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Ane

YLANDS TEAM
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Posts posted by Ane


  1. Update 08/07/2016

    Version 0.14.21164

    • Fixed issue where player defined sounds in custom scenarios didn't play under some circumstances
    • Fixed issue where some players could have problems picking up/equipping items while in Multiplayer

  2. Update 07/07/2016

    Version 0.14.21143

    • Two scenarios added: Wild West and Ylander Jones (please note that they can be removed the same way as user-created scenarios. Possibility of just hiding them will be avilable in the next update)
    • Aiming/firing improved for all weapons
    • Fixed issues where aiming crosshair didn't work properly
    • Updated GUI visuals (some parts are still work In progress)
    • [Editor] Trigger zones now have green, more transparent color
    • [Editor] It is now possible to add sounds and particles to level
    • It takes much more heat for characters to notice/take damage
    • Several GUI-related fixes

  3. CHANGELOG

    Wild West - 28/06/2016

    THE_LINE.png

     

    Before this update we were able to shoot just with bows, but from now on we'll have a wide range of long-distance weapons to choose from - crossbows, handguns, rifles, shotguns, you name it! Just make sure the ammo is in your inventory and you're good to go (using the ammo from the creator cube will make it into infinite ammo - Hershel from The Walking Dead would approve!). For those who are not experts in the art of war, don't panic, because there will be a hint telling us what ammo to use in each case.
    If you try to shoot with an empty clip it will be auto reloaded, or you can reload your weapon at any time by pressing R (ideally before you get shot while you are still loading our weapon; but if not, I'm pretty sure the vultures won't complain about it). For a more precise shooting, click the right mouse button and it'll be switched to the aiming mode. Shoot them rabbits right where you want to! 

     

    And now that you can perform different actions with the things you hold in your hands, new controls were assigned so that one of the hands is always free, and so the controls have been reset.

    THE_LINE.png

    NEW FEATURES

    • Introduced "proper" shooting for both firearms and bows
    • New GUI looks (please note that some panels are still being tweaked) 
    • Duplicated keys now fit original locks. Duplicated doors/chests can be opened with the key which fits the original door/chest 
    • New way of dyeing items (new workstation looks and recipes)
    • Added a new visual hint showing the player that they have received/lost an item 
    • [Editor] Eyedrop tool added (allows quick selection/duplication of objects present in the level)
    • [Editor] "Perform action with an entity" now accepts an additional parameter (e.g. to specify how much damage should an entity receive etc.)
    • [Editor] Character is now flying after switching to character mode
    • [Editor] Added Clone button that allows for game logic object actions to be duplicated
    • Largely improved/reworked Launcher window
    • Actor now remains in the game even after the player has logged out (the one setting up the game will eventually be able to enable/disable this feature)
    • It is now possible to rebuild fire from the ashes
    • Added confirmation panel to various operations in the menu
    • Updated/added several animations
    • Added new animal: vulture
    • Added several boar variations
    • Mirrors now reflect the sky color and players' character
    • Added new particle effects (e.g. water splashes)
    • Added new sounds
    • Weapons now require/consume proper animations and can be reloaded
    • Characters and animals now lay feet on the terrain properly
    • Characters now correctly turn to the direction they're aiming at
    • First rough iteration of character movement gamepad controls (please note that most of the advanced features and GUI panels can't be controlled via gamepad yet)
    • Implemented a lot of camera-related improvements, plus the position of the character in 3rd person view has been changed
    • Temporarily removed Dutch language from the language list
    • Picked items now visually move "into" the character

    THE_LINE.png

     

    NEW ITEMS

    • Tombstones
    • Bottle
    • Wooden chairs
    • Wooden fence
    • Cowboy clothes
    • Cowgirl shirt
    • Sheriff shirt
    • Native American clothes
    • Northern uniform
    • Southern uniform
    • Crossbows
    • Handguns
    • Rifles
    • Shotguns
    • Bullets and shotgun shells
    • Bows
    • Gunsmith tools
    • Vulture totem block
    • Vulture trophy
    • Vulture
    • Bandit hat
    • Brick blocks
    • Coffin
    • Cow skull
    • Goat horn trophy
    • Graveyard railing
    • Iron railing
    • Diamond pattern blocks
    • Lantern
    • Log cross joint
    • Log spike
    • Musket ball
    • Paddles 
    • Planks block
    • Sacks
    • Saloon door
    • Steel ingot
    • Crossbow bolt
    • Tomahawk
    • Teepees
    • Wanted poster
    • Wild West signs
    • Wooden tables
    • New recipes

