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Everything posted by Indomitus
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As a builder/content creator, the combat system is pretty much front and center for most of what I have planned. I think StoutCrusher is referring to what Ales said about the game file sizes being smaller thanks to some of the improvements.
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Try using the SPLICE command. For "Index" give 0, and for "Count" insert a GET LENGTH tile to capture the whole array at once.
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Petition to re-add first person view
Indomitus replied to RedEagle_P1.'s question in Suggestions & Feedback
I don't play FPP exclusively, but it really comes in handy with digging, planting, and quite a few other things. I understand them saying it doesn't work right with some parts of the game. I'm kind of okay with roughing it for a while and giving them some time to work on it, but this is something that will need to return to Ylands, sooner rather than later. -
The First Person camera is also very useful when digging tunnels and underground bases, and in tight spaces that cause problems for the regular camera, so hopefully it won't be gone for too long.
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The idea of having items marked as Favorites is not a new suggestion at all, I know. In fact, the old UI had a little bit of that to work with, and hopefully there are plans to reintroduce some of it. The idea I want to suggest is the ability to have named groups within our favorites, essentially "palettes" of objects that we can open and use. We would be able to add individual items to the group, and an item could be listed in multiple groups. It could be any objects from everything we have available, whether it's building blocks, decorations, weapons, or animals. This would allow us to figure out a specific look or style, and be able to access the components for that style quickly and easily. We could set up a palette for a building, or for an entire scenario. And we would be able to save the palettes in a way that we can access them from any scenario (and maybe even in Explore mode, once the item recipes are unlocked). If we could save multiple variations of a single object, that would be even better. Such as having a few color variations on the same Brick Block in a single palette. For that, I guess, we would need to be able to add it from the scene, or edit the properties within the palette, or both.
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Something along those lines. Yes, the more flexible it is, the better. Being able to use it to create a custom logic library, for example, could be nice for creators.
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No to which one? There are two there. One obviously sucks and was just kidding, and the other is not far from what we already have. A cancel button would be nice, but if we have only that, then I guarantee that eventually this forum would be flooded with complaints about having to use it so much. The core UI problem needs to be solved.
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Or possibly even a confirm. Or... How about a middle section where we first drag the item we want to craft, it shows the ingredients, and we confirm it from there, once or multiple times. That would still allow the speed of doing large amounts of crafting (like smelting a big stack of Iron or Copper) but prevent accidental clicking of items we don't want. Especially if the workstation remembers what was last staged in that middle section even if we leave and come back, and doesn't change it to something else if we run out of materials.
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But because it's much higher HP total, you don't have to repair it all the way to Pristine. Just get it to "Used" and it will last a while.
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Is this flag gonna be captureable or should we script a flag?
Indomitus replied to RedEagle_P1.'s topic in Editor Help
Does it have to be a flag, specifically? I've been giving some thought to what could be used, since a "capture the flag" mode is one of my billion or so current projects. It could be a Ship Wind Indicator, plus I think in mine I had the idea to turn on Highlight for the player that has it. And that it has to be that player's active item, or they drop it. Plus protections to make sure a team can't pick up and run with their own flag. -
Having water turned off like that won't be any more strange than what it's doing now. I'm willing to wait for the better simulation.
