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Everything posted by Indomitus
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Select all the items. In the menu to the left, choose Properties. The window that shows will let you change any properties they have in common, including Pickable and Indestructible. (If that doesn't work, try grouping them first.) I do miss having the option in the Right-click context menu, though. That was very convenient.
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"Will come" not "are here." They haven't even started the marketing push yet. You're not very bright, are you? Don't let the door hit you when you leave.
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Or you can try reading these. All 1698 of them. 700 versus nearly 1700. That's a ratio pretty much on par with GTA5, one of the most consistently popular games of the past few years. (Pro tip: Don't throw numbers at people who know numbers better than you do.) And when you're done, here's a little more light reading: That was a month ago. Do you need us to craft you a door? Over the past couple years, I've bought several Early Access games. They've all been fun, and I've enjoyed being part of the process every time. Out of all of them, Ylands looks like one I might stick with for quite a while, once the Editor is up to the challenge of my coding style. (I push systems to their limits, and frequently break them.) There's a LOT of promise in the Editor, especially knowing they haven't even revealed all of the planned features yet. The replay-ability for the game is pretty good, since one part of the game is creative in nature and the other part is procedurally-generated exploration. I'm enjoying the offline gameplay, and once Online MP is stabilized, I'll rejoin that part of it, too. I might even consider building my own Ylands server, who knows. The players will come.
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I think the logic available in the Visual Scripting is very close to allowing us to build these for ourselves. We can already manipulate items in storage chests and player inventory, we just don't have direct access to the "Trade" screen. Short term, I'm sure we could devise some "exchange" logic that would work in its place. And for servers that employ some sort of persistent economy we could even set up player "bank accounts" they can use to buy items. For me, the biggest hurdle for MP is still the exploits that can be used to render all your defenses useless. Ladders and sleeping pads (as far as I know) can still be used to get through any door or wall. The rest of it is inconvenient for me and I'd love to see it all fixed, but I decided some time ago that I won't play on any public servers until those exploits are patched.
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I know this has been brought up in the past, at least as a generalized idea. As we get closer to the full release, I think it's worth bringing up again. And of course, we don't really know what's planned for this officially, so it's all speculation and wishful thinking... I have some thoughts for the addition of a Cave/Tunnel builder in the Editor. Make it vector-based. The user could define the path of a tunnel using a series of points, which could behave similar to Game Logic objects in position and rotation, and lines connecting them. There could be different types of points/lines to determine what kind of tunnel they want to create there, whether it's the small oval, larger round tunnel, or a large rectangle. Some of the objects could also be pre-defined shapes like large caverns, or the usual spiral that leads to them. It would remain as points and lines until the user decides to "commit" their design, at which point the algorithm that normally randomizes them would cut the tunnels according to the layout. Once committed, those sections would no longer be available to edit (just to add new ones if wanted). A "hologram" preview of the tunnel size/type for each point and line would be a nice bonus. Make it a separate mode in the Editor? Just a thought, but this might make it easier to integrate. And please allow the design to stay as lines and points even if we exit the mode or exit the game. It should stay until we commit to cutting the tunnels. This would mean extending the Scenario file in some way to save that data, but I would expect that would be simple compared to the rest of it.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
The various SET ROTATION and SET LOCATION commands need some way to force either WORLD or LOCAL vectors. We need some way to make that independent of whatever is set for the scenario itself. I built a composition with internal moving parts (a clock with moving hour and minute hands). But when I placed it into a scenario and changed the direction it faced, all the rotations started going the wrong way. I can attach the composition when I get home, if it is needed. Maybe Rotation and Location within a composition should always be Local? I'm not sure what to suggest for this, but some way to control it better is needed. -
RESOLVED [YLD-11730] Unable to Click to Select Marble Block (floor)
Indomitus replied to _MMS_'s question in Bugs & Technical Issues
