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Messages - trg601

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Discussion / Re: What's been happening
« on: February 10, 2017, 03:04:29 AM »
. . . Blame YYG . . .
Will do, it's easy enough XD

Good luck with it, I hope you figure it out.

Discussion / Re: Demos!
« on: December 22, 2016, 05:02:17 PM »
...there should be a holiday update, just saying, it wouldn't be a terrible idea...

Other Stuff / Re: The utter randomness of The TB Spambots
« on: December 09, 2016, 06:10:48 PM »
I wold imagine an ideal spambot to use prewritten text that could be modified to fit with the website it enters, but I honestly have no idea how these work, they make no sense to me

Discussion / Re: Demos!
« on: December 03, 2016, 04:26:40 AM »
I guess you have good reasoning for not using external block/item indexes, and I think you could get around that with like a versioning system or something, but that's probably too much of a hassle. You do know at least one person who is exciting about modding though :)

There is a glitch if you click water with an empty bucket in creative mode.
Also, I have one world in adventure mode where if I pick up certain items I don't have my game will crash. Like coal, for example.
If you want to see for yourself here is the world file: (I left out the changed data since that doesn't really matter)
Spoiler (hover to show)
And since the player file is kinda long, I put it on Pastebin:

I also found if you rename a world file to a name with a hyphen, the game will read the world but won't save under that name (save-name) would save to (save_name) Maybe the game should just rename the folder before loading.
Speaking so much of the world files, I should ask, why do the world folders have an extension (.tb)? It feels like a bit of an unnecessary hassle in my opinion and could make things harder for sharing maps.

And you should check if you are inside a transparent block before drawing the block you are inside, because that will look weird if you fly into a glass block, or even weird if you fly into a block of leaves on a tree, because the "cover" block will be stationary and the real block of leaves will move outside it.

Also, the "LOAD GAME" menu doesn't quite fit in the teeny 1024x568 resolution. (one of the save items partially overlaps the back button)

Discussion / Re: Demos!
« on: December 02, 2016, 03:24:56 AM »
The first thing I noticed was the inventory. It is quite broken. I deleted all my saved data, though that didn't really do anything to fix it. Not all items will display in the inventory, and you can't place items in boxes that don't already have stuff in them, which makes it very hard to use the items you can't see, because then you need to place the item you currently have in your hand somewhere, and "somewhere" can is one very specific slot, and you can't see which one it is.
Also, if you close the inventory while holding an item you will still be holding it, and it just hangs around by the inventory.
And the game crashes when you consume buckets.

And then I check out adventure mode...
I realize that the issues above are mostly related to creative mode.

I think the new item features are great! Though I'm not finding the external file with the items...
Also, if you aim towards the sky with a bucket of water the game will crash.
Edit: after it crashed once, now it always crashes, no matter where I point the cursor.

And torches seem to be broken, whenever I spawn one it just makes the block below it red.
That being said, the ice spikes look so beautiful at night, especially with the moon, which looks like it is actually made out of blocks.

And minimap seems to break when you respawn, having a few rectangles that are either completely black or look like they are taken from the wrong location in the world.

Collisions seem to be improved, though I have gotten stuck once, and I think the items are too hard to pick up (bigger hitbox for them?)

I tried adding in the sample item code you gave in the "external file specs" and that loaded, and the inventory was just comprised of those 3 items XD
If you could save itemindex.json and the crafting recipe json file to the save folder that would be awesome, because I am anxious to mess around with them XD!

Overall, I love the update! I think all the new features are great, they just introduced a lot of glitches into the game, but I am still enjoying the update nonetheless.

Discussion / Re: Screenshots!
« on: November 28, 2016, 04:10:10 AM »

Added colored chat to better recognize what messages relate to.
Looks awesome! Do you think you could give us an overview of how to use the commands at some point? They look pretty cool but I don't know how to use them or what they even do XD

Discussion / Re: External File Specs
« on: November 27, 2016, 04:58:12 AM »
Ooh! I love the "uform" feature! There could be a whole load of functions tied to that, like special potion effects, ground tillage, or maybe even being able to interact with certain blocks like buttons.