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RESOLVED [YLD-11726] (0.10 Clever Coding) Some new block sizes bugged in Editor
Indomitus posted a question in Bugs & Technical Issues
(Not yet tested in Explore.) Found what seems like 2 kinds of bugs with the new blocks, but they might be slightly different versions of the same problem. The 1x2x2 Marble Block circled in blue will place but will not allow me to select it again by clicking. I have to click/drag a large area around it to get it to select. The 3 blocks marked with red do what's pictured in the screenshot. The lower left reference point is where I placed the blocks. The collision box is there, I can select them by clicking the "empty" space, and it will show the object name if I put my mouse over it. The visible model, however, is at the upper right reference point. The two points are 57.375 apart on the X, and 31.125 apart on the Y. I am still checking, so there could be similar bugs with other kinds of blocks. Just wanted to get this added to the list. I'll add to the thread if I find more. -
Not necessarily. Something like that could be managed with logic. They could have a dollar amount just as easily as tracking a score value. For my 2 cents, the first questions would be these: 1. Does it need to allow for multiple players each having their own amount? 2. Where does the money come from? Are they selling items to NPCs, finding it, or maybe earning it by performing tasks or quests? There are a lot of different things that would affect how it's put together. Really depends on the style of gameplay you want.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
For Instruction Tiles (custom commands we've created in a Global or other storage) it would be nice to be able to see what storage it is contained in, if we are using it in code somewhere else. Maybe if we can see the name of the Game Logic it is part of, either if we hover over it, or right-click on it. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
When we use DISALLOW PLAYERS TO JOIN THE GAME, it would be good to be able to specify a message to show anyone who tries to join. For example if a competitive round is in progress. That way they know it is part of the game, and we can give them a specific reason, so they know it's not an error. -
Something like this can be built using the Visual Scripting. It just depends if this is a situation where logic can be added to the server. And if the server is already live, it would be really difficult to capture players that are already on the server before it's added. Would be nice to have admin tools native to the game, though.
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I see that too. It groups it correctly under car parts but has the wrong name.
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I'm finishing up work on a new arena, and I want to upload it to the workshop soon. First though, I wanted to get some opinions on some parts of it. For now, I have given it the name "Sky Octagon Arena." It's inspired by the Sky Arena created by the Ylands Team. A few highlights: The play area is 3 levels, with ramps between them and narrow catwalks across the top and bottom levels. There are no teams. Each player is on their own. When a player spawns or respawns, it is randomized into one of the block buildings. That makes it nearly impossible for someone to camp a spawn point. (The block buildings are locked, by the way. The doors only open for someone coming out.) Players start with only a grass shirt, grass skirt, and a practice sword. If you die, you lose all of your items and start over. And there is no looting of somebody else's body. Those items are destroyed when the player is killed. When a player dies, the body is immediately transported off the map. This prevents the grave markers from littering the play area. New weapons and armor spawn randomly every so often across 16 different spawn locations across all 3 levels of the arena. (Not all 16 spawns get something every time.) Weapon spawns are randomized from "Tier 1" (weak weapons and armor, like Machete or Leather Armor) and "Tier 2" (stronger weapons and armor, like War Hammer or Iron Armor) Sometimes (rare) it does not spawn from those, but instead spawns 1 item only from its "Tier 3" list (guns and Mark I Armor). Those spawn at the 17th spawn point, at the very center of the arena. Gun spawns are already loaded, and there is NO spawn of new ammo. Weapon spawns are not active unless there are at least 2 players online. If someone leaves, and only 1 player is left, they are deactivated again. Weather is randomized, and can change every 10 minutes (real time). During the night, there is also a random chance of the lights being switched off, just to make it more interesting. When a player logs out, PVP Immunity is turned on for them. That means there is no killing of AFK players. (I have not tested this part yet.) Player scores are tracked and displayed on a Leaderboard UI. I know a lot of these exploits were patched, but I also built in logic that prevents use of items like the Creator Cube and a few other select items. If found on a player, it is deleted and the player gets an infraction. For each infraction, their access to items is restricted more. (#1 = No Tier 3 items, #2 = no Tier 2 items, #3 = No items at all) This logic could be expanded to other things they could do that would be considered cheating. So here is what I want opinions on: The UI display. I don't think it looks quite right, so what do you all think? Color? Text size? Location? I think in the upper part, the text is too small. It can't be lower left because it would cover the Console feed. At lower right it only covers the notices that you picked something up or dropped something, and that's not as important for this kind of gameplay. The name! Right now I call it "Sky Octagon Arena" but I'd rather have something that sounds more interesting. I just can't think of anything right now. The basic design in general. Think it works as a PVP arena? Parts that need to be tested: Protection for offline players. Individual UI objects showing different information for each player. I hope they work that way. I'd hate to have to get rid of the top section of the UI. Basically all the things that only happen in Multiplayer. The logic, by the way, is built in a way that I can easily transfer it to different map designs, and I have a couple ideas I've started playing with. At least one of them would also have animal spawns.