It wasn't really meant as a message or comment to you. I was only commenting that they looked like the same thing. As Ane said, report issues when you find them. -
I've been able to identify 3 different scopes so far: 1. Global - accessible from anywhere in the scenario, but only if defined in a Global Storage or Entity Storage 2. Object Local - if it's defined within an object, it can be used anywhere inside it, but not accessed from any other object. (this obviously doesn't include Global Storage or Entity Storage) 3. Procedural level - the values passed into a sequence of code, for example, can only be used inside that sequence. The only way to use it somewhere else is to pass it as a value to another command, or to assign it to a variable at a higher level. Also, the tiles for these apparently will not pass back and forth between different code sequences. They seem to be locked to the specific sequence, even if the name is the same. For example, in a Trigger Zone, you get a Trigger Object in both the "On Trigger Enter" and "On Trigger Exit" events but you can't grab a Trigger Object tile from one and use it in the other. I had a code error because of that a few days ago, and it took me a long time to find the problem. I had copied a large block with one of them in it.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
And now for something a little more hardcore: TYPE CONVERSION. The options are mostly covered in the scripting commands we have already. Number to text is implicit, and we can extract info from vectors or objects, and assemble data to make vectors and change objects. There's one missing piece: TEXT TO NUMBER This one is valuable because we might use an Ask Player to get a number from them, either for a randomized riddle, a purchase/trade transaction, or as part of some other script we've built. The value provided by the AP object is a string, and can't be used to calculate even if what it contains is numeric characters. I imagine the big hurdle with this one is error handling. Using the Visual Scripting, here is my implementation of a text-to-number type conversion. (It's not the most elegant I've ever built, but it does work.) Since I don't have access to local preferences, it allows the person using it to specify their decimal separator ("." in the US or "," in other countries, for example). It asks for 2 input values: the string to be converted, and a number value that can be returned if the conversion fails, that they would recognize as a fail value. (The weakness is that I can't test the second value to make sure it's a number. Not without some recursion, and... just no.) I've attached this code (in a Global Storage) as a composition: NUMERIC_CONVERSION_LOGIC.zip -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
Okay, back to the suggestions: Can we have a way to collapse a sequence of tiles? It would make organization of elaborate code much easier. Being able to collapse a whole routine would be good. Being able to collapse loops and if/then blocks inside a routine would be nice too. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
Yes, once we figure out the new scripting, we won't have any problem building them in the Editor. I would love to see flying craft we could build in Explore mode. Something like a dirigible, with some really nice steampunk design. That would be awesome. It would be even more of a problem if you fell off, though. There would probably need to be a failsafe where it comes back down to ground/water level if there's nobody in control. -
Win a pet! - P1 Building Competition! #4 - Editor 0.10
Indomitus replied to RedEagle_P1.'s topic in Community News
Sorry about the delay. I wasn't sure what to answer with, since I'm not 100% sure my account is linked. The name that's shown on that screen, though is Indomitus1973 (same as my Steam account). Hope that's the right one. -
[TUTORIAL] How to place your editor composition in explorer game
Indomitus replied to YadNiMonde's topic in General Discussion
They've changed it since this was posted. You can still open an Explore game, but it's not as obvious anymore how to find them, and there are restrictions on what you can place into the game. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
The tiles for different groups (Entity, Game Logic, String, Number, etc) are color coded to make them more easy to read, which is great. Would it be possible to also color code the Literals? I've noticed that a Literal meant for a Game Logic can't be used to refer to an Entity (this makes sense) but they can be hard to tell apart in the script. (Edit: I feel like I'm trampling all over this board, leaving more comments right now than everybody else. Surely I'm not the only one diving deep into the scripting like this?) -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