    THE_LINE.png

     

    MAJOR FIXES

    • [Launcher] Fixed/improved over dozen of bugs and issues
    • [Launcher] Fixed freezing during the Authentication step
    • [MP] Numerous fixes of various game features not working correctly/optimally in MP
    • [Editor] Deleting trigger zones no longer breaks the Editor
    • [Editor] It is no longer possible to interact with the underlying GUI with the Game menu panel active
    • [Editor] Animals no longer make sounds when the game is paused
    • [Editor] Search field now gets cleared after changing the object category
    • [Editor] Some operations should now be more smooth
    • Fixed several issues related to throwing objects out of the inventory
    • Fixed several issues with Undo/Redo feature
    • Fixed several issues that could cause the game to crash during the loading of a level
    • Players can't get stuck while locking/unlocking doors anymore
    • Gutting a dead animal should now work as intended
    • Fixed numerous items that were working/displayed incorrectly either in the catalogue or in the game
    • Loyal horses no longer try to get rid of their owner
    • Fixed several incorrect Czech translations
    • Fixed issues experienced while removing the Creator cube or the Propeller pack while having full inventory
    • Fixed issue where some objects were shown more than once in the catalogue
    • Fixed issue where players were sometimes unable to take screenshots  
    • Dyes are now stacking properly
    • Improved scrolling via mouse wheel in some panels
    • Fixed issue where players were unable to mark items as favorite
    • Fixed situations where during placing of the items players would incorrectly get "I can't do that yet" message 
    • Dead characters no longer react to being hit
    • Items no longer show "dropping" animation when being placed in the level
    • Fixed several ragdoll-related issues
    • Players can no longer use their own character as a support to place objects in the air
    • Fixed issue where trigger zones would react to non-intended objects
    • All weapons should now cause the appropriate type of damage
    • Fixed issue where changing the game language would sometimes fail
    • Heavy armors now slow player down as they should
    • Fixed several issues related to terraforming
    • Lowest sea temperature is now -2°C
    • Fires will now get extinguished whenever they get in water
    • Improved several aspects of animal AI
    • Fixed issues where water was sometimes missing on some terrain blocks
    • Fixed issue where players with the Creature cube equipped wouldn't emit any glow
    • Item shortcuts can now be removed from the hotbar properly
    • It is no longer possible to edit a deleted scenario
    • Deleting all savegames no longer prevents the player from returning to the main menu
    • Fixed several issues found in the Yland selection/creation/editing panels
    • Horses shouldn't be repeatedly stopping anymore
    • Shadow distance in the game configuration should now work properly
    • Drinking the Glow potion once again results in light being emited
    • Doors are no longer behaving in a weird way in the inventory/catalogue
    • Players shouldn't be able to see their headless torso now
    • The character's hand no longer disappears while shooting
    • Players can now once again move items among the inventory slots freely
    • Fixed issue where some building materials had set incorrect grid size requirements
    • Characters can now lay down when sitting
    • Fixed wrong names of some items
    • Shovel is now flattening the terrain in ways that are expected
    • Constructing objects in the world from the crafting panel should now work every time
    • Music and other sounds no longer play after the game has lost focus
    • Clicking RMB in a container now places the object into the inventory instead of equipping it
    • It is now possible to check/uncheck the Custom tracks option in the Audio config panel
    • Fixed projectiles not hitting their targets even when they should have
    • The lantern should now emit light in a proper way
    • Annihilator should now be aimed more easily
    • Animals no longer walk backward or sideways
    • Fixed characters falling through chairs when sitting on a chair placed on an uneven surface
    • Pressing ESC or alt-tabbing when diving no longer breaks the game

    THE_LINE.png

     

    COMING SOON

    Coming Soon to your ylands… Enormous Explosions!

