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Everything posted by Houp
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Hi, thanks for clarifications. First I return to 2 of your points. Anyone can ask @Ane and she will give rights for wiki editing. We just do not want to do it public yet. In the future we surely want to do that but at the moment you would probably be disappointed. Our backend script is based on JavaScript but I would not say it is JavaScript -> you already have access to most of our language features. Sorry I am still confused. There should not be any automatic Undo. You can click in History window on any Undo step and it will do all Undo/Redo steps needed to get you to the point were this exact Undo step were created. I see. Visual of visible barriers/trigger zones etc. is temporal. We know that it now seems that it is "debugging stuff" not something pretty what would player want to have in their game. Now I understand. Thank you. You would like to have inheritance of Storages with a way to override instructions in parent Storage. I see. Probably we will not add it soon but I think that when we add better support for custom UI (visual editor where you will be able to have buttons/input fields etc.) then you will be able to make this feature as composition. One last note. "No reaction" on something you wrote mostly means "we agree it is missing and we want to have it too".
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Hi, thanks a lot for your big feedback. I will not react to all of it (but I may reply to a more things in the future). It does not mean that I did not read the rest. Some of the wanted features and changes are already planned and you will (probably) get them in one of the following updates. First I am not sure about this one. Screenshots would be helpful here. You should be able to set alpha of barrier color already. Not sure what you are trying to achieve. Any example? For bugs it would be better to have a separate thread. Providing us scenario(.yland file) with instruction in which script you are encountering the problem would be helpful. https://community.bistudio.com/wiki/Ylands_Tile_-_Is_debug_mode Or do you need something else? (custom commands can be really useful too)
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Need Help with re-spawning Plants
Houp replied to DW's Gaming N Animation's topic in General Discussion
Hi, it is not probably best name of event but you need to listen to "On collecting" where you want to respawn entity with a same type as "Target entity" (plant which vs growing vs "Products": plant which is put into inventory and will not grow after placing on the ground) -
RESOLVED Black screen (not responding). No settings menu.
Houp replied to Marcelit4's question in Bugs & Technical Issues
Hi, does it help to wait for few minutes (I would suggest max 5 minutes) when screen is black after starting the game? (do you need to wait next time to or does this fix a problem for you?)- 8 replies
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Great update! Just a small note. It seem to me that second phase is triggered by time. Would not it be better if it was triggered by remaining health?
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I meant by this that you are right. "Lerp" tile you have is not good for this. There will be a second version something like ROTATE TOWARDS A <vector> B < vector> Max angle < number >
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Hi, we may add changing player's hotbar slots to anything which he has in his inventory already.
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question about Unicode characters in UI and other display text
Houp replied to Indomitus's topic in Editor Help
Hi, I can not tell you. The problem is that it depends on used font. We may need in the future to change it to the different font and at that moment it may add but also remove some Unicode characters support. -
Hi, sorry for delayed answer. It is not probably now user friendly. We need to add option that some arguments of the instructions will not be needed. When using "Last index of" the Start index have to be the end of the string so it will do what you really want. (https://www.w3schools.com/jsref/jsref_lastindexof.asp)
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Hi, good idea to add lerp which handles to vectors as rotation vectors.
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Can be added to make equations with fewer script tiles.
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Very cool new additions to the Ylands editor!
Houp replied to RedEagle_P1.'s topic in General Discussion
Just a small note. This may be useful but it is a little hidden. -
You do not define valid commands anywhere. Just put IF Command = "MySuperCommand" to a Event listener.
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There are already questions about this feature. Probably it should not be there because it is nothing new: (it was made in the end of making 0.11 so it got in 0.12 change log by mistake)
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And it will not get there very probably. Main purpose of welds is to optimize your game (memory/cpu) There are no data about original entities in the play session. (Only exception are automatic welds on vehicles so you can adjust what you have on them)
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No, it is planned but it was not planned for 0.12. Maybe you had mistaken it with a new feature which allows you change position and rotation of game logic objects (like trigger zones, particle effects etc.) but it is still not meant for continuous movement.
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WANTED: Disable interactions with entity from object properties
Houp replied to RedEagle_P1.'s question in Suggestions & Feedback
Will be possible in 0.12 -
Random sites in Editor generated maps
Houp replied to Indomitus's question in Suggestions & Feedback
This is part of modding support (own definition of random encounters is similar to adding own definition of new objects) so it would be great but we do not planned to add it any soon. -
Hi, there will be some "raycast" instructions in the feature. (probably something like Raycast (Origin <Vector> Direction <Vector> Filter terrain <bool> Filter building blocks <bool> Out hit posiiton <Vector> Out hit entity <Entity>)) Your request is possible to specific. (what should be returned when caves are on the specific location/floating platforms? should it take into account only terrain or building blocks? etc.)
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I think we call it "Sites of interest" in game. They are abandoned huts/vendors/hidden chests etc.
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Yes (you will be unable to add/edit game logic in save games)
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Yes. You just start to create your game on a land created similar to explore. Consisting 9-12/13? ylands of different biomes with caves but without random encounters.
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Hi, probably there will not be option to disable it completely. (as jchob writes you would have black screen with UI over it. A lot of player would thing that it is bug) However we may in the future add a way to change intensity/distance of it No changes are planned for crystals. It is to specific problem. (crystals are source of light in the same way as torches, fires, lamps so you can not turn of these types of lights)
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RESOLVED Many entities named the same
Houp replied to RedEagle_P1.'s question in Bugs & Technical Issues
This list will not be affected. "Add object" in editor will be. We are aware of this issue. There should be improvements in 0.12 but probably it will not be last changes. -
RESOLVED Many entities named the same
Houp replied to RedEagle_P1.'s question in Bugs & Technical Issues
In 0.12 there will be a small preview image. (However we will consider to add number in the future if still needed)