Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - firesharkstudios

Pages: [1] 2 3 4
1
Games / Re: Blockyard - What the hell?
« on: May 24, 2011, 01:14:18 PM »
This game is pretty cool guy. Hosting server.

Looks like multiplayer is effectively broken at the moment -- will take a look at it.

2
Games / Re: Blockyard - What the hell?
« on: May 23, 2011, 04:27:35 PM »
Box is made of static breaks.


What do

For competitive play (CTF, fort, etc), I'm thinking the players cannot use static blocks (they can still use normal blocks, axles, jets, launchers, etc).  There might be static blocks on the map if the map designer added them but they cannot be destroyed.  The connections would also have a break force so anything built by players could be destroyed.

3
Games / Re: Blockyard - What the hell?
« on: May 23, 2011, 03:26:10 PM »
Shift keys for jets motors and launchers sounds good, that way we can build things with more then one type of block faster, and still have all the keys available for motors and such.

I'll plan to make this change (non-shift keys for commands, shift keys for motors/jets/launchers).  I'm not that crazy about how it works now either.

4
Games / Re: Blockyard - What the hell?
« on: May 23, 2011, 03:19:11 PM »
Also I wish you could change back to the old control sh-acme, it was a lot quicker then shift-R'ing everything to delete it.  Plus you can't move when you're holding shift.

Thanks for the feedback.  So, the tradeoff is having keys available to assign to motors, jets, launchers, etc.

You'd prefer to use non-shift keys for the commands then and live with a limited selection of keys left for motors, jets, launchers, etc. or would you perhaps use shift-keys for the motors, jets, launchers, etc ?

5
Games / Re: Blockyard - What the hell?
« on: May 20, 2011, 04:35:28 PM »
Is there saving/loading yet?

if not, when will it be in it?

Well, things are auto-saved now as long as you are logged in.

I'm planning on working on "Maps" next which I think really addresses what you want -- you can create new maps, open existing maps, delete maps, etc.

6
Games / Re: Blockyard - What the hell?
« on: May 20, 2011, 03:25:27 PM »
Is there a player model?

Just a simple energy ball is shown at the moment for each character.  Adding a real character model is on the to do list.

7
Games / Re: Blockyard - What the hell?
« on: May 20, 2011, 03:07:11 PM »
If this was implemented I would play this game A LOT more.

I'm VERY interested in getting competitive team play integrated with Blockyard. 

Would love to have a Warcraft III style model where individuals can create their own maps that others can then play (either individually or in a team setting).  To be clear, I'm not mentioning Warcraft III because I want Blockyard to be a RTS game -- I'm mentioning Warcraft III because they had a very successful community building, sharing, and playing custom maps.

So, you might create a killer fort map that everyone wants to play.  Your fort map might have an interesting terrain (after we implement the tools to modify the terrain) and perhaps some static blocks (can't be destroyed) to define areas.

8
Games / Re: Blockyard - What the hell?
« on: May 20, 2011, 12:29:43 PM »
So, since this community provides such good feedback, I'll try experimenting with planned releases (maybe we can save a few development cycles tweaking concepts before they are implemented).

The next major feature is "Maps".   This feature will allow...

  • Adding Create Map, Open Map, Play Map, Clear Map, and Delete Map buttons to the ESC menu
  • The Open Map dialog will allow selecting from a list of your own maps (your changes to the map will be saved)
  • The Play Map dialog will allow selecting from a list of maps created by others (your changes to the map will not be saved)

This release will lay the groundwork for the "Blueprints" feature.  The subsequent "Blueprints" feature will allow saving, sharing, and recreating individual objects on demand.  So, if you save a cool tank as a blueprint, you can use the blueprint to quickly create a tank army and you can share this tank blueprint with others.

Also, this release will lay the groundwork for the "Objectives" feature.  By specifying a "Timed" objective on a new map, you might create an obstacle course map that records the best time getting from point a to point b and anyone can play your map to see if they can record the best time. 

By specifying a "Conquest" objective on a new map, you would allow two teams to play on a map where the objective is to conquer all/most of the yards first (yards are captured by building anything in the yard and auto released if your stuff is destroyed from the yard) perhaps with resource limits implemented as well.

Thoughts?

9
Games / Re: Blockyard - What the hell?
« on: May 20, 2011, 12:01:39 PM »
I've been playing this for a while, and I have to say it's pretty awesome.

Thanks

The old keyboard shortcuts should be available, without the need to press Shift.

Another advantage of using the SHIFT approach for the shortcuts is that it frees up most keys to use for motors, jets, and launchers.  Prior to this change, it was tricky to select keys for motors, jets, and launchers that didn't conflict with shortcut key.  I'm leaning toward sticking with the SHIFT+tool key approach for shortcuts although I might be persuaded otherwise.

The toolbar should always be shown, and items should be selectable through scrolling with the mouse wheel.

