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jchob

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Everything posted by jchob

  1. jchob

    custom fonts ?

    That would be great too ? Character sheets could be used to make a 2d platformer or the like. Not sure how laggy will images load ?
  2. yeah, i asked for those images many times in other posts. Maybe they didnt see. But now woth custom images we could make them smaller
  3. jchob

    return impact point on terrain

    @Adam Snellgrove please read above ☝️
  4. jchob

    return impact point on terrain

    Yeah i would wait for it to ve implemented, as we dont know what really is coming up. My idea sounded good when written. But now i'm thinking about it, perhaps its not an easy script ?
  5. We can join forces and make icons of every item. Scipters are using a lot of custom windows and HUD. We need items icons. Let me know ?
  6. jchob

    return impact point on terrain

    Well, you cannot return a arrow that was missed and ended up on terrain. Altough, maybe vua scrioting you can fake that. So, using a raycast, on groubd hit, you can spawn a new arrow at that position and therefore make it pickable.
  7. jchob

    Dev Diary #154 - Custom Images

    wooooooooooooooooah FINALLY what else to say? Thank you so much team PS - if team are not going to give us all the icons to use in windows/HUD, then with this we can now make those icons
  8. jchob

    Dev Diary #153 - Bows and Grenades

    Grenades havent been used because people are affraid to use them. I dont really think they are that innacurate. Lets see how those improvements will work ? I have a map with custom electric fences (gates made out of impassable barriers) which can only be destroyed by greanades. Also, in the mini-game im making im trying to make use of them, but using the throw tile is giving me wrong aiming/distance, maybe due to my system. (I'm not using the normal hand throw). On the other hand, bows needed those improvements. Great to hear it ?
  9. @MizzShadowCat llke Adam said, no. But if you both play on your own map you dont really need a barrier. For multiplayer maps, you can turn off the barrier and you can help each other. Keep in mind that anyone will be able to build too. And before you leave, remember to turn the barrier ON.
  10. jchob

    highlight the search results

    searching tiles needs a lot of work. Im pretty sure the search has been modified with 1.4 update. The way I used to search some tiles, are not shown anymore. For example, i search for "template" and it would only show the tiles with "template" word. Now, i have to search for "spawn" and it shows all spawn tiles with "template", "entity" and "logic". That makes me loose some seconds to spot the tiles that I want (spawn templates). That being said, for that specific, i would want to be able to search "spawn entity" or "spawn template".
  11. jchob

    Dev Diary #152 - Ylands Streaming

    i would like they bring back steeper montains and idented sea-coast. It doesnt need to be automatically, would be cool if the map creator could have an option choose to generate them or not. I already gave this suggestion.
  12. jchob

    Dev Diary #152 - Ylands Streaming

    Hey Adam, some days ago i found a video from earlier 2018 i think that was called Q&A. That video is from some months ago before i started playing ylands and join the forum. I'm glad that many stuff BI team said was going to implement it is actually in-game. So, my suggestion is to do the same. Look around community questions and they could answer to the most pertinent questions/suggestions. I know this is a hard time due this situation, but would be cool to see a office tour while they are working and what they are doing (of course without spoilers).
  13. jchob

    Complex Custom Window Buttons

    just to add to this suggestion: we need an event or at options window for buttons (custom windows) to control "on mouse hover button" like CSS has. This way, instead of changing the buttor color "on hover" i could just change color of texts
  14. That seems a ylands bug because you shouldnt be able to use the buttons. So, a solution could be using a event listener "On light" then use the tile Extinguish Entity. That way even they light the torch it will be automatically extinguished. @Adam Snellgrovecould you look up on this? ?
  15. jchob

    Toxic gossip

    I understand, but it's sad to see a post like this
  16. jchob

    Toxic gossip

    I've just quick read the first lines and i dont need to keep reading. It is a non sense to make this public. I have my own life problems and work to stress me out. I dont need it in ylands. It does seem i'm in real life. If this is the path you are going, i will gladly step out and just leave So, for the god sake, any Admin just delete all this thread and go discuss in private. What a disappointment...
  17. jchob