Discussion / Re: Screenshots!
« on: November 27, 2016, 04:52:46 AM »
Ooh! I like the multiple options for crafting different items with the same recipe, that's awesome (and needed, I suppose)

If a picture is worth a thousand words, that video was worth over a million. I loved the integration of items in the game, from the apples in the trees to the bucket of water and the sticks, it's just progressing so fast, and that is awesome :D!

And drinking is exciting too, but it seems kinda weird that the bucket just disappears after you use it.

Discussion / Re: Screenshots!
« on: November 25, 2016, 01:02:49 AM »
Was that backwards-crafting that I just saw in that GIF?

Discussion / Re: External File Specs
« on: November 24, 2016, 06:52:45 PM »
Well, raw data is easy enough, formatting it is another thing, but if you're interested I can add these features and talk you through the data and you could create formatting tools? Like vertex buffer > OBJ, 3DS, etc.
I like the idea of dumping parts of the world, that would make things easier to mess with.
That being said I don't really feel the need to make formatting/editing tools right now, but perhaps in the future, it would be nice to have something like that, so you could run your worlds through some fancy rendering software, or an external world editor like Terrabloxian's TBEdit (for legacy 1.3)

And here is an idea, I don't know if you already were planned for this or partially have it in already, but there could be a command to spawn in structure files in the game, like the trees and the ice spires.

Also, I think a lot of modding capabilities could be added to the monsters when (or if) you add them to the game, like modeling and stuff.

Discussion / Re: External File Specs
« on: November 24, 2016, 04:37:30 AM »
Do you think it would be possible to create additional texture packs for modded blocks and items? Or perhaps a way to combine multiple pages into a single texture dynamically? I had the idea for making a patcher, which could add stuff like block indexes together. I think official support for multiple would be awesome, do you have any plans for something like that?

And if the block IDs are limited by 255 it isn't that big of a problem, but perhaps there could be some sort of automatic ordering of IDs, for mods and stuff? I suppose that would easily break if you wanted to change the order. Maybe just some safe-guards could be put in place, so the game would tell you if two mods were trying to use the same ID for something.

I see what you mean about the crafting, it makes things more compartmentalized.

Less important:
Spoiler (hover to show)

Discussion / Re: External File Specs
« on: November 23, 2016, 04:01:25 PM »
Is it possible to have some of the properties be optional in the json file? If you are editing the files by hand, it could get tedious to always write down the texture ID for all six faces. Maybe you could set a "main" texture and add in other optional faces if needed?
Also with optional properties you could easily add more options to the format without breaking indexes for older versions, such as light value and durability and other stuff.

Also, is it possible to have block IDs be a far off number like 5420? Nothing special about the number, but if you can make IDs numbers like that, it would be easier to set up mods that work side by side in the future. (But an automatic ID setting system would be good for mods too)

And the item system looks great! However, I noticed that you call the dirt block item "inv-dirt." Is there a problem if you call it "dirt"?
Also, an idea for block items, would be to allow different block IDs to be placed based on which face you spawned them on of a block, like in MC, you could create something like a jack o lantern that faces you when you place it (the different orientations could be different block IDs or a special setting inside the block, if that is possible)

And about the recipes, is it possible to put them inside the item index file? I feel like that could make things more organized, but it would have to be an optional property, and Idk if you can do that with Json files in GM.

I love modding, and I cannot wait to play around with this!

Discussion / Re: Screenshots!
« on: November 23, 2016, 03:36:02 PM »
Eeeeeeeeeeeeeeeeeeeee crafting!!!!!!!!
And tempering sounds awesome!

And the item support looks great, and the new items in the inventory look fun to play with :)

Discussion / Re: Screenshots!
« on: November 11, 2016, 03:29:08 AM »
Whoa, that looks awesome!

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