    Shooting is cool, but making things explode adds about 2.883.227 million points (more or less) in the epicness scale – according to me, that is. Plus this should make hunting a tiny bit more exciting!

     

    Look behind you! A one-headed goat flying across the sky*! But how is that possible…?

     

    Ah, the fancy new catapults coming to our ylands might have to do something with that! You want to get rid of something (like really, anything)? Place it in the catapult, shoot it and see where it lands!

     

     

    *No goats were harmed in the making of this post

    • Like 1
    • Upvote 1

  4. CHANGELOG

    Armored Appearance - 17/05/2016

    THE_LINE.png

     

    The game now uses a mesh combining technique with its building blocks (such as stone blocks, brick blocks and many others). Before mesh combining, when the game wanted to draw a building consisting of 500 blocks, the CPU was telling the graphics card: "Render this block. When you're done, render this block. Then this block." That had to repeat 500 times. Now, the CPU tells the graphics card: "Would you kindly render this big thing of 500 blocks?". And the GFX responds: "Yeah, sure, man! Phew, glad you didn't tell me to render it block by block, that would really be time consuming!" Thanks to this improvement, we got a major performance increase in areas with lots of buildings (we're talking about twofold or threefold FPS gain here).

     

    We've spent the last few weeks taming our horses, and we've found a new riding-technique

    When taking your horse for a walk, you can now set the next speed by double tapping the W button. If you want to slow down, press S.
    If you stop holding W, the horse won't stop immediately, it will slow down until it stops completely. If you want to just relax and feel the air in your face while riding your horse, press * and you'll activate the autorun mode. During autorun, use W/S to change the speed. Holding the S button or pressing * will stop autorun.

    THE_LINE.png

     

    NEW FEATURES

    • Weapons now deal various types of damage (therefore some work better against some objects/armors)
    • Items can now be repaired by using the repair kit from the item overview panel 
    • Objects in the game now have resistances to various types of damage (piercing damage by arrows does minimum damage to trees while slashing it with axes makes them very unhappy) 
    • New optimizations that result in better fps
    • [Editor] Added Undo/Redo feature
    • [Editor] You can now use the terraforming tool directly in the editor without going to the character mode (please note that this is just the first iteration, in the next update the controls will be fully integrated into the editor and made more user-friendly)
    • Attack animations now reflect the type of weapon equipped (blunt, piercing and slashing type of weapons)
    • Lights now turn on/off gradually 
    • Animals can now be healed when they eat 
    • Enraged animals can calm down after they eat
    • Player can now see the health of tamed/loyal horses

    THE_LINE.png

     

    NEW ITEMS

    • Advanced repair kit
    • Basic repair kit
    • Crab carapace
    • Hunting bow
    • Reflex bow
    • Straight bow
    • Iron fork
    • Iron spoon
    • Wooden spoon
    • Iron lance
    • Iron mace
    • Iron pitchfork
    • Wooden pitchfork
    • Iron spear
    • Stone spear
    • Wooden spear
    • Glass forming stand
    • War axe
    • War hammer
    • Bark armor
    • Bear hide armor
    • Crab carapace armor
    • Cyclops armor
    • Iron armor
    • Stone armor
    • Archery targets
    • Dummy targets
    • Vases
    • New weapon and armor recipes
    • New crab variations
    • New wild boar variants

    THE_LINE.png

     

