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Topics - Yin Yang

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I'm hoping it's just a temperary thing and not a sign of the god damn apocalypse, but I just tried opening blockland for the first time in a long time and the server authent is just loading and loading and loading, is anyone else having this problem?

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Games / Bricktopia (Big Update, top of OP; public Discord link)
« on: October 23, 2017, 08:41:17 PM »
Please do not quote the entire topic.


Welcome to my latest and greatest and most original project to date!

Videos coming later.

Bricktopia is a game that I am designing in my free time that is heavily based off games like Blockland, Roblox, and Minecraft. I want the game to feel very familiar if your use to Blockland, but also be very adaptable to a varying number of play styles. From the most casual player, to the most talented builder, to the smartest coder. From the crappiest potato, to the most powerful gaming rig on the planet, I want Bricktopia to appeal to everyone with a lust for creation!



Big Announcement!

I have succesfully teamed up with [ASF]Ghost and we have started to work on a single project together! If you would like to talk to us or any other developers directly, or just be around for updates and announcements, you can join our discord channel using the link below!
All are welcome! Please bring a positive attitude! The more feedback and constructive criticism we receive, the more inspired we'll feel to work on the game!
https://discord.gg/NuHfMP5



The Big Reveal!

So the reason i haven't released any details until now is because there is what i consider to be a big deal about my game. One that showing any features or really talking about in general would spoil, so without further ado, I present:

Completely 3D bricks ftw i win peace out.

I could not FATHOM why nobody was making their brick building games with 3d bricks... then i tried to make one... holy crap are there complications. Most notably for me specifically, with physics. See, to make a physics object, to your object you add a collider, (Can be a provided primitive shape, which is slightly faster, or a mesh, which is slightly slower; depending on the mesh) and then you add a Rigidbody, and bam, physics. But here's the stupid thing. Unity no longer supports concave mesh colliders for physics objects. So basically, every brick needs five colliders, (One for the main body and cap and one for each of the four sides of the bottom of the brick) for accurate physics collision. There is a $10 possible solution, but i have $0 to spend, so that'll have to wait... for..... uhh, got any change? Anyway, physics is kind of inefficient and i hope i can fix it eventually. It's not horrible, just not as good as i would call good enough. I can spawn a good 200-250 physics enabled bricks with minimal lag, but my computer is a BEAST so, i wouldn't call that a fair test. I would like to find a way to make physics super light weight, but that's beyond my area of expertise for now. Other than making a "Light physics mode" where all colliders are replaced with basic box colliders, inaccurate collision, but faster.



The Big Name Debate!

I'm going to put all the names i'm currently considering here, starting with my own alternatives that i made up alongside Bricktopia, Blocktropica and Blocktropolis. They DO roll off the tongue better
Blocktropica
Blocktropolis

If you have any ideas for names put them down below! If you like one that's already on the list say so!



Current Information about Bricktopia

Currently the features are:

-Fully functional GhostBrick who's movement controls will rotate with you.
-Fully color-able bricks using 4 RGBA sliders.
-Ability to make bricks use physics on command using a placeholder control scheme.
-Love in every brick
...and thats it. I'm still getting the base features stable and everything working as it should on the most basic level, so hang in there with me while i do that :)

I work on this game almost daily so expect daily updates.
I'm going to start posting hourly updates on Twitter as well, whenever i'm working on Bricktopia,
@TennoHack



Plans / Ideas
This is what I want to do with this game, always open to being appended.
Anything i do that was on this list will be crossed out, symbolizing another dream that i made come true through hard work and dedication.


Custom brick dimensions
I imagine a Blocklandish bar across some side of the screen showing preset blocks, you could open a brick store much like Blockland but you could define your own brick dimensions here, as long as it's square and normal shaped you could get anything from 1x1x1f to 16x16x16 from a simple interface

Main Menu and Basic Interfaces
A main menu screen with placeholder assets, just to get functionality functionally functioning.
With this should come an Esc Menu, an Options Menu (which should take some time), an Admin Menu, a Server/Game Settings menu (Depending on if your playing in single player or multiplayer. They'll be essentially the same except the Server Settings menu will have additional settings for everything related to the Server)

Inventory System for Items and bricks
I imagine a "Cloud Inventory" that basically acts like the Items drop down list in Blockland, except you don't need to spawn items in through a brick to get them you can pull them directly into your player inventory, and have them that way. This would be disablable in a Server Settings menu.

