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Indomitus

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Everything posted by Indomitus

  1. Indomitus

    Can you create your own function ?

    Yes, and there are a few ways to do this. One way is to put it in a Global Storage, and give it the name you want and define the parameters it needs. Then, if you go to the Instructions section from inside any entity or logic, and click the name of that Global Storage, it will show that function as a tile you can drag out into your script. Remember to use the right type, whether it needs to return information or not. There's one that will return a single value, one that will return an array, and one that doesn't return any value. You can also do this with instructions inside Entity Storage or Logic Storage. Those can be assigned to specific objects, and it basically makes a dedicated copy of it for that object. When you call a function that's in one of those, you have to specify which object it's attached to.
  2. Indomitus

    Exploration mode too small

    It was changed because the engine couldn't quite keep up with it being that size, and the file sizes were getting out of control. I'm really hoping they'll be able to optimize it well enough to allow larger maps again.
  3. Indomitus

    Can you move from scenario to scenario?

    It's definitely possible. That's what the "Game Set" variables are all about, and I know I've seen a few scripting tiles related to it. I can't help with details, though, because I haven't tried any of it yet.
  4. Indomitus

    RESOLVED Stuck in night mode

    Press ENTER while in the game
  5. I think I'm just going to go ahead and say Count or Fall needs to be taken down and thoroughly checked. Just now, it showed the game-end UI when there were 2 of us left, said I had won, but kept going in the background and launched me off the platform on the following question. It gave me the 10 XP.
  6. The game will get down to 1 or 2 players left and then will just stop working. It will either not reset for the next question, or not award the winner. We are all able to run around, emote, even jump off the platform if we're one of the players still playing. The logic simply stops. This has happened twice today that I have seen. I'll try to record some video of the next one.
  7. Indomitus

    AI Pathfinding path size

    I've been playing with the AI for a game idea, trying to work out the requirements to force an NPC along a specific path between points. What is the minimum opening that needs to be between 2 objects for the AI to consider that as a path?
  8. This game mode was going to be one of many in my "Multi-Mode Party" game, but after playing for a while in Playlands this weekend, I think it can stand on its own. In fact, I kind of think a polished version of it could be Playlands material if it survives multiplayer testing. Wacky Painters Each player is assigned a color. You have 60 seconds to paint as many blocks as you can. Look out, because other players can repaint your blocks! As a special treat, you can watch the painting come to life on the wall! It needs: Multiplayer testing and feedback. Some design TLC. It's supposed to look like a museum. I'd like to replace the stone fence with a red velvet rope, for example, and replace the "pole" frame around the painting. It's supposed to look classy. Honestly, I'd like more frantic, fun, upbeat music to go with it (and not PVP ominous) but that's on Bohemia. I've been pretty lazy about getting my other ones tested, but I think this one needs the attention first. (The other ones are good, too.) Quick edit to say: It is Mobile compatible, and I'm pretty sure I set it to cross-platform.
  9. Indomitus

    Map UI when playing games made in editor?

    I kind of suspected that was the reason, and have been wondering for a while now why the image generation wasn't moved to the Export stage of the process.
  10. Another thing to point out: In Western Shootout, the fence is not indestructible. The logic still wont let us go past that line, but in one game today, we just started shooting the fence to pieces.
  11. Saw this bug again earlier, as well as a bug in the Horse Racing game that was a little odd. I recorded video of both: After the first question, I was the only one left. The game should have ended. After the 4th question, it just stopped working completely. (Also: At 2:24 the word "successfully" is spelled wrong.) Horses spawning without players, and players spawning without horses. Confusion. Lots of confusion. (Yes, I did edit at about 1:00 to cut out some chat typing.)
  12. Indomitus

    Update 1.2: Astonishing Adventures

    The explanation given in the other thread is that it was not intended to be a feature for the players, but more for testing and diagnostics, so it was taken out of the regular show/hide sequence and moved to its own command. Bear in mind, I'm paraphrasing and going based on what Google Translate said, since I don't speak Czech either. It seems apparent, though, that there is a use for some of that information during regular play. Needing to know the in-game time, for example, might indicate that the shift from day to (dangerous) night is a little too abrupt. Maybe we could have the time show on the map when we open it?
  13. Just made my way to an Arid island on my local map, and noticed that one of the Palm trees, instead of swaying side-to-side in the wind, expands and contracts, and looks like it's breathing. (Pretty sure it's just deforming in the wrong direction.) I've only found one type of tree that does it (so far). It's the palm with 2 separate trunks, and it looks like it's affecting every one of that type. This one I'm standing at in this shot:
  14. Indomitus

    Update 1.2: Astonishing Adventures

    This was answered in Czech in the other thread. It is now accessed through the command /dui (I wouldn't have noticed if the player hadn't circled it in red in the screenshot. And Google Translate helped.)
  15. Watch the end of the video, after I take the seeds. Starting at about 40 seconds. The trunks start to expand and contract, like it's breathing.
  16. I noticed something interesting while capturing the video: The tree I approached had Palm Tree Seeds that I could collect. Before I collected them, the tree behaved normally. After I collected the seeds, it began to expand and contract.
  17. Hm. Well, I'll look into other possibilities then. I really want this one to look decent on both platforms. (And I can keep that in mind for other mini-game ideas I attempt.)
  18. I opened the Editor to work on my Wacky Painters game and noticed that when I ran it as a test, it looked TERRIBLE. Objects were not spawning at their proper rotation (although it's specified in the script, and Get Rotation would report the intended values). Also exterior light was flooding into what is essentially a completely enclosed room. It makes it extremely difficult to do visual design on a game. Editor testing mode: The Steel Rods being used as pixels on the wall are spawned at the wrong rotation, and light is pouring in through the ceiling. Exported (and what it should look like so far): With no changes to the code at all. output_log.txt output_log_clean.txt
  19. Exactly as it says above. I was using SET HIGHLIGHT to indicate round winner between rounds. SET HIGHLIGHT (True) still works, but (False) does not. It turns on but doesn't turn off. SET HIGHLIGHT tile no longer shows up when searching for tiles, so should we assume it is gone, and find other methods?
  20. In my new Explore map, started after the update, those trees are still "breathing."
  21. Would it be possible to allow creators script access to trigger character animations, such as walk, run, roll, and so on? It occurred to me earlier today that it could be fun to try using the roll animation to make a jump/flip. Maybe as part of a double-jump logic. It's just a random thought. If it's too complicated, I won't be heartbroken.
  22. Here's the scenario. Apart from adapting it to new script and scenario options in v1.2, the scripting is basically done. I'm not quite satisfied with the visual design, but if I had to let it go as is, I don't think I'd be too upset. I added blocks above the ceiling to block some of the nasty lighting artifacts in Mobile mode. Not the best method, but it's quick, and it made it look a little better. WACKY PAINTERS.zip
  23. Indomitus

    1.2: Astonishing Adventures

    You're going to want to double-check that claim. hint: <----------------------- Look over there.
  24. I guess that makes sense. Then what would be a good way to make it look at least mostly right for mobile users? (And I'll see about sending the scenario this evening after work.)
  25. Sailing my boat along the coast of an island during the night, back toward my camp site, and this error suddenly came up. I clicked "OK" and the game seemed unaffected (as far as I could tell) but I closed out of it anyway. This is a brand new explore map, generated after the 1.2 update. output_log.txt output_log_clean.txt
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