That is an interesting approach.  I guess we could use Page Up/Page Down perhaps as keyboard equivalents to change tools.  I was thinking of the toolbar as something more for new users to expose them to the tools while experienced users would prefer SHIFT+tool key shortcuts to build things; thus, I preferred it to take up less space as you don't even need it when using SHIFT+tool key.  I've recorded this suggestion here though...

http://feedback.blockyard.com/forums/109385-general/suggestions/1852655-make-toolbar-always-visible-use-mousewheel-to-sel

Selecting materials should be done without having to use the escape menu. Shift + scrolling maybe?

Yeah, I don't like the materials in the Escape menu after the toolbar implementation either.  I've been keeping the releases short to keep the process iterative but probably should have moved the material selection in the last release as well.  I've added your suggestion here...

http://feedback.blockyard.com/forums/109385-general/suggestions/1852687-allow-changing-materials-by-spinning-mouse-wheel-o

One should be able to put jets/launchers anywhere, not just on endpoints.

Agree.  Already on the idea list here...

http://feedback.blockyard.com/forums/109385-general/suggestions/1779047-allow-jets-launchers-to-be-placed-anywhere

You should also be able to create plates and cuboids, not just beams. You should also be able to change the diameter on axles.

This creates some issues but already on the idea list here...

http://feedback.blockyard.com/forums/109385-general/suggestions/1833371-be-able-to-make-blocks-on-both-axis-like-x-and-y

I'd also like to see some high friction materials as well, such as rubber.

Sounds, cool.  Added to the idea list here...

http://feedback.blockyard.com/forums/109385-general/suggestions/1852705-create-high-low-friction-materials-like-rubber

If you select a build tool, place a 'ghost block', select another tool without cancelling or putting down the previous one you well get two 'ghost blocks'. Once you place the new block the ghost block of the old tool will still appear at the connection.

Bug?  Can't be.  That is now on my personal to-do list to fix this morning.

Your feedback is well thought out and much appreciated.

10
Games / Re: Blockyard - What the hell?
« on: May 19, 2011, 10:58:53 PM »
When you create yards with /createyards how do you remove them?

/createyards 0

11
Games / Re: Blockyard - What the hell?
« on: May 19, 2011, 06:25:29 PM »
Thank you. c:

It is still a bit qurky but better.  The mouse gets unlocked whenever you press ESC or TAB for the toolbar and only gets locked within window again after you click in the window after the main/toolbar panels go away.  Not ideal but better.

12
Games / Re: Blockyard - What the hell?
« on: May 19, 2011, 06:21:20 PM »
:/ I REALLY hate the new toolbar, I can't do things half as fast as I used to :p

The toolbar should be used ONLY for things you actually spawn. (ball/tree/blocks/axels/wedges/etc)

BTW, also note that you can change tools with just the keyboard -- so, pressing TAB and then A (don't have to wait for toolbar to show) will change to the Axle tool, pressing TAB and then B will change to the Normal Block tool, etc.

13
Games / Re: Blockyard - What the hell?
« on: May 19, 2011, 06:16:07 PM »
:/ I REALLY hate the new toolbar, I can't do things half as fast as I used to :p

The toolbar should be used ONLY for things you actually spawn. (ball/tree/blocks/axels/wedges/etc)

Yeah, I have mixed feeling abouts it.  Basically, I've implemented both techniques to doing things.  For all actions (adding objects, removing objects, pushing objects, etc), you can either...

1) Choose the tool in the toolbar and click to use the tool

- OR -

2) Press SHIFT+Tool Key to use the tool without selecting it first in the toolbar

So, method #2 above is almost identical to how it used to work with just the added requirement of holding down shift.  So, even if the toolbar is on the Static Block tool, you can add an Axle by pressing SHIFT+A to start the axle and SHIFT+A to end the axle.

Basically, I see the toolbar as a better way for new users to see what can be done.  Experienced users will want to use SHIFT+Tool Key to do things quickly.

Still suck or ok now?

14
Games / Re: Blockyard - What the hell?
« on: May 19, 2011, 05:40:42 PM »
Released v0.7.09 -- If you play at www.blockyard..com, you may need to refresh to see the newest version. If you play the downloaded client, you should see an Update Available message in the lower right the next time you start the client.

v0.7.09 changes...
- Implemented new toolbar (press TAB for toolbar)
- Allow creating objects by selecting object in toolbar and clicking begin/end points
- Allow creating objects by pressing SHIFT+tool key at begin/end points
- Locked mouse within window after initial click

15
Games / Re: Blockyard - What the hell?
« on: May 16, 2011, 05:50:10 PM »
this kind of changing

I've recorded that idea here...

https://feedback.blockyard.com/forums/109385-general/suggestions/1829261-allow-adding-your-own-textures

I especially like the idea of being able to search/share textures you've created with other players.

Pages: [1] 2 3 4