Brick Optimizations
Time for me to sit down and code bricks to work dynamically, snap onto the grid the brick it's being placed on is snapped to, Baseplates would be still by nature, no physics, and anything you build on them would be the same, (Eventing aside), any brick that is placed not on a baseplate (Or on a flat baseplate, discussed later)will be open to physics, any bricks placed onto this brick will become part of the same object and will have combined mass and all that jazz. From there it's not a difficult jump to making your own vehicles, machines, whatnot.

Octaginal Baseplate
Like a normal baseplate but bricks can placed on it in 8 rotations as apposed to 4. Maybe there will be an octagonal bricktype?

Flat Baseplate
Will be equivalent to placing bricks on a map with no baseplate. Mainly for the default slate map that's nothing but baseplate, but you could use it where ever.

Flat Mode
A Server/Game Menu option that will fold down all studs to become flat, replacing all 3D model represented bricks with texture represented bricks. Not only will this be an aesthetic choice, but it should also drastically increase performance with many, many bricks on screen, and should also allow for many more physics objects at once.

Custom Brick Models
Probably coming with an in-game interface to craft them and save them to the Cloud Inventory without leaving the game. The cloud inventory would be saved so you could access it across multiple sessions and it would still have the same custom and other various bricks you saved and are available.

Tools/Items system
Mainly my goal here is making tools and items addable with simple add-ons.

Ingame Brick Feature Editor
Blockland Wrench

Brick Saving and Loading
Obviously. Should probably be further up the list but whatever.

Full support for directly loading non modded legacy saves
I want to have the ability to load .bls files directly into my game, idk if it's possible.

Full support for legacy mods
Possible support for Blockland Addons, defiantly a number 1 priority once i get addons up and running in the first place.
Some mods would be kinda useless, like VCE for example, as variables and conditional events would be standard in my event system, but damn, if i could get Glass working in Bricktopia, that would be really forgeten cool.

Brick Options and features
You could change things like the name of the brick, various visual effects and shaders that emits from it, whether or not it's collible, weapons or tools can interact with it, if the brick will render, and anything original i can think of before i get to this point.

Node Based Event System
This is defiantly something that i'm going to be putting... probably the most time and effort into. I think i can make it simple for beginners and powerful for coding vets. Eventing is the most fun part of Blockland for me and i want that to be a major part of Bricktopia

Modular Control Scheme / Movement system
Like Blockland? Just set up the appropriate movement nodes.
Prefer Warframe's movement system? Just set up the appropriate movement nodes.
I imagine a node based editor where you could design your own movement system and control scheme based off of available nodes in the options menu.
This could be temporarily overwritten in servers with some kind of "Do you agree to temporarily change your control scheme to: [diagram] Yes/No"
If it turns out that the overwrite was a troll or something, changing back would be as easy as going to your options menu and selecting one of your presets.
I would also make it so you/servers can't overwrite specific controls like Esc for the esc menu, so that you can't be completely richarded over.

A Real Paintcan
When i first opened Blockland, for the VERY first time, I was so confused about the Paintcan. I thought that it left, like, paint behind, you know, like a Paintcan. Well a few googles later i found out that wasn't the case at all. It just changed the color of bricks. Boooorrriiiinnggg!!! So i want to add a Paintcan to my game that actually leaves a trail of paint.
Let the richards flow forth
It will be washable and will have remove-all and remove-all-by-player commands as well as perhaps a commend to not allow a specific player to paint.

Basic Maps
======
House
A really cool idea i've been wanting to do for forever, but I can't map. I can try but it's not something I've ever tried, I figure i'd add just a few maps and leave the rest to the community.

Modular Slate
The map that I'm currently using for testing, It's going to evolve into a super dynamic slate.
======


Comment with your own ideas! I'm open to suggestions!



Update Log
This is what's already done

Iteration 1 | 10/7/2017
   -Set up an example player for basic level interaction.
   -Gave player an example item, does not function.
   -Made a baseplate to stand on, bad collision.
   -Made a prototype 1x1x1 brick to place in scene, just for looks
   -Made some basic materials for the example assets.

Iteration 2 | 10/8/2017
   -The player's example item can now place down prototype bricks, as well as destroy existing ones.
   -The prototype brick will now snap to a grid when placed.
   -The prototype brick and baseplate are now more optimized and have accurate collision.
   -Added a crosshair.
   -One ground model is 16x16 bricks, they are grouped into a 9x9 square (minichunk), which are then grouped into another 9x9 square (chunk).