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It's published in the workshop! Feel free to check it out, download it, play it, open it in the Editor and see how it ticks... If you have any questions, just ask. https://workshop.ylands.com/asset/673 And if you find anything that's not working right, let me know and I'll do my best to fix it.
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Need some help with Visual Scripting. =3 P&T
Indomitus replied to Roleplay - PvP - PvE - RP's topic in Editor Help
You need a little more patience than that. This sounds just like one of the effects I have in my PVP map (which I'm going to put in the Workshop as soon as I'm sure it's stable). I have weapons that spawn, but then disappear if nobody picks them up. There's always more than 1 way to do it, but here's my solution: For the thing you want to spawn, create an ENTITY TEMPLATE for it. (Those are under the Game Logic list. Entity Templates are really good things to learn how to use.) Create an ENTITY LABEL for it. You'll use that label to find it again after it spawns. Edit the script for the Entity Template. One of the events you can use is ON ENTITY SPAWN. Under that one add a command to assign the label you created to the "Entity" that the event gives you. That means every time it spawns, it automatically gets that label. Entity Templates have to use a different spawn command than just spawning things directly. You'll find them at the top of the list under ENTITIES>ADVANCED. Now, if you spawned 1 of them or 1000 of them, you have a full list of all of them available to you. Just go to Game Logics>Entity Label>GET ENTITIES and give it that label you created. Since that list is an ARRAY, you can use a FOR EACH loop (under LOOPS) to look at each of them one at a time, and decide to DESPAWN them or not. You can put the same code to assign the label in a bunch of different Entity Templates, if you want to have lots of different items spawning like this. If you need more than that, I could probably throw together a short video on it. -
Why is it still not possible to generate water in the editor?
Indomitus replied to DrHappy's question in Suggestions & Feedback
It was mentioned in a recent post that water is one of the big upcoming enhancements (they mentioned it as one of their biggest current challenges). No mention of when we'll see it though. I'm hopeful that will come with a general overhaul of the terraforming tools, because they do need a lot of improvement. -
I'm on a laptop, although it's built to be a gaming laptop. It's an Asus. I forget the model, but it's a couple years old. Intel I7 processor, 12 GB RAM, Nvidia Geforce GTX, running Windows 8.1 64-bit (and Ubuntu... my machines are usually dual-boot). And just to complicate the whole thing, I nearly always have something like Youtube or VLC playing in the background while I'm playing the game. I have it set at 1920x1080, with most of the video options set to "High" or better.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
If we create a custom interaction for an object, allow us to specify an amount of time the interaction would take to complete (such as with planting seeds or using a bandage). This would allow for game mechanics such as lock picking, or things like that. Good: To be able to specify it in the script code. Better: To be able to set it dynamically during play. -
C'mon Bohemia you can't have your cake and eat it too!
Indomitus replied to Chromedome2's topic in General Discussion
The current easiest way to delete all the extra reference points: Along the top look for this icon: When you click it, the Editor will open a list of all Game Logic items that are in your scene. You can find all the extra Reference Points in that list. Click on each one in the list, and press DELETE. It is still only one at a time, but easier to select them that way instead of trying to click around the objects you want to keep. I try to delete any that are not needed as I work, so there's not as much cleanup at the end. -
I try to focus on what it can and hopefully will become. It has the creative potential to be something on the level of Minecraft or even LBP. (Though I try not to draw those connections too much. Ylands really is its own thing.) This is one of the reasons, of all the EA games I've played, I'm far more engaged in the process for this one. Personally I'm in love with the Editor and the scripting. If it never went any farther than it is now, I would be frustrated but I would still have fun with it. But I know that's not true for everybody. It will need a few pieces for the general public to want to play it. Some kind of built-in "story mode" would help with that. For Ylands, it wouldn't need to be a linear story mode, but instead maybe a hunt for a collection of artifacts to unlock a specific end goal. Perhaps the player takes the role of an Indiana Jones kind of adventurer, looking for pieces to unlock a big temple, or something. The sort of "story" that could benefit from the game's procedural generation to scatter the objects across the map, and reward the player by unlocking certain playable items or modes. That gives the average player their sense of accomplishment, and some incentive to at least play the game once.