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jchob

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Everything posted by jchob

  1. I've seen many builders trying to simulate ropes. So here comes my idea. The idea is to make ropes mixing the energy system (the green line) and the path system game logic. It would act like a bezier curve (self explanatory, I think?) where then you could change the color. If that makes any sense ?
  2. jchob

    Ropes vs bezier curve

    @Houpyeap, but I meant builders and not scripters ? Anyway, that is a nice scripting "work around" but it should be more "user-friendly" for builders. That means, team has everything to make that possible, and I guess everyone would love to have that feature
  3. jchob

    Ropes vs bezier curve

    Yep, it's "just" replace the blue line for a rope texture. That is why I thought about it, the system is already made and they probably can re-use part of it.
  4. jchob

    "Hero" Steam Locomotive

    Wow, just wow
  5. jchob

    Sky Battlegrounds

    It's turning very cool. Good work ?
  6. jchob

    more Ilands as 6 or 7

    (This is not a question for this sub-forum, this is for tutorials. Your question should be placed in General Discussion). Anyway, I will answer it ? No, at the moment you can't have more than that. The world size and the amount of ylands have been reduced due to some technical issues. Developers team, say in future they want to bring back the bigger maps.
  7. jchob

    Dev Diary #137 - Future Editor Improvements

    Wow, the pivot setting and the custom controls for compositions are surely a great addition. You rock team ?
  8. jchob

    Potion effects

    I think someone already asked for this, because I remember taking part in the conversation (or maybe I'm mistaken, but it was surely a conversation about potions)
  9. jchob

    New swords / Animations

    Yeah, the animations are probably be the biggest issue (along with programming). I know the team can do it. Tell me team will try it. We can wait until Christmas ?? We have heard of NPCs being able to wield guns in future and that will be a game change for sure. @Adam Snellgroveyou are our voice to get to the dev team (some members are around here too, we know). Make them work hard, no sleep ?
  10. I think it would be cool to have swords and/or fire guns for both hands. This means, you held a sword/pistol (of same type) on each hand. Those being faster damage rate but less damage? The point is it would need new animations, and let's be real, it will look a lot more cool. For example, you find yourself surrounded by a lot of enemies and the faster rate by double weapons makes you feel better ? Just a basic idea, of course it can be tweaked in some way.. Let me know what you think
  11. jchob

    Just a little something I'm working on

    Oh nice too see you made it. I have started a project like that too with actual "human-size" rooms. But I didn't have the patient to fix it (actually I haven't play ylands for like 3 months now) That can be used to create dungeons for a dungeon crawling type game or even a simple Maze game.
  12. jchob

    2 Handy Features for Exploration Mode

    So, if you have the hability to turn it on/off how it is different to hold down + key? Like Indomitus said, if you forget to disable it, the second you enter your house, you will auto pick ornaments. People are still waiting for items to be unpickable inside protection barrier, but still holding down a key would be a better option.
  13. jchob

    RESOLVED [YLD-24764] On range attack

    The point is to have a standard explore map. As you know, you can have create a standard exploration with simple scripts (without using game logics, because they do not work unless it is a editor map). Bows still have the "on range attack" event but I haven't try it since 1.3. But I guess they would work anyway. Why that event was taken from ranged guns? ??
  14. jchob

    Backpacks

    I made a "backpack system" in editor. It is not visual on at back of character, but it works. It's like: you have a main chest in your house, then when you go explore map, you place a chest on the ground(the backpack), open it and place your loot. Then you close that chest backpack and the loot will automatically go to the main chest. The backpack chest will always have free inventory to send to the main chests.
  15. jchob

    What makes you enjoy the Exploration mode?

