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Houp

YLANDS TEAM
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Posts posted by Houp


  1. Hi, thanks for clarifications.

    First I return to 2 of your points.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    Documentation: Some blocks are a little tricky to understand and the wiki is underdeveloped. Maybe opening the wiki up to be able to be user edited would help.

    Anyone can ask @Ane and she will give rights for wiki editing. We just do not want to do it public yet.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    What I really want though is to be able to create our own blocks by coding(I think your backend uses JavaScript).

    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.

    4 hours ago, Shadow72 said:

    History window example: It seems like I was confused about how the tool actually worked. After messing with it for a little bit i figured it out. Maybe adding a apply button that undoes everything instead of undoing everything automatically would make it more easier to understand(so it would act like you clicking on a point to undo to is like a preview of what it would look like)

    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.

    4 hours ago, Shadow72 said:

    Barrier alpha value:

    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.

    4 hours ago, Shadow72 said:

    Storages

    Now I understand. Thank you. You would like to have inheritance of Storages with a way to override instructions in parent Storage.

    4 hours ago, Shadow72 said:

    PlayTesting Menu

    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".

    • Thanks 1

  2. 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.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    History: When you select something in the history window and then close the menu the items still are still invisible. You then have to go all the way down the list and click on the last item to get the selection to go away. It would be nice if everything goes back to normal after                 you close the window. 

    First I am not sure about this one. Screenshots would be helpful here.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    When trying to color it you can only color is a flat color, no alpha value.

    You should be able to set alpha of barrier color already.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    Storages: Allow you to add a storage to logic entities from the "object properties" window.

                      For game logic storage right now if you call a function it only calls the function in the game storage, not the game logic itself. It would be nice if it can check if the game logic has a override function and then run that one instead, if not run the one in the storage. I                        find that i sometimes want certain logics to behave differently that are in the same storage and there is no way to fix it. 

    Not sure what you are trying to achieve. Any example?

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    Variable Error Feature: I really like this feature but it seems a bit buggy right now. When dropping a local variable in the place of a error variable it will sometimes change the local variable to a error and you will need to pull a few local variables out and delete them to fix it.I        have also had it so there are no variable errors showing but it wont run the project because it thinks that there is a variable problem when there isn't(Nothing is red). 

    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.

    On 4/26/2019 at 8:39 PM, Shadow72 said:

    PlayTesting: Add a playtesting menu that will allow you to spawn items in, teleport, set god mode, feed yourself, etc.

    https://community.bistudio.com/wiki/Ylands_Tile_-_Is_debug_mode

    Or do you need something else? (custom commands can be really useful too)

     

     


  3. 16 hours ago, Ane said:

    [YLD-13274] [Editor] Be able to select only pickable items

    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)
     

     


  4. 55 minutes ago, Igor Q. said:

    Just realized that there is no option to modify the weld to make/break it within the script

    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)


  5. 1 hour ago, Igor Q. said:

    GOD DAMN FINALLY
    Quick Question: Did we finally get a feature to move an object over time from one location to another?

    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. 


  6. 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.)

    • Thanks 1

  7. 10 hours ago, Indomitus said:

    To be clear, I interpret this as a "yes" for maps created in the Editor (that will be very much like Explore maps) but still a "no" for maps started in Explore mode?

    Yes (you will be unable to add/edit game logic in save games)


  8. 3 hours ago, Igor Q. said:

    Thanks for the info!

    Quick question. With the implementation for "explorer like maps". Will we be able to import logic, compositions and objects with scripts inside it?

    I'd like to prepare for a pvp/pve server with update 0.12

    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.


  9. On 3/16/2019 at 3:48 AM, Igor Q. said:

    Can we please have the ability to disable it? 

    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

    On 3/16/2019 at 11:07 AM, Christalle said:

    Same thing for crystals, even setting the alpha value to 0, they stay bright ?

    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)


  10. 15 hours ago, Indomitus said:

    Wasn't there a plan to add short descriptions of some kind?  Or would that not affect this listing in the script?

    This list will not be affected. "Add object" in editor will be.

    14 hours ago, bb cakes_P1 said:

    The graphics as they are now are still a guessing game. When the animations were turned off, now some of them look the same. In editor and cube, not a huge deal. When you are grinding supplies, guessing at the shspe and size of the block is infuriating.

    We are aware of this issue. There should be improvements in 0.12 but probably it will not be last changes.

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