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Ylands Team
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About Houp

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  1. Hi, it should be fixed in one of the future releases. Meanwhile it should help to fill empty holes in the script in the image.
  2. This game was a testing game for 2 new 1.6 features: leader boards and Custom controller game logic. It is "five minutes" fun. I do not expect that anyone would return back to play it again. However, maybe it can be seen as showcase for these 2 features. https://play.ylands.com/asset/10761 Can you beat my high score?
  3. Hi, there will be something official from us. However, it will take time to make it. At the moment we have full API exposed on https://scripting.ylands.com/ with tutorial how to set Visual Studio Code so it will autocomplete what you write.
  4. Houp

    Text Scripting Feedback/Suggestions

    I would suggest to use Global storage and then you can use in any other object: function myFunction() { let gameManager = YLogic.get(45); if (gameManager.gameState === "STARTED") { } }
  5. Houp

    Text Scripting Feedback/Suggestions

    Hi, thank you for all your suggestions. However, I do not understand the first one. You can use same .yjs file in any number of game logic objects. There is no GUI support for global scripts at the moment but there is simple trick how to have them. Just add to any GL (ok, it may be tricky to have it in the beginning of all scripts) } let myGlobalVariable = 6; {
  6. class Test { constructor() {} doSomething() { return "test"; } } var x = new Test(); var p; var v = new YVector3(0, 1, 0); function onSwitchOn(triggerEntity) { p = new Test(); YEntity.spawnEntity(YEntityType.get(35), 1, v, v); YDebug.localConsole(p.doSomething()); } Hi, you need to first declare your class before you try to use it. Unfortunately due to a real bug this will not help you at the moment. Thank you for reporting the bug.
  7. Houp

    Slice sprites

    Hi, do not worry. We pack all your images to one big texture.
  8. Hi, I will not probably answer all of the questions and what I say may change before release of 1.6.. 1) Scripts are updated each time you play test/export your game. You may reload your scripts in playtest with /reloadscripts command so you do not need to restart whole play test. 2) With lunch of the feature we do not plan to release a modul to any text scripting editor which would help you with auto-complete. We know it would be beneficial for all of you. We have to think about it what would be the best solution. 3) Ylands scripts vs javascript. We have our own scripting language but our goal is to have it work as much as possible as javascript works so any javascripts tutorials out there will be valid also for us. (our scripts miss many javascripts features but what is there (arrays, strings, Date, math, etc.) should work as it works in javascript) @jchob do you have any example what you think is different for array scripting? 4) Error handling: you will see line number where is a problem with description of it. However, I feel, that there will be much space to improve this after 1.6 5) Documentation: we are reworking wiki for this. You should see full API since beginning. It will start rather "empty' but we plan to update it regularly with descriptions and more examples. 6) VS vs text scripting feature set: it is almost the same. Do not expect to be able to do much more. Yes, you can create own instructions which can get another functions in the arguments but you will not get access to Ylands features which are not available also in VS.
  9. Houp

    Various editor outcomes ?

    Yes, it is. The second option is to use Optimise button. It will make your future exports faster.
  10. Houp

    Various editor outcomes ?

    Hi, most probably the Teepee is indestructible and it is automatically optimised on export. (You can press Optimise button in Export menu manually and then you can play test it to see how it will work in exported version) You can prevent this behavior if you create a group with the Teepee and if you mark to not optimize the group in its properties.
  11. Hi, I can help with this one. The problem is in the top row directly under "Stack trace:" line. Problem was encountered in REPLACE instruction. (probably Source argument was invalid. You can try to write to console content of Source argument before you call REPLACE. The problematic REPLACE was in VS defined in "messages and text" Game logic (with ID=225) Steps should be: Open scripts for "messages and text" Game logic (with ID=225) Write "#237" to search and press enter. It should focus specific REPLACE instruction (needed in complicated pieces of code) Try to find out if any of REPLACE arguments can be invalid. Regarding other lines in stack trace: they should help you to understand how the issue happened. In this case you should go from the bottom to the top line. On Trigger enter was triggered in forest hidden object trigger zone (ID:523) There was call of your custom instruction "base skill check" from the same trigger zone From there it went through your "return attribute value" instruction defined in skillCheck game logic object and you probably get the idea at the moment. Line+Column info can help advance users who check text script which can be found next to output_log_clean.log (userscript.js) when you playtest your game. If you do not feel to look into text scripts then you can ignore this part.
  12. Houp

    no close on drag and drop

    Hi, I think that you are looking for "Hold left ctrl and drag and drop". Am I rigth? (it is also very useful for duplicating existing piece of code)
  13. Houp

    [YLD-26881] We Need Mirroring Mode

    Just to make you little less happy: We will not introduce mirroring. It will be just like @spiritchaser28 wrote, just it will be automatic. (no mirroring, just combination of rotation + repositioning of blocks)
  14. Houp

    Referencing the Player in scripts.

    Hi, I did not read whole thread but I have answer to the original question. If you have game which is set Single Player only then there is a special script tile Get Local Player in Multiplayer category (since 1.5 there will be probably separate Single player category) In multiplayer game there is no The player. You can have there any number of players. However, in some cases the "Get players" script tile may be useful.
  15. HI, thank you for bug report. You are right that the Throw tile with crushing and explosive damage does not work at the moment. Until we fix it you can have there "pure damage" equal to 0 and in On entity hit event you can damage entity with Damage script tile with type of damage you wish to use.