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Topics - aludane

Pages: [1] 2 3
1
General Discussion / What has happened to RTB?
« on: November 25, 2020, 08:54:01 AM »
I've been busy for the last 7 years. What's happened?

2
Off Topic / GarageGames.com shutting down?
« on: April 17, 2019, 06:31:38 PM »
Hello!

I came across this blog post in my news feed from GarageGames, GG.. The post is from 2017. Blockland uses a GG game engine so perhaps someone could shed some light on what's happening? I understand that an engine codebase was open sourced and so I'm asssuming that's made GG redundant but I could be wrong.

I was going to ask on the GG forums but it's barely active.

3
Off Topic / Blockland Forums and GDPR compliance
« on: April 29, 2018, 05:02:19 PM »
With less than a month to go, how will Badspot implement GDPR compliance? Will the forums be limited to non-EU countries?

Countdown until GDPR

4
Off Topic / I am the resurrection of the US Economy.
« on: August 07, 2013, 06:51:47 PM »
I am. I am. I am.

http://www.youtube.com/watch?v=ExOj7NtcSwo



Really interesting channel that gives off the "cult" feeling.


5
Hello, I'm having difficulty overwriting a default sound in the game.

code:

Code: [Select]
function SCS_NewSounds()
{
      BreakBrickSound.fileName = "./misc/blank.wav";
}
package Content_Dependencies {
   function BrickBreakSound::onAdd(%this)
   {
         parent::onAdd(%this);
         %this.fileName = "./misc/blank.wav";
   }
};
activatePackage(Content_Dependencies);

BrickBreakSound.getName() returns full path for blank.wav and the eventing gui displays the sound in playSound but when I break a brick with the hammer it's still playing the original sound. When I change the datablock name to a different one such as the default jump sound datablock it works.



I think it's wise that I add why I'm doing this. I want to remove the sound from the game. I then want to parent the killbrick function to play an exact copy of the sound but this time only when a global variable is set for it to do so. I'm doing it because I feel it will improve roleplay when you can choose when the sounds plays (such as when building, etc).

6
Gallery / Aludane's Failed Spaceship Projects / A Graveyard of Scrap
« on: April 12, 2013, 09:11:22 AM »
ALC related, Comblock related, and other failed designs that are no longer maintained or have had major alterations which led to large chunks of ship being discarded.

Any spaceship builder would understand this thread.



Codename - "ALCO"
Organisation - ALC
Fate - Abandoned due to loss of interest as well as internal room faults and design.






Codename - "ZAlCOR"
Organisation - ALC
Fate - Major reconstruction meant this part of the ship hull of about 20-30 rooms was discarded. Much of the interior has been destroyed due to heavy brick/event removal for a new design.


The image below shows a small room still being operated so that necessary interior stripping can be done.




Codename - "Galaxtos"
Organisation - N/A
Fate - Way too many bricks, poor room design.





Codename - "N/A"
Organisation - N/A
Fate - Multiple room faults, largely duplicated which meant poor ship design.




Codenmae - "N/A"
Organisation - Comblock
Fate - Lack of interior work and definition.
Former Space-station Comblock HQ





Unknown pieces that are lost in time -




I will possibly add more images (since I haven't given details on some of the Comblock related builds) and maybe a video of me exploring some of the interior (if it works out ok since it's extremely dark with no lights inside some of the rooms). I would say most of my projects fail and some of them survive.

7
Gallery / [VIDEO] Simple demonstration of a Blockland text-terminal
« on: April 09, 2013, 04:21:33 PM »

Comblock space-station text-terminal.

It was built so I could cut down on the amount of buttons and switches needed to control the station's lights, doors, engines, teleporters etc. This was done with pure VCE and the setPrintText addon. It also allows for commands such as MSG- which allows a message from the computer (which has been typed by an operator) to be displayed onto the chat of all the users on the server.

Seems like a neat little device so I hoping it inspires you to build and event

8
Off Topic / Badspot's game on PCGamer
« on: December 04, 2012, 11:06:45 AM »
http://www.pcgamer.com/2012/12/04/perennial-is-a-lo-fi-platformer-that-gets-around/

Quite interesting. I assume this thread goes in off-topic since this isn't an actual game but an article. And yes I've searched to see if this has been posted.

9
Gallery / [Comblock App] Large Spacestation
« on: October 07, 2012, 09:19:59 AM »
Aludane's Comblock Application
ALC - Name of station: CB-Alpha

This is the possible HQ for Comblock. Currently there are between 30-40 rooms across 3 floors with areas of expansion if necessary.