    MAJOR FIXES

    • Movement hints are shown during the horse riding
    • Fixed an issue where horses could not be fed sometimes
    • All game logic objects should now show proper selection boxes when selected in the editor
    • Horse names are now updated to reflect the name changes even when the horse was focused during the change
    • You can no longer dismount the horse while jumping
    • You can no longer jump while standing in place when mounting a horse
    • Mounted player now gets damage after the long jump
    • Fixed sitting position on all chairs
    • Fixed colliders on all chairs with backrest
    • [Editor] Fixed issue where "instant rotate/move" actions sometimes didn't execute
    • [Editor] Fixed issue where actions set to be executed upon specific item leaving the trigger zone were triggered after the game had been loaded even when the item was still inside the trigger zone
    • [Editor] After the object being placed is deselected it gets also deselected in the right-hand list
    • [Editor] Interaction lines to deleted game logic object should not be visible anymore
    • [Editor] You can no longer start placing while performing other action
    • Adjusted damage dealt by dart shooters
    • You won't ride an invisible horse after dying while riding (it was fun, though...)
    • New default key for Dismount is now U
    • Fixed issue where switching camera mode while mounted resulted in various problems
    • Character is now properly animated when transitioning between laying and sitting states
    • Mummy is now fearless and never sleeps
    • Balanced damage done by animals
    • Drag and dropping things in the character panel now should have lower impact on fps
    • Player can no longer sit/lie in the air
    • Switching camera to first person view while player was semi-transparent no longer leaves the player that way
    • Fixed minor ragdoll-related issues
    • Fixed character positioning problems when mounting/dismounting a horse
    • Stopping in water during the horse riding no longer makes you sink for a moment
    • Character can no longer move while mounting a horse
    • Crabs no longer keep turning on one spot
    • Fixed issue where crabs were floating above ground

    THE_LINE.png

     

    COMING SOON

    Coming Soon to your ylands… Wild West!

    Pew, pew, pew! No, we didn't sneak in the Star Wars filming (unfortunately). That's the sound of the bullets grazing our ears as we try to run away! Maybe providing guns to those wild ylanders who looked like they were taken from the "The Good, the Bad and the Ugly" cast wasn't such a good idea. 

    Were you rooting for Batman or for Superman? Iron Man or Captain America? Now you'll have the chance to choose your side in Ylands: team Cowboys or team Indians? (or grab some corn and stay by your tent while watching them fight each other)

     

    www_s.png

    • Upvote 3

  5. Ylands Let's Play 3: Advanced Editor  + Ylander Jones and The Lost Chalice 

    Dear Ylanders,

    Today we bring two videos for the price of one! 

     

    In the first one we created a dungeon full of obstacles by setting up various game logic objects in the scenario editor. The second one is the final version, after spending some hours polishing it :)


  6. Dear Ylanders,

    We created a dungeon full of obstacles from scratch by setting up several game logic objects within the scenario editor. Check it out!

     

     

    if you want to know how it came into being step by step and learn a trick or two, sit back and enjoy this no-so-long explanation :P

    Game logic.png

     Torches_s.png

    We want the torches to automatically light up as someone runs through the corridor. 

    • We place the trigger zone
    • We place the torch
    • In the trigger zone settings we set up the actions to run when entering it: 
      • We select “perform action with an entity” 
      • We choose the torch we want to be lit                                          
      • The action to run is “Light

    Screenshot_2_s.png

    If we want to light up multiple torches as we walk:

    • We select both the torch and the trigger zone
    • We duplicate them (both the items and the settings will be copied). We can do this either by pressing CTRL-D or via the context menu (right mouse button).
    • We place them wherever we want

     

    Trapped_chest_s.png

    We want the dart shooters to be triggered when someone steps on the stepstone placed in front of the chest. 

    • We place the chest
    • We place the stepstone in front of it
    • We place the dart shooters in a way that whoever is standing on the stepstone gets shot
    • We put the trigger zone in the stepstone (and adjust it to its size)
    • In the trigger zone settings we set up the actions to run when entering it:
      • We select “perform action with an entity
      • We choose the dart shooter we want to be triggered
      • The action to run is “Fire

    Screenshot_1_s.png

    If we want to trigger more than one dart shooter:

    • In the same trigger zone, we add a new action 
    • The settings would be the same, only now we would select the other dart shooter(s)


    Darts_s.png

    We want the dart shooters in the walls to be triggered gradually and to shoot non-stop as someone runs through the corridor. 

    • We place the trigger zone
    • We place the time trigger (which is an object that is used to perform some action - once, several times or continuously - as long as it's active)
    • We place the dart shooter in the wall
    • In the time trigger settings we set up when we want the dart shooter to start shooting, for how long and how often:
      • If we want it to start shooting as someone enters the trigger zone, the initial delay would be 0
      • If we want it to shoot non-stop, we set the repeat count to -1. You can specify how many times something should be done, 0 means never and -1 means indefinitely.
      • To set up how often we want the dart to shoot, we set the duration we want in the “time between repeats
      • We add the action: perform action with an entity
      • We choose the dart shooter we want to be triggered
      • The action to run is “Fire

    Screenshot_3_s.png

    If we want multiple shooters to be triggered as we walk:

    • We select both the dart shooter and the time trigger
    • We duplicate them (both the items and the settings will be copied)
    • We place them wherever we want

     

    This way they would be all triggered at the same time. If we want them to be triggered gradually:

    • In the time trigger settings, we change the initial delay duration (adding extra 0,5 seconds to each shooter, for example). This way some triggers will - after they have been enabled - wait longer than others before they start executing their actions.

