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Ane

YLANDS TEAM
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Everything posted by Ane

  1. We reproduced the issue, so I'm happy to tell you you're not crazy (at least not because of this! )
  2. Ane

    0.12 Update first impressions

    Hey ognar! We're aware of the game crashing when crafting issue, we're looking into it! Sorry about that.
  3. Ane

    Install server how does it work?

    English, please
  4. Ane

    0.12: Smooth Sailing (15/04/2019)

    Ok, I'll remove it
  5. Ane

    Dev Diary #72

    Hey there fellow ylanders! Let’s start with the most obvious question on your minds – the state of the update 0.12. The data has been locked, meaning that no further changes are being made and everything is being thoroughly tested. It’s possible that you will get to read one more Dev Diary before the update is released, but this beast of an update is getting so hard to get out that we won’t be able to hold it in any longer. Every update we release is bigger than the preceding one… and this one is definitely no exception Because we’ve already covered most of the large features coming your way, I would l like to use this opportunity to name some smaller ones, that will make your time spent playing Ylands more pleasant. Let's get into it! Overall, in this update we're not only adding brand new features, but we’ve also adjusted A LOT of the existing ones, adding many QOL (quality of life) changes to the game. For instance, you can now pick up objects much quicker one after another, fly faster with a propeller pack, and spot and identify resource veins based on resource chunks lying around (no more looking for flint like crazy ). We also made a lot of changes based on your feedback, so focused objects are now easier to spot and objects on the ground are harder to miss. In the past we’ve talked about the changes made to the 3rd person camera. We were able to put in the game a new way how camera works with ships (it even supports zoom) and because of that, the movement feels more fluent. But on top of that, we managed to vastly improve the way characters move over smaller obstacles or walk up or down stairs. We can’t wait for you to let us know what you think! While sailing, the camera shouldn't get in the way anymore. Sailing exploration realness by [5thSC(A)]Pvt Bushi Neko! As you know, another aspect of the game that has been largely refined is the GUI. We took your comments into consideration, and based on that, in 0.12 you’ll see that your hotbar gets way less cluttered by useless resources and several buttons have been replaced. Also, with this new system in place, all the annoying issues from the past should be gone. Due to all of these changes, there are a couple of things that you should take into account when it comes to this update: All old non-visual scripts will cease to work, so several official games/compositions will be taken down from the Workshop (bear it in mind also if you have games/compositions of your own) In order to play your locally created game outside the Editor, you will first have to export it so that it appears in the main menu As part of the optimization process and GUI overhaul, the last three slots in the inventory have been removed. If your character has any objects in those slots, as soon as the updated game starts, the items found in those no longer existing slots will be dropped next to the character (even if your character is offline in a MP game). So make sure you store these soon to be dropped items, to avoid losing them. In any case, these things will be mentioned in the Changelog as well, but we wanted to give you a heads up Now let's take a look at the questions you've posted during the week! Are you devoting any real play testing time to discovering methods of griefing so that you avoid as much of it as possible before you "release" the game? In a lot of games this type of testing is fluffed over and left for the players to report and troubleshoot leaving some players frustrated for having to do the game companies job. No. What we do is that for every feature we put in the game, we try to think of possible scenarios where it could be exploited, and we try to fix those. It is, however, only during the real gaming sessions that most of the harmful behavior is found - we've already fixed a lot of those based on your feedback. We're planning to devote enough time to look specifically for these patterns before the game leaves Early Access. Will the new, faster combat moves be also a bit preciser, as the moves, we are posessing now? Because my real problem with them was newer the speed, but always their lack of precision. If you only add the speed, i fear, it will make the situation only worse... We've done some changes to what and how you focus things in combat. Please give it a try and let us know if things got better for you! I love how much you can do with this game! I recently started learning Coding for C++ after being inspired from making codes inside this game. Are there any recommendations on where to learn? (Im right now doing an intro course on udemy but I'm almost done. Learning to code in C++ can be somewhat difficult if you don't have any previous experience with "easier" languages like C# or with scripting languages like Lua or Python. If you find that it is too difficult to start with, I suggest you switch to C# and play around a bit with Unity. With the update to making axes better at cutting trees, what will happen saws? I really like the idea of the saw being a more efficient tool for cutting trees. Maybe they can grant more wood when breaking down logs compared to using an axe? (So it becomes somewhat required for making boats or large structures) That's a very good point. To be honest we're still thinking about what role should saws play after this update - it's quite likely that we will do something about them, but it will have to wait till 0.13. Additionally, what is the plan regarding terrain depletion? Currently once you finish mining a vein of iron it's gone forever and as the game gets longer it becomes harder to get. How is this intended to be solved in the future? Yes. We need to resolve this issue especially since in the future (post 1.0) players will need even more resources like iron in order to build more advanced machinery. And that is all for today! We will see you again in a week – until then have a great time and stay classy!
  6. Ane

    black screen

    Hello! Sorry to hear you're having issues with the game. We checked the file you attached and we didn't really see anything that could explain the black screen. Could you please attach the output_log file too, please?
  7. Ane