Iteration 3 | 10/12/2017
   -Player's example item is now the Brick Gun.
   -Brick Gun now lays down a controlable Ghost Brick.
   -Bricks are now colorable from 12 different preset options.
   -Bricks now have collision and can not be placed on top of each other.
   -Gave the ground proper collision for raycasting and player collision seperatly.

Iteration 4 | 10/17/2017
   -Player now closer to goal functionality, and can now jump.
   -Brick Gun is now a seperate item from the player that will automatically work when dropped anywhere into the scene.
   -Chunk loading is now implemented. (As a temporary fix, It's not completely perfect yet, but it works)

Iteration 5 | 10/22/2017
   -Bricks now have very basic placement logic.
   -Preset colors removed and replaced with an RGBA slider based GUI.
   -Bricks will not give a FLOATING error if placed in such an illegal spot. Instead physics will be applied to them.

Iteration 6 | Unfinished
   -Trying to get basic brick resizing mechanics stable. Very complicated as there is a lot to do with that.
   -Still trying to stabilize the bricks detecting what it's being placed on. As it stands it's currently detecting something above it, no matter what... Not to mention with the current system, even if it was stable, if you have 2 bricks one on top of the other placed at the same time, they'll detect eachother and just float there.



I would prefer if people kept things positive in the comments.
I don't mind critiques or negative opinions as long as it's not directly insulting.
Also, just because an opinion is bad doesn't mean the person is trying to be mean.
That being said, I do seriously appreciate when people come to my defense when someone is being unnecessarily harsh, because that has happened already
I really appreciate everyone's support!





3
Story should be of or relating directly to something you did in relation to Blockland

Make it shine, because i bet i can beat it.

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Off Topic / Need a little help in Unity3D
« on: October 12, 2017, 12:40:01 PM »
I'm making a game in unity, and i'm having a little trouble.

I basically want to make a player that functions just like the Blockland player (but with better collision), but i can't find any good fp player controller tutorials for modern unity, especially none that explain some stuff i want to know. I realize that some of this stuff may or may not be very complicated but Some of the key features i'm looking for are:
  • Ability to switch from 1st to 3rd person freely
  • Inability to see the player model in first person while still being able to see it's shadow
  • Tight controls, unlike the example player prefabs that have a long 1/2 second delay between
    letting go of the walk key and actually not actively walking forward anymore.
  • Proper collision that will automatically walk up "stairs" that are up to 1 unit taller then the current ground.
And so on like that, I would love to be able to IM someone who knows this stuff and can help me figure this out live, but if anyone can find a tutorial that's still relevant that covers all this and possibly more, First person i think of is [ASF]Ghost because this is exactly what he seems to have already done, as well as solved a rendering problem i'm having, but he's on vacation.

There are a lot of smart SOBs here, so i figured since i'm trying to make a player that behaves a lot like the Blockland player, someone here would be able to help me.

5
Help / Don't murder me, but i have a profile pic question.
« on: October 06, 2017, 02:14:12 PM »
I'm trying to set a simple turning animation of my logo as my profile picture, Its half a second long, 15fps, (though I've tried down to 5fps) and, obviously, 75x, and people say that the size limit is 2kb, but i've uploaded larger then that and have had it set, the static version of this profile picture i'm using right now as i type this is about 3.5kb, and thats cutting some corners for the sake of size already, the lowest i can possibly get this animated version is 16.2kb, theres nothing i can do to it beyond that to make it any smaller, while still being presentable, so i was thinking to myself "How the hell do people get around this size problem?! I've seen plenty of profile pictures that are more complex then this." So i look around and i see Conan's spinning cake, perfect example, its high quality, it's high fps, low number of frames probably, so i right click saved it, and wouldgya look at that,
 24kb!
So i say to myself, oohh! It must work differently for GIFs, so i compile a decent 15fps framerate version of my profile picture, 75x75 resolution, 7 total frames playing at 15fps, coming in at a total size of 25.2 kb, uploaded it, and it actually removed my most recent picture and set it to a previous avatar without my sayso, so i'm like... ok? so i try to set it to the crappiest lightest version i have, 75x, 5fps, about 2-3 total frames, 11kb, just reverts my profile picture again, I have no idea what is going on, can someone please clear this up for me, because i searched like hell and found nothing but "75x75 2kb max" when there isn't even a 2kb maximum.

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General Discussion / I made Pong Tycoon!... Now what?
« on: March 02, 2016, 07:47:25 PM »
Leave a comment saying what you think my next project should be! Something like the tycoon where it's more functional than decorative, something where i can just go to town in the events.

