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jchob

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Posts posted by jchob


  1. 9 hours ago, Fapi24 said:

    Hey Ylanders,

    Is there any Map-Overview in Editor? Can't find one and it would be easier to have an actual Map in Editor-Mode to jump from object to object and have an overview of your whole world.

    Best Greetings
    Fapi24

    Not really a map in editor. But in main menu (top-left) click on it and then click GO To. I hope it is what you asked ?

    • Thanks 1

  2. 2 hours ago, HauntedShadowsLegacy said:

    That's not what I understood from the developer on Steam. He sounded concerned that I wasn't seeing any. There's usually enough ylands in a world to have duplicates of more than one biome, so I don't see a reason why there'd only be a chance. Especially a small chance. It also doesn't explain the other issues I'm experiencing. If you can find a reference somewhere for there only being a chance, I'd love to see it. It just doesn't make much sense to me.

    Check Dev Diary #112

    . You’ll be able to find the Far East Yland in nearly every Exploration map and you can also play around with it in Editor


  3. 2 hours ago, HauntedShadowsLegacy said:

    So, it took me a few worlds to finally find the Far East biome naturally. As some may know, getting off the starter yland can take an hour at best (without paddling around on a dinky little raft, that is). So by the time I've seen the biome of every other yland, I've sunk in several hours. To not have a single Far East yland in three separate worlds is... 'frustrating', you could say.

    I have found a Far East yland, finally, but one of the devs on Steam requested the savegame file of a world without one. Not quite sure where to post that...

    (Side notes, not sure if related or not: some of the new recipes aren't showing up for me, and the 'keep inv on death' option doesn't seem to work.)

    I'm pretty sure they said it wouldn't be generated always. When you generate a new map, there is a chance it is generated. So, it's intended by them, I think. 


  4. Can we have an option to set the height when using terrain sculpt?

    I know that Unity3D has this setting, and ylands is based on Unity3D, if I'm not mistaken.

    That means, the "height value" determines "how tall is the hill".
    In the game is very hard to aim "every click" to keep the height smooth.

    I hope that makes sense, it would be awesome :D



    20200131110926_1.thumb.jpg.6896657dc4131b2b3f87b50bd17c16d0.jpg



    That would be awesome.

    • Upvote 1

  5. Most important, fix the exploration servers. As you already know, they are having a lot of issues. I totally stopped playing exploration, which was the main reason I started to play ylands. I love the editor and playing with scripting. But I really miss my adventures in Exploration and giving @MyPa553ng3r a lot of headaches ?

     


  6. He said he has been using editor. 

    If it's a map generated from inside editor. I think burning objects can be scripted to burn again with scripting. I haven't tested candles but I think they work similarly to the brazier. 


  7. The new costume looks cool. But I would prefer having it as "crafting clothes". It would be cool having them for a sci fi style game where teamed players are dressed all the same. 

    Can't wait to see the new biome ?

    • Like 1

  8. 7 hours ago, NaruTheHuman said:

    I used round steel rods. :) They are hexagonal, so they create quite a nice pattern when you put hem together. :)) As far as the map goes, I first generated a grid above the terrain, used raycast from individual points on the terrain, and then assigned the elevation to the rods. ^^ Will make some kind of a tutorial, as soon as I have a bit of a free time. :) 
    Little tip, using LERP between green and red color for different elevations makes the whole thing way better. :) Here I used small trigger zones instead of the rods, with the colors. x)


     

    zonees.gif

    I speak for myself, I need that tutorial. I'm lazy enough to think about it and try for myself ??


  9. 13 hours ago, Bob Salvador said:

    wow love the map that creat bloc after bloc, look realy nice. 

    I think the technique used is called "procedural map generation".

    Is commonly used to generate maps/land/groung/hills randomly


  10. On 1/21/2020 at 2:40 AM, Indomitus said:

    I tried this.  (I had not noticed that tile because I don't use much animation.  I really need to explore more in the Editor.)  I think that it should work fine.

    I would worry about performance only IF they were animated manually.  The FOLLOW TO command works in a different way, and should not have that problem.  As long as Speed and Acceleration are high enough, and Distance Start and Distance End are both 0, it should follow the player perfectly.

    Yes, distance is set to 0 and speed&acceleration is high enough to have the triggerzone always at middle of the player. 

    off-topic: in some cases, instead of using Animators l, you can use the tiles MOVE TO and ROTATE TO


  11. On 1/11/2020 at 6:34 PM, Bob Salvador said:

    I'm in bad position, My graphic card is dead, I'v send it to return, I can't play before I receive the new one, tell me your in game name I'll invite you to my friend list and let you join when you're ready to go :D

    My In-game name is JCHOBS :)

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