I really enjoy being able to create custom interactions with objects that normally would not have them. I'm already making a simple working computer on a composition I'm building. Is it possible to manually enable some of the predefined interactions? For example, could we enable a computer or a table to TRADE, using a storage chest to hold its inventory? If not, would it be possible to add a method to access it? Similar to that... Would it be possible to add custom controls to a Ship Helm or Driver Seat, mapping through existing controls it doesn't already use. A Ship Helm, for example, that also listens for standard flying controls, reacting to Space and Shift (or whatever keys/buttons the player has mapped to those commands). Those are not normally used by a helm so they would not interfere with normal control, and could be custom mapped to flight scripts for a real flying ship, or to trigger cannons in a battle without letting go of the wheel. A driver seat could be extended to include controls for turning engines on and off, or to trigger a boost or special items during a race. -
RESOLVED [YLD-11730] Unable to Click to Select Marble Block (floor)
Indomitus replied to _MMS_'s question in Bugs & Technical Issues
I believe these are related: -
Well, I finally got tired of flying slowly over my map with a propeller pack and a map just to get an image of the world I'm building. I've built a working prototype for a tool that does most of the work for me. I drop the composition (with logic) into my scenario in the Editor, move a few waypoints to set where it starts and finishes, as well as making sure it's high enough to not hit anything (trust me, it helps). Once everything's in place, I switch to Test mode, grab my Creator Cube and equip my map, flip the switch and get ready for a wild ride. (It literally flies the "Trigger Object" Ylander over the entire map at lightning fast speed.) Of course, in Test mode, the map goes away when I exit. If I launch it as a custom game, though, it stays. And I can always screenshot what I need and just repeat the process whenever I need it. In my initial tests, it could map an entire Size 1 island (plus a lot of water around it) in just a few seconds. I haven't tested yet how it will handle a large, multiple island map. For obvious reasons, you wouldn't be able to place it into an active Explore mode map, but I can see this being very useful for planning where things will go on a large adventure scenario. I'll add details here as I refine it. And if anyone is interested, I can share the composition when I feel it's safe and ready to go. (Although probably not on the official Ylands server.)
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And I crashed it with 4 islands. Need to slow it down a little, I think. edit: Slowed him down to about 100 m/s and he's doing fine. Downside is that now a large map could take an hour or so to do. Then again, that's an hour of the game moving automatically. It's also an hour I can't use anything else on my computer, so there's a little bit of give and take.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
That is good suggestion I am taking a note. I would like to add the ability to edit signs as well. And when the feature is added to place notes and markers on maps, allow a way to do this in scripting as well. The ability to reveal parts of a map (based on coordinates) could also be useful. Aside from the scripting, I am sure I am not the only one who would like to be able to view a full map in the Editor. I am trying to plan a story adventure, but before I can begin I have to "play" the empty scenario and map the whole thing manually. -
I think this is something that can be improved on. Maybe they can keep the name for searching, and add a description or subtitle for each one, that gives more detail? They can try turning the model in the image, which would help with many of them, but it wouldn't help with all of them. What we have now is an improvement over what we had before, but there's still some room to make it better.
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This could also be a suggestion for a new potion. Magic dust + Carrots = Night Vision.
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0.10 Editor Tutorial: How to get a player's name and use it in a dialogue
Indomitus posted a topic in Community News
This is my first attempt at a video tutorial. (I did this one for the current challenge.) The mic audio is terrible, but if people like it I might do some more in the future. It's not as "quick" as I wanted it to be, mostly because I explain each decision along the way, but I think that helps it more than it hurts it. How to Get a Player's Name and Use It AKA "The Friendly Dragon Statue" -
0.10 Editor Tutorial: How to get a player's name and use it in a dialogue
Indomitus replied to Indomitus's topic in Community News
I'll see about doing more. Maybe I'll start by continuing this little scene, and expanding the dialogue in a few different ways. -
0.10 Editor Tutorial - Counting racetrack laps
Indomitus replied to Miguel Preguisa's topic in Community News
This is very well done. To get a lap time, you could use a time trigger, set it to a very high time that won't run out. When they finish the lap, there is a GET ELAPSED TIME command (Under Game Logics: Time Trigger) to find out how much time since the Time Trigger started. Then you can either let it keep going for the next lap or reset it and get each lap time separately. You could even let them know their time at each checkpoint. I have not tried this, so I don't know how precise it would be, but it is a place to start. -
One clever shark decided to disguise himself as an elderberry bush. Very cunning.