     

    By default the time triggers are enabled, and this way they would be triggered as soon as the level is loaded. But we want the shooters to start shooting only once someone is close enough to the corridor.

    • In the time trigger settings, we disable them one by one by clicking on the tick next to their names (changing their names to know which one is which might be a good idea, because we will need to be able to tell them apart in the list later on)

    Screenshot_4_s.png

    • In the trigger zone settings, we set the event “enable game logic” when entering it 
    • We choose which one to enable (this is where having different names comes in handy)
    • Click on enable
    • Add as many events as objects you want to enable

     

    Platforms_s.png

    We want the platforms to go up whenever someone steps on the correct panels, but in order to make it more difficult, we also want to reset all the platforms if they step on an incorrect panel.

    For the “correct” panels (the ones that would make the platforms go up):

    • We place the platforms in the walls up
    • We place a stone panel
    • We put the trigger zone in the panel (and adjust it to its size)
    • We store the rotation of one of the platforms by right clicking on it (this is the rotation we want the platform to have whenever someone steps on the correct panel)
    • In the trigger zone settings we set up the actions to run when entering it:
      • We select “rotate entity instantly
      • We choose the platform we want to be rotated
      • We paste the previously stored rotation 

    Screenshot_5_s.png

    • We duplicate the panel (as many times as we want to have “correct” panels)
    • In each new panel we need to choose the platform it will affect to (without changing the rotation values). We can use the one we got from the first platform because we want the other platforms to be rotated exactly the same way.

     

    For the “incorrect” panels: 

    • We put the platforms down (this is how they will be rotated when the game starts and whenever they get reset by a player stepping on the incorrect panel)
    • We store the rotation of one of the platforms
    • We duplicate one of the panels
    • We paste the stored rotation
    • We add a new action: rotate entity instantly 
    • We repeat this with the other platforms
    • We duplicate the panels as many times as we want to have “incorrect” panels

     

    We want the last platform to go up when someone shoots the stepstone.

    • We place the stepstone in the wall 
    • We put the trigger zone in the stepstone (and adjust it to its size)
    • We store the rotation of the platform
    • In the trigger zone settings we set up what triggers it:
      • We select “any projectile
      • We set up the actions to run when entering it: rotate entity instantly
      • We choose the platform we want to be rotated
      • We paste the stored rotation 
    • We put the platform down

    Screenshot_6_s.png


    Puzzle_s.png

    We want the chest to unlock only when the correct answer is provided. 

    • We place the chest
    • We lock the chest with a blank key (in the character mode)
    • We place an event listener
    • In the event listener settings we set what happens when someone tries to open the locked chest:
      • We choose the chest (meaning "listen/wait for something to happen to this chest")
      • Activate on: blocked (meaning "someone did something with the specified item (the chest) but the action wasn't successful (the player tried to open it, but they couldn't because it was locked))
      • We set the action: ask player
      • We choose the questioner: the chest (this is who/what is asking the question. This shows in the question itself but also affects where will the bubble text be shown in the scene)
      • We write the question
      • In possible answers we choose the action to happen when a specific answer is provided: show message

     

    Screenshot_8_s.png Screenshot_9_s.png

     

    If the answer is incorrect:

    • We chose the speaker: the chest
    • We write the answer that is shown

     

    If the answer is correct:

    • We add the event: perform action with an entity
    • We choose the object: the chest
    • We set the action: unlock
    • We set the responder to “trigger object

     

    Screenshot_10_s.png

    Prize_s.png

    We want a message to be shown when someone picks up the prize. 

