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Indomitus

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Posts posted by Indomitus


  1. Is there a way to block players using costumes?  Locking their clothing slots is easy, but the player is apparently still able to use their costumes to hide outfits or uniforms that might be necessary for the game.

    If there's not a way, can we get one please?

    And it might also be a good idea to allow creators to block the use of pets.  That seemed to create a bug in the testing of "Wacky Painters" earlier today where someone summoned a Gryphon, and when I wanted to summon my shark, it instead said "Summon Gryphon" (but I don't have that one).  Plus I'm pretty sure it's been annoying and distracting for other players on Playlands any time I would summon Ol' Toothy.

     

    edit: @Adam Snellgrove  I meant to put this under Editor Suggestions, but was a little distracted and I missed.  Feel free to have it moved it to that section if you want.

    • Upvote 2

  2. I think the testing went really well today.  And no surprise to me, I didn't win any rounds.  I can make them but I can't play them, lol.

    That was fun.  I need to stop in more often.

    So from here I think the plan is to work it into 2 versions.  One version would play on repeat until someone wins a certain number of rounds, and would be posted in the Workshop for players to host their own games with friends.  The other will be stripped down to a single round, which would better fit the Playlands format (if B.I. is interested in it).

    @RedEagle_P1. suggested showing player totals during the round.  To keep the code fast and efficient, I decided to just show the leader's score beside the leader icon at the bottom (and I turned off that ugly crown).  That code runs every 0.2 seconds, and I want it as short as possible since I also have potentially several dozen blocks being triggered at the same time.  Plus I don't want to clutter the UI.

    You also suggested it could be used to make a game like Scribbl.io.  The big hurdle on that would be how to create the list of words, make it long and diverse enough to be fun, and (of course) translate it.  It might be possible, but I'm not going to try that one.  When I share this one, others can try whatever they want with the techniques I used here, and I'm sure they'll do some really cool things.  I'll move on to other stuff.

    • Like 1

  3. Got a wild idea today to help with decorating this game, and it might be something fun for creators to play with as well.

    I'm going to try using the same technique from this game to make another game that can make actual paintings, using a large canvas of blocks and a paint gun, and it will transfer it to a smaller size so they can capture it and use it as decoration.


  4. you can use the "IS ENTITY/TYPE" tile.

    IS   Entity [Get Active Item...] Type [Zirconium Rifle]

    That tile by itself will return a True or False, and can go in the IF statement without anything else.

     

    Extra tip:  Entities (the objects) have a Type and a Class.  For this one, the Type would be "ZIRCONIUM RIFLE" and a couple Classes for it could be "WEAPON" or "RANGED WEAPON".  A class for a stone block would be "BUILDING MATERIALS" for another example.  And so on.  It really comes in handy sometimes.


  5. I'll make a point of stopping in.  That actually gives me a little time to optimize and add little touches to the script, like assigning random colors from the list instead of sequential as the players join.

    Would it better for me to try and host it, or make a share game?  (I haven't tried using the B.I. servers yet.  Just Nitrado, when that was an option.)


  6. 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.

    • Like 2

  7. 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.


  8. 35 minutes ago, jchob said:

    You need to consider first, if the kills is only shown to that player, or if each player can also see the other players kills.

    Is the target destructible or it just get hits for scoring? Etc etc

    Anyway, a solution would be having an array in which you store all kills, remembering that array.Index[0] is for player 1, array.Index[1] is for player 2, and so on. 

    You're better off using a variable inside an Entity Storage, with one storage for each player.  If a player leaves, you would have to manually adjust the array to keep everything lined up.


  9. I've been giving some thought to our ability as creators to build translations into our own games.  I've come up with a few ways it could possibly be done, but one key piece we don't have access to is the player's localization.

    So here are 2 possible ideas:

    1.  Add a Localization Enumerator (all the languages Ylands supports) and a tile that returns the player's specific value.  With something like that, we could devise ways to build indexed lists for the languages we're able to translate.

    2.  Add a logic object that can act as a data structure for holding our translation values.  For each item, we would provide a unique index name, and the translation for each language we plan to use.  Pretty much just a lookup table, indexed on item name and it would automatically apply either the player's localization or the one we set as default.

    • Like 2

  10. This does bring up an interesting thought:

    Could we get a way in the scripting to show or hide interactions for specific players based on our own criteria?  (For example, if RedEagle and I were both next to a tree, and he had a special label or role to allow it but I didn't, he would see the option to saw down the tree, and I wouldn't, at the same time.)