  • The bottom floor is the entry and has no lifesupport.
  • The second floor is mainly engineering to do with the main evented database, power and others necessary stuff.
  • The third floor is general living spaces along with working areas.

Technology aboard includes an expandable evented control system with a full qwerty keyboard and a command parser for accessing the evented database and printing custom entered messages (with the qwerty keyboard) into chat. Below is a screenshot of it:



Another screenshot shows the living quarters of Chief eventer Evar678:



Evar678 gave me a lot of creativity to build his area.

Another image shows the outer ring of the top floor. This is the main hall that goes around this floor but it is possible to navigate the corridors (but even I get lost).



This screenshot shows the outer corridor angles that took a while to get right:



The screenshot below shows a the general concept and feel of all the corridors on the second floor:



Finally the overall size and look of the spacestation.



I'm just going to include a bit more information about the evented devices on the station:

The control system is able to activate any of the doors on the lower level. All doors, switches, teleports require power to use and this in turn requires anti-matter. The crew have to control the level of energy produced or else the system will crash and nobody will be able to use anything. The only exception is with the doors on the third and the single door on the bottom floor which do not use this.

Current commands for the control system include:

TEST- : Tests the system
ALUDANE- : Shows a personal message on the print bricks.
EVAR678- : Shows a personal message on the print bricks.
CVALUE-  = *Value for evented database* : remotely access doors, services, teleporters etc
MSG- : This is a very powerful command that outputs a custom message to all players.
To use it, you have to enter MSG- then type the message you want to output.
CLCK- = *Value for power system* : This is quite dangerous since it changes the power settings and can drain anti-matter very quickly.
PWR- : This simply prints the level of energy that is stored in the station.

I made this build within an idea that it could be quickly modified and many rooms are open for storing evented devices by Comblock. Help was received from Evar678. He helped lower the amount of time needed to build this.

10
Modification Help / How could I do this with Arrays?
« on: October 06, 2012, 04:43:37 AM »
I'm making an array of data so it's

MassiveArray[1] = "Lots of data.";
MassiveArray[2] = "Even more data.";
MassiveArray[3] = "Data!";

When I do deleteVariables on MassiveArray[2] it leaves me with:

MassiveArray[1] = "Lots of data";
MassiveArray[3] = "Data";

Is there any Physician Prescribed Desoxynod of storing variables so that when you delete an array I can cover up the gap or shuffle it so that [2] exists again and [3] is deleted. Otherwise if I can't do it I end up with large gaps in the Array for when I want to cycle through each value. I've looked for help on the forum and outside it but I can't find any information on how I could do this.

11
Modification Help / Deleting the objects/sim group.
« on: October 04, 2012, 08:58:16 AM »
I'm not very good at object oriented scripting so I'm trying to improve myself.

When deleting a simGroup, do the objects (the objects located under the simGroup) end up removed with it?

12
Gallery / ALC Blockland Records-1 (Sci-fi Blockland Movie)
« on: September 17, 2012, 07:57:21 AM »
Automated Logic Computers

  • What is this?
    This is a pilot episode for the recording of a spaceship crew discovering soPhysician Prescribed Desoxyning which I won't reveal just yet
  • Who voiced the characters?
    Aludane and Icygamma.
  • I like it I want to see more.
    Thank you, by liking the video on youtube I'll be able to see the outcome of my invested time.
  • This video sucks.
    Ok, please provide feedback on where I can improve.
  • Why is it so short?
    I wanted to see if people liked the concept. The first few scenes depicts the whole atmosphere very well.

The crew of a midsized ALC-Zalcor class research ship are exploring the outer edges of human civilisation when things become rather... unusual.


13
Modification Help / Help with altering the end of a String.
« on: July 22, 2012, 07:11:57 AM »
I need to alter "Username: Hello world! <random data at end>". I know this is quite simple but it means a lot to me.

The problem is the index changes because the string length alters making it difficult to remove the ending of the string.

One time it could be

"Username: I like food. Hello world! <random data at end>" and other times

"Username: Hello.<random data at end>"

What would be the best way to deal with this? A while loop going through each word to check if it matches a criteria and then somehow cutting of the end of the sentence that is not needed?

Any help is appreciated since I've been searching the blockland forums/torque forums for an answer.


14
Off Topic / Best Birthday cake ever?
« on: July 19, 2012, 05:55:16 AM »
Ok so it's my Birthday today so I received a lovely cake. Except it's the most awesome cake ever.







It even has Firefox.

15
Off Topic / Talking to Icygamma on Skype
« on: June 25, 2012, 07:15:34 AM »
There seems to be a problem with the call connection.


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