    • We place the prize
    • We put the trigger zone in the prize (and adjust it to its size)
    • In the trigger zone settings we set up the actions to run when leaving it:
      • Is triggered by: specific entity
      • We choose the object: the prize
      • We set the action: show message
      • We choose who “says” it: the pillar the prize is standing on, for example
      • We write the message

     

    Screenshot_12_s.png

    In other words - if the specific entity we selected leaves the trigger zone (for example whenever someone picks it up), a message will be shown. The alternative way of doing this would be to create an event listener that would "listen" for a player taking this specific object.

     

    Multiplayer_s.png

    We want the door to unlock when someone stands on the panel, and to lock when someone leaves the panel. 

    • We place the door
    • We lock the door with a blank key (in the character mode)
    • We place the panel
    • We put the trigger zone in the panel (and adjust it to its size)
    • In the trigger zone settings we set up the actions to run when entering it:
      • We select “perform action with an entity” 
      • We choose the door
      • The action to run is “Unlock

    Screenshot_13_s.png

    • In the trigger zone settings we set up the actions to run when leaving it:
      • We select “perform action with an entity” 
      • We choose the door
      • The action to run is “Lock

     

    Tips.png

    • Some objects are, after you select them from the list, ready to be placed in a way that they are facing you (especially objects like paintings, dart shooters etc.), therefore it makes things easier to be facing the spot where you will be facing them as you select them from the list. This can save you some unnecessary rotating.
    • Whenever you select a game logic object that affects some other objects in some way (like a trigger zone that upon entering does something with a stone block) you can see lines linking those - that way you can quickly tell if things are set up properly.

    Screenshot_14_s.png

    • Although the events are run only when you play (test) the game, in the editor the console is your friend. If you want to see if you've set up a trigger zone correctly, switch to the character mode and see what (if anything) the console tells you after you enter it.

    Screenshot_15.png

    • Clicking the right mouse button displays the context menu - one of the things you can do via this menu is to store the position or rotation (both are stored separately in the clipboard) of the selected object, so that you can later copy those to other item - either by the context menu or by pasting them in the appropriate fields in the game logic object panel. Not only you can quickly copy the position/rotation this way - this is also very useful whenever you want to adjust the location/rotation of an object at some point (usually when someone toggles something/enters a trigger zone). Instead of "guessing" how the object should then be rotated/where it should be placed, you can position/rotate it yourself, copy the values and then return it to its original state.

     

    Screenshot_16.png

    • You can rename any game logic object by clicking its name in the panel. This comes in handy if you have a lot of those in your level.
    • Game logic objects perform actions only when they are active. You can enable/disable them with the help of other game logic objects (trigger zones), after some time (time triggers), when something specific happens in the game (event listeners) - this way some very cool things can be achieved.

     

    Let me know if there's something unclear or if you have any doubts!

    Ane

    • Upvote 4

  7. Update: 05/05/2016

    Version: 0.12.19048

    • [Editor] Fixed issue where sometimes after deleting an object the editor would become unresponsive
    • Fixed issue where under some circumstances the player would be unable to pick up keys dropped in the level
    • Fixed issue where the player´s character emitted a faint green light even without having the Creator cube equipped
    • Fixed issue where some energy lamps could emit light even though they were not connected to the energy grid

  8. Update: 03/05/2016

    Version: 0.12.18880

    • Fixed artificial light sources (lanterns, torches) affecting fps even during the daytime
    • Doors should now be easier to place
    • Fixed paintings/tablets not being properly oriented in the inspect view window
    • Fixed issue where horses were unable to walk deeper in the water
    • Fixed issue where it was impossible to summon the horse while standing in water
    • Fixed issue where it was possible to hit the horse itself when shooting while riding it
    • Fixed issue with feeding animation when the player was feeding a horse with the Creator Cube equipped
    • Fixed issue where mounting the horse could sometimes make it stuck in "aware" animation 
    • [Editor] Fixed relation lines not correctly being updated after some actions
    • [Editor] Fixed issues arising when the selected object was unloaded
    • [Editor] The default instant move/rotate actions values are now in absolute numbers
    • [Editor] Fixed the issue where game logic objects couldn't be selected via multiselection
    • [Editor] Updated copy/paste naming policy - now the newly created objects should have nicer names
    • [Editor] Taming a horse in the editor no longer breaks the interaction with the horse in created game (horses tamed inside the editor can be mounted by any player in the game created from that scenario)
    • Fixed some new keybindings showing as string keys instead of valid names
    • Fixed jump speed and height for horses
    • Player on the horse can no longer jump while they are not moving
    • Fixed swimming animation for mounted player
      • Upvote 1