     

    (edit)

    AND...  I believe we've asked before for some way to make custom interactions take time to complete.  Timed game mechanics like lock picking, computer hacking, machine repair, or some kinds of looting could be very cool additions to competitive game modes.


  11. There's a Custom UI object in the game.  You can drop one in, like dropping in a trigger zone or spawn point.  You can then open the properties for it, click to Edit the UI, and add text objects on the screen where you want them to appear.

    Then in the script you can set the text in each one for each player.  If it's different for each, then just set each one's separately.  If you want one to show the same thing to everybody, then you make a loop that goes through the players and sets each one with the same value.

    There's a bit of detail involved in making and using a custom HUD, and some pro tips that people on this board can give you, but once you know what you're doing it's not that hard.

    I would add screenshots and step-by-step details, but I don't have access to the game right now and I know I would miss something.  And by the time I get home, somebody else will probably give you a solid answer.

    • Thanks 1

  12. I've mentioned before that I'm a Little Big Planet enthusiast.  In fact, I used to be almost obsessed with tinkering with the logic (and created the only non-glitch PS3 vs PS4 detection chip that I know of).  I'm a huge fan of Media Molecule's work, from the first LBP to Tearaway.

    Well, now there's Dreams, and from what I've seen so far, it's a game creator's...  well...  Dream.

    I've ordered my copy and it should deliver in a couple weeks.  (I like having a disc rather than a download.  I'm an old fart.  Get off my lawn.)

    Honestly, there's a chance it could steal me away from Ylands.  I guess we'll see.

    • Like 2

  13. On 12/8/2019 at 1:24 PM, Indomitus said:

    In addition, Editor scenarios don't have the map (M) functionality, which is a pretty significant shortcoming. 

    Just to dig this one back up and keep people aware of it...

    Are the Devs working on a solution to this serious missing feature?  There's no good reason for it to be absent from maps we generate in the Editor.  There might be reasons to limit it to PC-only games, but not for it to be completely missing.


  14. Freecamera won't make the game load in distant chunks.  It will be able to go out as far from your character's position as your render distance allows, but then the map will just stop.  To load anything beyond that, and view it with freecamera, you have to move your character.

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  15. I've played through the "Veteran" difficulty level a couple times, and thought it could be interesting to put out a few challenges to the community.  (I haven't tried any of these myself yet, but I definitely will do some.)  The ultimate objective for all of these is to eliminate ALL mutated creatures from every yland.  That includes the alphas that spawn at night.  At that point, you win the challenge.

    Base rules for all of them:  No help from the Editor (including to fix a glitch) and no exploits.

    Here are a few ideas I've had:

    1.  NO BED.  In the hardest mode, no beds allowed.  Sleeping pads only.  You'll respawn on the starting island, and deal with it.

    2.  PERMA-DEATH.  If you die, it's over.  That one's obvious.

    3.  MELEE ONLY.  No bows, crossbows, or guns.  Melee weapons only.

    4.  RANGED ONLY.  Nothing but bows, crossbows, or guns.

    5.  NO YLANDIUM USE.  That means no propeller pack.  Face your enemies.

    6.  NIGHT OWL.  Sleep through the day and only explore at night.

    7.  SPEED RUN.  How fast can you get all of them?

     

    Thoughts?


  16. 3 hours ago, TomasGestinger said:

    Hey, try setting this basic script on the Spawn logic and let me know if it's enough for what you need.?

    Annotation 2020-02-12 105941.png

    I think that would set them to half of their hearts, and the HP would regenerate over time, back up to 100.  I don't have access to my game right now, but isn't there a SET MAX tile for hit points?


  17. I know I've brought this up before, but I think it bears repeating.

    We need a mode in the Editor where we can mimic anything a player can do, and have results that are persistent in the Editor.  I mean things like digging, planting, building,or even running scripts to place and manipulate entities.  I was reminded of it yesterday, as I was creatively using dynamite to dig tunnels and caverns and remarked to myself that I'd love to be able to do that for a map in the editor.  I could make some really amazing cave systems that way.

    Character mode was intended to allow us to easily see builds from a player's perspective.  Let's be honest, though: That has very limited usefulness, because at the same time we'd also want to try interacting with parts of our build, and the full testing mode is so much better for that purpose.  It just takes a few extra seconds to compile and load.

    I would essentially like to see a mode where any changes, including script output (with the exception of memory variables) would be persistent when we returned to the normal Editor mode.

     

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