    [COMPLETED] NEXT GENERATION

    you are crazy man. That's a lot of working you have been put into it. It is relevant to say that this man is creating the game alone and still has time to help players on their questions. You have my full respect ? The cinematics you create with custom cameras and also with effects are amazing. I would buy myself one Mr.R for christmas. Did you teach him to go freezer and grab beers to the master? ? Can't wait to play the final version. Keep up the good job
  18. interesting idea I will grab the beer first, and some snacks ? If you are new at Editor, you can ask some questions on Editor Help subforum. Some players swing by there and they try to help. Also, you can join communities in discord. You can find really helpful people on those communities.
  19. jchob

    create our own classes

    oh cool. Well, for them to implement it they would have to change the game core programming on their classes itself, and I think they won't do it, but we never know what can happen ? Good suggestion ?
  20. jchob

    create our own classes

    well, you can make it via scripting, but you would need to make everything by hand. For example If get active item type = sword_1 OR sword_2 OR sword 3.... variable playerEquipDoubleEdge = true If get type = kife_1 OR knife_2 OR.... variable playerEquipSingleEdge = true Then, listen for melee attack and check which variable is true and then perform the damage you want. On melee attack If playerEquipDoubleEdge = true damage target 200 If playerEquipSingleEdge = true damage player 100 This is just an idea you can try
  21. jchob

    create our own classes

    What do you mean by classes? Warrior, Ninja, etc etc? If so, you can use skills like Shadow said, or you can use entity storage. For storage, Set up all possible things as variables inside the entity storage (str, vit, dex...). Create a variable called "class". This will be a string Then create something to set which class player has choosen For that, on entity storage make some instructions called Warrior, Ninja, etc and then you can change specific attributes according to the Class
  22. jchob

    The Great building(YLANDS)

    @Adam Snellgrove i guess you can delete this one. There is other thread with pictures.
  23. jchob

    Apologize letter to ylands.

    @knightwar that is a good thing to hear. I'm glad you learnt ? As I said before to you, if you are cool with people they will be cool with you. In some posts I saw you have good ideas, but the problem is that you were demanding them to make them and talking like a *jerk* (sorry for the bad word, but it was true) Just give your suggestions in a good manner. Also, some ideas you have, you can make them in editor if you learn scripting, and you will see it is fun. There are some communities in ylands, but here on forums we are all one community to make the game pleasant for everyone. Have fun ?
  24. jchob

    Naru's Corner #7 - Optimization tips & tricks

    @NaruTheHuman sorry to tag you, but you are tha man ? first question: I have a script that blinks "labeled entities" every "1" second (time trigger). In that "each tick" it runs through an array of colors (around 10 colors). [ By the way I couldn't figure out how color lerp in ylands work even after i researched about color lerping. It just goes straight to the "last color". ] That being said, are you saying it is better to get rid of time triggers and make a recursive function with a delay inside, instead? Second question: Would you have a trigger zone spawning at target's position to perform actions and despawn it after (so i can see which players are inside the area) or would you use overlap tiles? Let's say, turret shoots at the player and a trigger zone is spawned at that "target position" and make "bullet MOVE TO target's position". Inside "bullet ON Movement end" I despawn each trigger zone respectivly. I think trigger zones can get confused if "On Enter and On exit" occurs at same time especially if you place delays inside (yes, I know I can make some scripting tweaks to avoid that). The question is: would you get rid of trigger zones (thus less logics in the map) and instead use the tiles Overlap for this? Because on "bullet movement end" I can call a circle overlap for example, get an array of overlaped entities and check if there are any players inside that overlap array? Because this is not for only 1 enemy shooting, so it will end up with like 10 enemoes and let's say 2-3 bullets moving for each enemy. Hope this last question makes sense. This was an mazing video. We know about limitations but we also want to make a lot of cool stuff work together. Many times the culprit is the script and work flow itself but also the ylands limitations. So, I leave the suggestion to make ylands process animations/effects more effectivly. You know we need a better performance. As you've seen, players are getting better and better at building and scripting because Editor+scripting is so awesomwe that we are trying to make more than ylands let and it's a shame sometimes we cannot put all together. This was all while I stopped video at 14 minutes. So, expect more questions ? Thanks crazy hair man ?
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