-
Content Count
722 -
Joined
-
Last visited
Everything posted by Indomitus
-
Storing player data across play sessions
Indomitus replied to Oliver Hope's topic in Editor Suggestions
If they decide to allow storing inventory data, then it would have to be encrypted in some way or those servers would have trolls with Creator Cubes all over the place. -
From standing: roughly 0.5m vertical Jumping while moving forward, which includes pressing jump as soon as you begin moving: roughly 1.3m vertical
-
This could probably be calculated using some test scripts.
-
Storing player data across play sessions
Indomitus replied to Oliver Hope's topic in Editor Suggestions
Seems like a feature that could be exploitable, especially if it's stored in plain text. -
RESOLVED [YLD-11370] Object loses custom name if player drops it
Indomitus posted a question in Bugs & Technical Issues
I am building a puzzle which will require a specific item to unlock it. The item I chose is a Stepstone, since for now they can't be crafted and I want it to be 100% unique. (I have a reason for not connecting the logic to the specific Item ID.) I gave it a custom name, keeping with the theme of the puzzle. While testing, I pressed X and dropped it (part of the logic looks for it in the player's inventory). When I picked it back up, the custom name was gone and it was called "Stepstone" again. This happens if I drop it by pressing X or by dragging it out of my inventory. It does not happen if I use V to place it. I've tested this several times with multiple different items, not just stepstones, and the result is the same each time. -
Wow. If I didn't already have it I would get it. Slime Rancher is loads of fun, by the way, and the story mode elements are great without getting in the way of the open world. Highly recommended. I'd be playing it now if Ylands hadn't stolen me away.
- 1 reply
-
- 1
-
-
P1's Monthly Game Jam for Ylands -- 1000 USD prize (shares)
Indomitus replied to RedEagle_P1.'s topic in Community News
Just a couple days ago I started some basic sketches on something similar to that. My version uses guns/projectile weapons, though. Not to kill, though. Kind of like with Juggernaut, a hit teleports the player rather than killing them. I'm basing mine on one of the GTA5 game modes I've seen played on Youtube. There would be obstacles and objects that provide cover, as well pitfalls and dangers, like trap doors, that the shooters can trigger by hitting specific targets. I'm looking at 2 teams. One team is shooting while the other is climbing, and they trade off. There is a time limit to get to the top, and if a climber is hit or takes damage for any reason they are teleported back to the start. Debating on whether to use muskets or bow and arrow for the weapon. Needs to be a slow reload, and a challenge for both teams. The amount of damage the weapon does is irrelevant. Had a thought about that one: How about the teams being able to buy and deploy their own cannons? I have a simple script already put together that does it, just hung up on the cannon rotation when it's deployed (friggin' 3D maths!). -
Can't add logic objects to an Explore Mode map. You can add script to entities in the scene, but you can't add any logic objects. Also can't import any entities that already have logic in them. The Editor will specifically remove the script from it.
-
Why Ylands update 0.12 will be a game-changer
Indomitus replied to RedEagle_P1.'s topic in General Discussion
Absolutely looking forward to 0.12. I actually have a potential minigame idea on hold, waiting for some of the anticipated logic additions. That odd icon at the top could be blueprints, maybe? -
Could we have a way to toggle visibility for trigger zones via script? Being able to change the color could be useful as well.
-
Working hard on the combat system. I hope with new/adjusted animations, we'll also see fixes to the combat itself. AoE for most weapons doesn't seem right, and some of the weapons feel a little OP, etc. As much as I might like taking out a wolf in 1 hit with the war hammer, that doesn't really feel balanced.
-
Editor: allow digging in Character mode
Indomitus replied to Indomitus's question in Suggestions & Feedback
I guess we can wait to see what is planned for terraforming. It would be nice to be able to make changes from a player's perspective. -
This might not be needed, depending on what changes are already planned for the Terrain Tool in the Editor, BUT... I would like to have the ability to either equip and use, or simulate using the various digging tools in Character mode, in the Editor. The Terrain Tool is (mostly) fine for large scale modifications, but you can't beat the precision and detail that's possible with the pick, spade, or shovel. I guess along with that, I would also want the ability to add dirt, gravel, etc, one unit at a time, as well. Maybe you could add another mode, besides just Play and Character. It could be a Play/Edit mode where any changes that are made (building, moving items, digging, or whatever) are actually saved when the player returns to the Editor.
-
It kind of feels like there's a value system there, but sometimes it also feels overly random. I've had quite a few times where it would make me eat 3 or 4 times before noon, and then nothing at all the rest of the day.
-
I've never built one from scratch, but I have opened quite a few for repairs or upgrades. (I often joke that's why I never buy the warranty. I'll just void it anyway when I open the computer.) My part of the advice is don't forget about the workspace that you will need to assemble it. Make sure it's large enough, solid, stable, flat, clean, dry, well-ventilated, and that you have all the tools to do the job and protect the sensitive components. Don't use a bed or couch as a workspace, for example, because the cloth will build up static like mad. It's scary how quickly and easily one shock of static from a finger or elbow can ruin something.
-
I don't think this is true. If you go to sleep while hungry, you will wake up hungry, and possibly starving. In fact, it is common to go to sleep right after eating, and wake up hungry. There also seems to be a mechanism that speeds up hunger if you are more active, such as running around, fighting animals, building, or digging. (I could be wrong about that.) I do think the hunger system could use a little more balance, though. I'm not sure how complex they would be able to make it, but it would make sense for the player to be weaker or slower if they are hungry or starving, for example.
-
Editor: allow digging in Character mode
Indomitus replied to Indomitus's question in Suggestions & Feedback
The only thing I've ever used it for was to walk around, and see whatever I'm building the same way a player would see it. Kind of strange there's not more features attached to it. -
Resistance is groovy.
-
I wonder if this interesting fellow will also be accompanied by some equally interesting equipment or accessories that we might trade, or win, or find...
-
Sounds like this update is going to be really fun.
-
An alternative could be an option that could be set in a game to make reloads all manual, with the R key.
-
More Editor Options I would like to have.
Indomitus replied to Igor Q.'s question in Suggestions & Feedback
Interesting. I did not know that INDEX OF returns -1 if the item is not found. I've been initializing a variable every time, and resetting each time if it's in a loop. I'll have to test this when I get home. Could certainly save a few lines of code. -
More Editor Options I would like to have.
Indomitus replied to Igor Q.'s question in Suggestions & Feedback
Initialize a variable to -1. Assign it the Index of the object in the array. If the value is still -1, then it is not found in the array. -
Highly recommended. It's a fun game.
-
You could also do something like this: For a random between 0 and 10, with 2 decimal places, use Random 0-1000 then divide by 100. (Actually, if you want it to include 1000, you should Random 0-1001)