    •  

      CHANGELOG

      Happy Horse - 26/04/2016

      THE_LINE.png

      Look! There's a horse right there! Let me pet it for a whi... hey! Why is he ignoring me?
      Because, my friend, he doesn't trust you enough! Would you feel safe around a double-headed dragon who tried to touch you with his claws? But what if he fed you with a 4 cheese pizza? Wouldn't you then feel different about the dragon? No need to answer to that, it might just be me...
      Aaanyway! Give some yummy stuff (the yummier the better) to the horse and he'll become your best buddy! Mount him and run like the wind until the sun sets! (or until he decides to kick you, everyone knows 1 out of 8 horses behaves more like an ass)
      Only then you will be able to give him a name - but you can only do this once, so choose it wisely! (otherwise he would get confused by the different names, and we don't want that, do we?) And if you lose him out of sight, you can call him by pressing F9 and he'll come to you.

      Our ylands are becoming more and more civilized and from now on we will use our hands to open doors, instead of bumping into them like rugby players.
      But one cannot be cautious enough, right? Lock the door after leaving to make sure no one steals your goods.
      This is how it goes: you have a door with a lock on it, you take a blank key and lock said door (you can then rename it so that you don't end up with 500 keys that look the same in your pockets). From now on you'll be able to unlock this lock only with this key (the one and only key to rule them all! Actually just one door,  so it's not that epic), and this key will only work in this lock. The same goes for chests!

       

      Note: We are aware of the issue where in some cases in multiplayer games the player may see other players and the horses they are riding not properly synchronized (the rider being ahead of their horse etc.). We are already working on the fix.

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      NEW FEATURES

      • Horse domestication
      • Horse riding (at various speeds)
      • Horse calling
      • Locking / unlocking doors and chests
      • Doors are now opened via action, not by pushing into them
      • Added dart shooters to the game. They can be triggered by an event in the editor
      • Terraformer: you can add water to an existing water volume more easily
      • [Editor] You can test your scenario and return to the editor without going through the main menu scene
      • [Editor] Added several new types of trigger objects to the trigger zone (any player, any animal, any item, specific entity, specific entity type)
      • [Editor] Added new trigger actions: move/rotate item instantly
      • [Editor] In the character mode trigger zones can be triggered: they will write to a console what would happen if it was not in the editor
      • [Editor] When selected, trigger zones show connections to objects they affect
      • [Editor] Added a new game logic: event listener (Example: mounting an animal, opening a container, picking a specific item etc. can trigger an action)
      • [Editor] Added new "Ask player" action which can be used in all triggers (in event listener too). This action will open an input field with a question for a player to answer. They can write something in it and confirm that field. Different actions may be triggered based on given answers
      • [Editor] Visual overhaul of the game logic object settings panel - now it's cleaner and better arranged (also, some fields can be closed/opened via arrows)
      • [Editor] Added the possibility of copying the position or rotation of a selected object via context menu (RMB) and to apply these values to other objects (via context menu or inside the game logic object settings panel).
      • [Editor] The state of the editor buttons is now remembered

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      NEW ITEMS

      • Horse collar
      • Horse
      • Armchair (color variation)
      • Ottoman (color variation)
      • Keys
      • Blue steel block
      • Books
      • Egyptian busts
      • Egyptian cat idol
      • Egyptian vases
      • Golden chalice
      • Hay bale
      • Horse head totem
      • Horse hide
      • Pile of hay
      • Sandstone ledge corners
      • Horse statue
      • Spikes

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      MAJOR FIXES

      • [Editor] Fixed difficulty opening the game logic object setting via double clicking if some transform widget was visible
      • [Editor] If you add spawn points in the editor but you do not add any player role, you will be spawned randomly on one of the spawn points
      • Fixed Festive tree input port
      • Fixed darkened visuals of particles emitted from the terraformer and other tools if player's character was transparent
      • Fixed painting via terraformer sometimes not behaving as expected
      • Improved focusing of interactable objects
      • Fixed the issue with animals going under water
      • Fixed the issue with dying from hight/low temperatures too fast
      • Fixed idle animals - now they have a bit randomized animations to prevent their synchronized idling

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      COMING SOON

      Coming Soon to your ylands… Armored Appearance!