    I'm not going to cover as good as Miguel, but you'll get the idea. well, for me and for many players (I'd assume) is the lack of navigation due to the world size reduce. Yes, we know it's due to some technical problems, issues, but it doesn't make us feel better. Yes, we want the world bigger again. Next point: I haven't played exploration for some months (since 1.2), but it gives me feeling that resources are still easy to find and get. Maybe not so easy to find them, but once you find them you get a loads of them. As Miguel said, in 2 in-game days he got full iron armor set. And that's bad, because it took you the challenge for more iron in the start of the map. Basically you would need just a little more iron for nails and such for a ship. But again, world being small it takes away the necessity for a big ship or if you want a iron structure. Step 1: My opinion is making resources MOOOORE RARE and less amount on getting them. They would REGENERATE VEEEEEEEEEEY SLOWLY. Of course, items made from those resources would take LONGER, making it more of a challenge. Really? 1 iron ingot in 1minute? It's fast imo. Make each 5 minutes or so, or even more. Players already make a lot of the same stations which makes it even faster and in few minutes you're done. As for stone, for example is very easy to get because you can take down all mountains. Make some not harvestable. Step 2: give players a way to BUY MERCHANT NPCs for gold coins (actually there is no really use for coins/pebbles because you can use pretty much anything for merchants exchange). The main idea is get gold ore, make gold ingots and them turn them into gold coins. Thus, players would buy a merchant and would have the hability to place him in a location of their choice. From step 1, the idea is, because resources are rare, players would take more trips to other ylands, get the ores and sell them. That would bring some kind of custom market. Make recipes take more items than they do. Step 3: by killing alphas, the monsters won't respawn and takes away the fun, lt takes away land exploration danger which makes resources looting easy. Remove that. The fun is always have to work hard to get resources. Either by team up with a friend to protect you while you gather them or alone always keeping an eye for the danger. Monsters should also spawn during day (maybe in less a mount) . Or make danger wild animals spawn in more ammount. I know you can start a map with different difficulty levels, but still... The random places in where you can get loot is very cool idea, but items are easy to craft. So, who found them doesn't really take any real advantage. Maybe I'm taking my idea into a RPG, but you know what? That is what survival is. Who has more, has advantage. Basically the whole idea would be: "hey jchobs, I see you have good armor set and weapon. I need to got get some resources, but there are a lot of animals/monsters around. Can you come and protect me, please? Red, made a point here: game seems even more game-creator and mobile driven. Exploration has many potential, but from my point of view (and maybe I can say from others too) it lacks challenge and fun nowadays. I hope you get my point as I'm lazy to make a real explanation. This is a basic idea on what I think it would bring more challenge and fun to the game. I've seen many old players criticizing, but we know it's a constructive criticism because they love this game. That is why Miguel is around for 4 years. I know every company has and modifies its own path, but old ylands lovers shall be listened to (I'm not saying dev team doesn't.. you all get the point). If this opinion doesn't really add anything of value, feel free to take it down ? Stay classy
  16. jchob

    RESOLVED [YLD-24764] On range attack

    @Houp she is correct. Shotguns (what she uses for that), don't have on range attack anymore. But bows still have that event (in the entity itself, clucking edit script). Need a fix for it
  17. jchob

    Update 1.3: Watery Water

    I'm not really sure if I like the new editor tiles visuals. But on the other hand, and I speak for myself, I can read the letters much better now ??? thanks As for the other things I still have to find whats new ?
  18. jchob

    Dev Diary #132 - UI Community Improvements

    I know that nests from time to time gives you feathers, not sure about eggs
  19. jchob

    Dev Diary #132 - UI Community Improvements

    For that saved locations on editor, you can just place for example a reference point and name it "my location 1".then on right side of screen you see a list of all logics on the map. Double click your "my location 1" and editor will focus on that game logic. That means, if it is farz editor will travel to it Once you finish the map and ready to launch, you can delete them, or leave them anyway because it will not interfere with the game itself.
  20. jchob

    More Pve/p based scripting options

    What Indomitus said is right. Also, on player role, you have a "on death" event. There is also a event "on attack range". To summarize, all events you referred are offered to you in editor. Check the events given at entities and game logics. And of course, the Event Listener gives you a lot of events to play with. ?
  21. Hello, I promise that i'm not really mad. Just a tiny bit I do have a routine to keep saving my maps, every minute, everytime I test it or when i do some major changes to the buildings/scripts. That was not the case. I was just testing something quick (this is a map just for quick testing some scripts, so I'm not really mad), but when I finished the "Test game" some of game logics where deleted from the map. When I click objects there were connected to those logics, you can still see the connecting line. I tried to undo, and go back to Main Menu. I forgot to disconnect some tiles from previous scripting that i have on the map, that is why you see those red and yellow errors. Maybe them caused this?
  22. jchob

    Dev Diary #129 - New AI Features

    Uh oh, we have been talking about it Adam. Nice to see it's officially posted here Idea for new AI attack for mini game: a summoner class that will be able to summon a creature (animal/monster) that will follow the player everywhere to protect him from melee attackers ? The summoner will level up his hability to summon new creatures and make them stronger. Meanwhile, enemies will be occupied running away/fighting creature, while the summoner can step back and range attack enemies ? Idea 2: having a custom template bow will mark an enemy and creature will chase it ahaha (because i can check when a player is attacked and check which active item the attacker has in hands. It it's the mark bow, it will trigger that action) Will be so much fun Thanks @Adam Snellgroveand of course tell thanks to all the team ?
  23. jchob

    Fairy Tale assets

    omg. Everything looks amazing, but that carnivore plant is superb
  24. jchob

    Suggestions!!

    @TomasGestinger if I remember correctly, sharing the barrier with friends was a topic when the social feature was announced to be in the game, back then. But most important about barrier, I think I can speak for the majority of us is to be able to make everything unpickable inside the barrier. As for flying birds, pick the old flying sharks and just change the mesh to a bird. Sorry, I had to make fun of it ? they were hilarious. And you know we all are awaiting the underwater new stuff and adventures and sharks to be back.
  25. jchob

    The Viceroy Club - Private Membership

    @Deadeye_Robhow can I visit it, please? ?
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