour4Eva

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Posts posted by Valour4Eva


  1. 2 hours ago, Mello1223 said:

    I will also join the topic ..these markers serve as an indication of the beginning and end of an ability, if I understand that well ... and there is a way to start an ability without having to toggle it using preset buttons if, for example, I want to use custom controls to start an ability..is it posible???

    It is semi possible. The reason I say "semi" is because you have to have the hotbar set to the skill hotbar in order for custom controls to work. If you try to use a skill custom control when you're on the crafting hotbar window, it won't work.


  2. So while making my game for the BI competition, I noticed a pretty annoying bug:
    Lets say you have a player role you spawn in as and have 3 skills equipped to that role. Naturally, you spawn in with all 3 of those skills in your skill hot bar. 

    Now, when you spawn in as a player role that has NO skills attached to it, and enter a trigger zone that has the following tiles:image.thumb.png.58a4e42e6eac8cc20c98046d4b7ed3f3.png

    Only one of those skills appears in the hotbar:

    unknown.png?width=1204&height=677

    The same thing happens if you have in that trigger zone the tile that allows you to change player roles (a role containing skills). Because of this, I believe this is a bug. I would like to get a person from the ylands teams opinion on this please.

    • Upvote 2

  3. This is more of a question to the ylands team if they see this. Why is there a difference in time for skills to unlock after dodging? I'm referring to when you dodge from a standing position compared to dodging while walking/running. I just tested this out, and apparently it takes .98 seconds for skills to unlock after dodging from a standing position, and .59 seconds for skills to unlock after dodging from a walking/running position. Why aren't these time's the same? I'm really puzzled by this.


  4. UPDATE 3.5: Hey everyone! Just a small text update, however I want to inform those who are following this thread that the next update for this game will be a pretty MAJOR one (hence the delay). Also, due to the time frame that is left in this competition, I have decided to turn this game from an RPG/MMORPG game submission to an Action game submission! The game will still utilize everything you have seen thus far, but on a smaller scale. But trust me, this will be even better as you can either play this as a single player or multiplayer!

    Later after this competition however, I will continue my work on the MMORPG by utilizing everything that has been put into this game and expanding on it. If you have any questions about this game, feel free to ask! Depending on the nature of the question though, I may have to censor my answers in order to keep things "hush hush" ;)

    • Like 4
    • Upvote 1

  5. On 10/28/2020 at 3:16 PM, Shadow72 said:

    The first column must be named Id(at least I think, i'm still not too sure).

    Just wanted to mention I tested this real quick by naming it "Row" and it works, so It doesn't need to be named ID.

    • Thanks 1

  6. 13 hours ago, RedEagle_P1. said:

    We feel that it ruins the magic if we show it off before it’s finished. We will keep very detailed logs internally of exactly who did want to make sure that we have evidence in case of a dispute. Since everyone has to check in hours we know exactly what everyone does and how much of a project gets done a person.

    So question then (and I'm not trying to cause drama, just want a thorough explanation). How exactly are you logging who works on what, and can you prove that there's no way to manually edit/fabricate the logs (for example, editing someone's hours to make it look like they worked more than they actually did) in the event that you need to provide evidence in case of a dispute?


  7. UPDATE 3: This will be a small picture update, but I've been able to create a working stat point distribution window. For testing purposes, the only ones available are for increasing Max health and Max stamina. However, the tests worked flawlessly, so more attributes like wisdom, mana, strength, etc. will come later in the future. More will be worked on this feature throughout the next few days and HOPEFULLY I can get a working leveling system that will incorporate EXP and Stat points per level that can be distributed between each stat. Until then, have a good remaining weekend!!


    image.thumb.png.e525fd5f754fdab782005e3557e8cea7.png

    • Like 4

  8. Is it possible with scripts to create a trigger zone than, upon entering, performs the action of virtually pressing a key? I'm asking because I'd like to create a trigger zone that will switch the crafting hotbar to the skill hotbar upon entering. Any help or advice would be greatly appreciated, even if it's just pointing me in the right direction. 