      Armors and weapons! Do I really need to elaborate this to convince you? Maybe if I say it louder... ARMORS... AND... WEAPONS!
      But this will not only be a visual thing (although let's admit it, looking deadly as hell when wearing a shiny battle outfit feels pretty satisfactory) - depending on what armor/weapon you are carrying the damage you receive/inflict will get affected.

       

      • Upvote 1

    • What Mr. Berzeger said - although If I got one CZK every time someone mispronounced it (even guys from the dev team *cough*) I would now be the proud owner of at least... 175 bread rolls! 

      So your confusion is understandable :D .

      • Upvote 1

    • Changelog_s.thumb.png.bd971d4300a6fec15e

      Fancy Furniture - 11/04/2016

       

      New_features_s.thumb.png.04d8c61a9dbf4f3

      • Characters can now sit and lay both on the ground and chairs and beds (to sit/lay on the ground: F4/F5 by default)
      • Context menu is now available in the editor
      • Workstation GUI has been reworked (now it's a part of the Character panel along with the inventory etc.)
      • New loading screen when leaving an yland to main menu or to the desktop
      • First bunch of console related improvements
      • A save confirmation panel is now shown when leaving the editor
      • Camera movement in the editor has changed. While holding down RMB you go in the camera direction. Mouse scroll is now zooming the point under the mouse cursor
      • Particle effects added to Propeller pack item


      New_items_s.thumb.png.0490cb930cd77e0221

      • Bamboo bed
      • Book stack
      • Carpets (11)
      • Eris the dragon - painting
      • Iron bed (3)
      • Iron chair (4)
      • Latrine
      • Latrine door
      • Wicker basket
      • Wicker bed
      • Wicker stool
      • Wooden bed (3)
      • Wooden chair (6)
      • Wooden cabinet (2) 
      • Recipes allowing crafting of the newly added furniture 


      Major_fixes_s.thumb.png.5acdbe9804e34bb6

      • Fixed wireframe selection boxes in the editor that sometimes showed weirdly colored
      • Fixed the ability to place terrain materials (e.g. dirt) in the air without it actually appearing in the world, but decreasing the material count anyway
      • Launcher: Fixed a rare issue where the launcher would not run properly with a specific folder in the Ylands directory
      • Launcher: Fixed a not so rare issue where the launcher would run itself twice with one instance being unusable (containing some template texts etc.)
      • Fixed an issue where editing a custom language file with the game running would always end up in an endless loop
      • Slightly sped up translations loading (should affect both initial game loading and custom texts import)
      • Fixed player not making hurt sounds when being attacked by entities other than animals and other players (e.g. Tesla Coils)
      • Fixed screenshots being saved as black images
      • Fixed File/Save tab in the editor sometimes behaving oddly
      • Fixed issue where hiding the GUI made impossible to display the in-game menu (showing the in-game menu now turns the GUI on)
      • Fixed several minor GUI related issues
      • Fixed some animation transitions
      • Fixed some multiplayer issues
      • Fixed issue with slot counts in some containers
      • Fixed issue with polar bear not eating
      • Editor: you cannot drag and drop items on the part of the terrain that is not generated anymore

       

      Coming_soon_ss.thumb.png.ad3572910a74a9c

      Coming Soon to your ylands… Happy Horse!

      Living on a deserted yland can get tough (and lonely) at times, right? What about having a non-human friend we can share our adventures with?
      The magnificent horses will be joining us the next update. At first they will be roaming around the yland with a look of distrust in their eyes, that's why we will have to befriend them so that they become our loyal companions (tip: horses get hungry as well). And if they trust you enough, they will even let you ride them.
      But this is just the beginning of the era of the pets! We will slowly add more and more fluffy companions that will brighten our days - especially useful for those with not-so-good social skills and/or fed up with humankind :D

      • Upvote 1
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