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Houp

YLANDS TEAM
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Everything posted by Houp

  1. Hi, attributes of items in default object palettes should respect Game settings. Please let us know if it is not true for you.
  2. Houp

    xyz axis on blocks

    Hi, you can cycle through different gizmos in placing mode with <space bar>.
  3. Houp

    [YLD-36096] Pi constant

    Hi, very nice (although not efficient ) solution. My would be just: All numbers in our scripts are "C# doubles" inside. Maybe this piece of information can be helpful for some of you.
  4. Houp

    Dev Diary #196 Client Scripting

    Hi, I would love to give you a little more info: Just a few examples what you will be able to do in client script: Work with camera position and player's aim. Trigger skills from custom HUD buttons/controls. Work with mouse position in "cursor mode". And much more! It is surely advance thing for more experienced users but we hope that some of you will be able to make great things with it.
  5. Hi, thank you for report. It is an issue on our side. We are looking into it.
  6. Houp

    Requesting a function again.

    Hi, for making spells you should use "Skill game logic". (you can raycast there through camera) Adding "Get aim" to server scripts would not help you much. Player would try to cast spell in his desired direction but before it would get to a server and back he would be casting it in different location. This problem is mitigated by "Skill game logic" which is implemented to work well on both server and client. Hopefully it will be possible to execute skills not only from skill bar "soon". We are prototyping this feature at the moment. (that does not mean you will get it in the next update! - a note which must be always added )
  7. 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.
  8. Houp

    Worst physics ever DS

    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?
  9. 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") { } }
  10. 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; {
  11. 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.
  12. Houp

    Slice sprites

    Hi, do not worry. We pack all your images to one big texture.
  13. 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.
  14. Houp

    Various editor outcomes ?

    Yes, it is. The second option is to use Optimise button. It will make your future exports faster.
  15. 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.
  16. 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.
  17. 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)
  18. 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)
  19. 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.
  20. 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.
  21. Houp

    1.5 update won't bring real change unless...

    Not kidding but my it was my mistake. Most common process for bugs reported by you is that they are registered in our bug tracking system. After that our testers try to reproduce them. If they are successful then it is great and the issue is assigned to a developer. Othwervise it is still handled. It is assigned to our leader programmer who checks provided log files and then he assign the issue to a specific person. I was not aware of these bugs because it was not probably decided that I am personally responsible for them. I misunderstood @Adam Snellgrove's post in this thread.
  22. Houp

    1.5 update won't bring real change unless...

    @RedEagle_P1.: as @Adam Snellgrove wrote: there is not much to fix if a bug report is "We played for a week and then it stopped working. Please fix that" (I know I am simplifying it) Even if we would dedicate 8 people to play an explore for a week then it does not mean that they would replicate the issue. Problem may be just in maps with specific random encounter, problem may be connected to specific set of items in player's inventory, problem .. You probably see now. Most probably it is not about playing a week but about that really special situation had happened and after that part of the game was broken. In 1.4 there were several bug fixes which you may see as "after playing for a while the game stop to work". (to be more specific there could be problem with "Delay instruction" or attaching game logic labels) Providing us logs (both from server and client) when server "dies" can help us a lot.
  23. Houp

    Explore H

    For keys you can adjust storing instruction to save cylinder ID. However, it will only work as exepected if an user will return to the exactly same world. In different word restoring this number can match the key with chest/doors of another users. Keys do not have any ownership. They are not bound to any user. There are no instruction working with ownership of protective barrier. Probably there is now way how to handle it at the moment.
  24. Houp

    Explore H

    Hi, I tried to create "explore" test maps runnable on mobiles. It is set of maps with name Explore H. You can go to any of them. Your equipment and inventory is shared between these maps. There are different "veins" (large stones dropping different ores) on different maps. I suggest to start on https://workshop.ylands.com/asset/2598 or https://workshop.ylands.com/asset/2601 yland. Surely it is not great.(or good ) I just wanted to test several aspect of an editor. (It uses only tools and scripts usable by everyone.) Attaching .yland files so anyone can look how it works. Edit: Scenarios.zip (!!! this does not work since 1.4. It depends on a bug which cause that event listeners did not listen to character events in "On connect" event)
  25. Houp

    How make a two-dimensional array

    @F.hao : in the first For loop you need to create a new "row" in each iteration. In your case you have just created an array "A" which has 3 items which are all the same. You have there 3 times array "B" which has last set of numbers (20, 21, 22) Just put there "Local variable" inside the first loop. Then you will create totally 4 different arrays. (opposed to 2 arrays which you have in your example)
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