    AI pirate ships/ New pre-built ships

    New ship models will be added eventually, worry not!
  8. We appreciate the understanding, guys ❤️ Hopefully the wait will be worth it.
  9. Ane

    Dev Diary #70

    That will come sometime after 1.0 is released
  10. There were a couple features that required some extra polishing, so it won't be out at the end of March, but at the beginning of April
  11. Ane

    KNOWN ISSUE Sleeping bug

    Yes, it's a known issue
  12. We'll take a look at it, thanks There's an in-game feedback tracker that you can use to report bugs in game. You can access it via the in-game menu
  13. Ane

    Dev Diary #70

    I thought about it, but I figured it was something else
  14. Ane

    Dev Diary #70

    Why red?
  15. Ane

    Dev Diary #70

    And feel free to leave your questions here for next week!
  16. Ane

    DEV ANSWER Small visual bugs

    The alchemy table seems to be ok, but we'll fix the one about the block. Thanks for the report!
  17. Ane

    Issues found in translations

    Thanks, I'll pass it on to the French translator
  18. Hello! Now that we have some languages as "experimental" translations in the game (remember that you have to use the "-translator" parameter), feel free to report here any issues you find with the texts in the game: wrong translations, cut-offs, untranslated texts, or any suggestion you might have in general. You can also do this for Spanish and Czech, even if they're "official" translations, of course Thank you! Ane
  19. Ane

    Impossible to join a friend party

    Does he have the game set to public? (aka visible to others)
  20. Ane

    Cthulunatic Manor

    Awesome stuff! Yes, we shamelessly shared it with the community on social media
  21. Ane

    Dev Diary #69

    Hey there fellow ylanders, If you've been with us for a long time, you may remember that back in the day I was also part of the Dev Diary/Sneak Peek writing committee (throwback to June 2017, when I wrote the last one ? ), so I'm more than happy to be back in action! So without further ado, let me present you today's topic... let's talk about costumes! Costumes are basically unique skins that will let you adjust the overall appearance of your character. Once you equip them, they won't actually give you any advantages, they will just change your character visuals. So, for instance, if you put on a costume while wearing your armor, you will keep your stats, but you won't gain anything extra (but you will look very extra, that's for sure ). Beneath the costume you will still be wearing your regular equipment, and you will only be able to see the weapon you are holding, the propeller pack, and the light from the creator cube. Costumes are not actually linked to your character gender, and most of them come with their own unique emote. A yeti that is not blurry? Quick, make a wish! To begin with, in the 0.12 update you'll get your hands on 2 costumes - the adorable yeti presented above, and... the other one... well, they want to remain anonymous for now You will be able to get them for coyns from our Store, just like pets and skins. Also, in one of the future updates, we want creators/admins to be able to set whether they want to enable costumes in their games - nothing more off-putting than a yeti running around in a Wild West horse chase (no offense, Mr. Yeti ). Now let's take a look at the questions you've posted in our forum during the last week! (much appreciated, keep them coming!) Will 16 player servers be a thing in 0.12? No. While we plan to raise the maximum number of players in the future, it won't happen in 0.12. This needs additional testing and discussing - while it is perfectly fine for some games to support 16 players, others - those more demanding - will not be able to support this much. Can you confirm if the power barrier is coming to Editor maps? It won't be in 0.12, but yes, we've decided to give players access to the power barrier in the Editor. We're just discussing the implementation details (also we would like the barrier to be able to utilize the Friend list, which is coming at a later date). Also can we make multi-biome Editor maps with caves? In 0.12 you can generate Explore-like maps, multiple ylands with various biomes and caves, so - yes Also can we add logics to Explore maps now? Not really to Explore maps, but as mentioned above, you can create an Explore-like map and edit it as you like. And can we optimize other constructions (houses for example) in the Editor and put it in Explore? All constructions can be optimized (it is actually extremely useful ESPECIALLY for houses), and you can place them to the aforementioned Explore-like maps. Is a model creation system planned for the Ylands Editor? Yes, we want players to be able to have some way of creating their own models. But this definitely won't be available before the 1.0 version. Blueprint alignment needs to be looked at. Any chance you can make it to snap to the grid? As adding on is near impossible unless you've got the blueprint on the correct alignment, and 90% of the time ends up floating. That is true. We would like to do something about it in 0.13. What music do you guys listen to while at work? Ales: Mostly game/movie soundtracks (right now my beloved Bastion) Ane: I actually don't usually listen to music while I work, it kinda distracts me (I'm a dancer, you know!) Marci: Well, I listen to Twitch streams Will we get more blueprint support in the future? (It would make sense if all compositions could be used...) Definitely, we want for blueprints to play a much more important role in Ylands. Will we be able to import our own sounds effects in the future? Importing your own assets into Ylands is a tricky business. Apart from the technical aspect (which is solvable), the biggest issue is the content control - this goes for models, bitmaps and sounds. Before we ever make this possible, we need to be sure that we can effectively filter out any harmful content, as we want Ylands to be a kids-friendly environment. Aaaaand that's all for now. Have a great weekend, ylanders, and stay classy!
  22. If it happens again, please grab the files and attach them here! Do you know if the other players slept on the server when you were disconnected?
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