    • Upvote 1

  9. UPDATE 2: After some tinkering (and some headaches haha), I've finally managed to create a custom skill hotbar. When pushing a certain key, it enables the hotbar. the same key can be pushed to hide it (for when you're crafting). When the hotbar is visible, you can use the skills attached to it. Not sure if I'm the first to do this or not, but it's a pretty neat trick!! Next involves showing which skill is activated/on cooldown/interrupted, tinkering with the crafting hotbar and a way to change out skills through a custom window.

    • Like 3
    • Upvote 1

  10. 9 hours ago, ocnoglittle said:

    I'm not sure I understand. So I will put the answers to the possible questions...

    You can put "enable game logic _____ false" within the if instructions if you need to stop a game logic.

    There are tiles to end loops called "Break out of loop" but that isn't really for IF.

    The script should stop at the first If that is true, as far as I know. Someone told me it definitely checks the "Else if"s in order.

    Sorry, I was thinking of "SKIP" commands instead of "END IF". The OP has just been edited to reflect that


  11. UPDATE 1: because I plan for it to be an MMORPG, the game itself requires a new UI. The look of the UI itself will change overtime as this will probably not the final design.
    The first step of creating a new UI required a working HP/stamina bar gauge (mana will come later). Any time you take damage, heal over time, or heal via a potion, the health bar will update instantly. The same applies for the stamina bar when you use stamina based skills. The game will incorporate a leveling system, so the max HP/stamina will also change as well, but that's for later down the road. The next step (If possible) is to create a custom hotbar to display only the skills instead of having to switch between hotbars to use the skills or crafting inv. 

    • Like 3

  12. This is very interesting and exciting to see. As someone who works with data analytics and interpretation, I'm very curious as far as how you linked a spreadsheet (I'm assuming it's excel?) to your ylands game, but I'm sure you would like to keep that confidential.


  13. Hi everyone! At the moment, I'm in the works of planning the design of my game submission so i'll be updating this thread in stages based on what I have planned, and I have a LOT planned.
    UPDATE 1:
    The game itself requires a new UI. The first step required a working HP/stamina bar gauge (mana will come later). Any time you take damage, heal over time, or heal via a potion, the health bar will update instantly. The same applies for the stamina bar when you use stamina based skills. The game will incorporate a leveling system, so the max HP/stamina will also change as well, but that's for later down the road. The next step (If possible) is to create a custom hotbar to display only the skills instead of having to switch between hotbars to use the skills or crafting inv. 



    UPDATE 2: After some tinkering (and some headaches haha), I've finally managed to create a custom skill hotbar. When pushing a certain key, it enables the hotbar. the same key can be pushed to hide it (for when you're crafting). When the hotbar is visible, you can use the skills attached to it. Next involves showing which skill is activated/on cooldown/interrupted, tinkering with the crafting hotbar and a way to change out skills through a custom window.



    UPDATE 3 [CURRENT]: This will be a small picture update, but I've been able to create a working stat point distribution window. For testing purposes, the only ones available are for increasing Max health and Max stamina. However, the tests worked flawlessly, so more attributes like wisdom, mana, strength, etc. will come later in the future. More will be worked on this feature throughout the next few days and HOPEFULLY I can get a working leveling system that will incorporate EXP and Stat points per level that can be distributed between each stat. Until then, have a good remaining weekend!!

    image.thumb.png.e525fd5f754fdab782005e3557e8cea7.png


    UPDATE 3.5: Hey everyone! Just a small text update, however I want to inform those who are following this thread that the next update for this game will be a pretty major one (hence the delay). Also, due to the time frame that is left in this competition, I have decided to turn this game from an RPG/MMORPG game submission to an Action game submission! The game is called "Battleground Arena!!" The game will still utilize everything you have seen thus far, but on a smaller scale. But trust me, this will be even better as you can either play this as a single player or multiplayer!

    Later after this competition however, I will continue my work on the MMORPG by utilizing everything that has been put into this game and expanding on it. If you have any questions about this game, feel free to ask! Depending on the nature of the question though, I may have to censor my answers in order to keep things "hush hush" ;)

    • Like 6
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