In case your wondering this is Pong Tycoon

If i like your suggestion, i may make it, and you can help if you want.

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Suggestions & Requests / No suicide
« on: March 02, 2016, 12:00:02 AM »
http://forum.blockland.us/index.php?topic=110584.0
goody goody, the download was removed. can someone remake this please?

Or just make a server sided mod that prevents suicide so i can just use the nojet player type, whatever takes less time.

or is there just some command i can do to prevent people from suiciding?

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Suggestions & Requests / Silent Pong
« on: March 01, 2016, 06:31:48 PM »
A pong that doesn't have the bouncing noise. I need it for my UNBEARABLY LOUD tycoon.

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Gallery / Pong Tycoon 2016! v1 (Single Player Released!)
« on: February 23, 2016, 09:52:45 PM »
Here we go again...
Pong Tycoon 2016
v1
Server is currently: Inactive

From the maker of absolutely nothing comes a breath of fresh old! That's right, it's that time of year again where some dork decides to make a robloxian tycoon in blockland but inevitably fails! But don't worry! This time i'll finish it!" he always says before he quits! [/passiveagressiverant]

Jokes aside, it has come to be that time of the year again where i want to make a tycoon, but this time i'm starting where i left off last year, same tycoon, so there's a greater chance of me finishing this time, and according to my calculations *snort* i should finish by the end of the week if I'm persistent.

The Concept

The idea is simple, making a Roblox style tycoon in Blockland. But the problem is with blockland's default event system, the only way to program in blockland, it's easyer than roblox, but you don't have as much power, simply put, you can't make a tycoon in vanilla blockland. You need strawberry blockland. You need addons, which will be included in the game server and single player downloadable. This is some high level eventing and not for the noob, but the gameplay is simple and even the noobiest noob can follow.

The History

This is my 4rd attempt at a tycoon and this time i think i can finish it! Over and over i wanted to do this and i always stopped out of bordum before i finished it. Last time i made a tycoon, Pong Tycoon (links to other topics there) it went ok and i cracked a few huge problems that i've always had but inevitably i never finished it, but i saved the save online so i could come back to it today. I've been working on this for about 5 years on and off, my first attempt to actually make one was in March 2013, (so almost exactly 3 years ago) and i called it Light Tycoon, it consisted of the player buying multiple light machines , but there were still many problems i couldn't account for and my entire eventing technique was sloppy and unorganized and spammy, so i abandoned it to research VCE and eventing more, hone my skills per-say. Then, like clockwork, almost 1 year later, I started Factory Tycoon, A similar consept with slightly better events, a more organized eventing system, and the ever hated VIP room removed. But once again i abandoned it because it was still to sloppy for my standards, and it cause lag whenever something was triggered. Now the time has come again to start working on my annual tycoon and this time i think i can finish it. and yes i copied most of this from the old Pong tycoon topic. Don't judge me.

How To Play

First your going to want to do is start a minigame, without a minigame the cash giver will not collect, and there should be problems with the IIS, so start a minigame.

Now you can get a tycoon, just run into one of the grey doors labeled "Become Owner", this will make the tycoon belong to you and only you can collect the cash from this tycoon and buy items in it. (thanks to the IIS, explained later)

Your Tycoon will materialize around you if you've done this right. You will notice that your name has been set as owner where it use to say "No Owner", this means that the IIS system is in place and you are the only one that can interact with your tycoon. Next your going to want to start your income, so you can buy the Ponger that should be to your left, when you buy something it takes the amount that it shows from the cash on your person, if you don't have enough cash, you can't buy it, but this first Ponger is free, so go ahead and buy it by running over the pad.

Once you do this, you'll notice that the black item that has appeared is bouncing a pong from the white brick off the other side and back before disappearing, when the pong disappears, $10 will be added to the Cash to Collect storage, run over it to collect your money and buy the next upgrade, which costs $250 and will add one additional pong, doubling your income.

The IIS System

The IIS system is a little complicated, it stands for Isomorphic Interaction System when you start a tycoon, the door saves your name as a variable in your minigame (and your cash in the collector, which is why you need to be in a minigame to play) and every time you go to use anything it will see if your name matches the name it's saved for that tycoon, so when there are multiple tycoons, there will be no worry of noobs taking your money or buying your stuff. Also when you buy a tycoon it does a check on other tycoons to see if you already own one, so you can't own more than one.

Basically, if you try to do anything in a tycoon, the tycoon asks, "IIS this the right person?  :cookieMonster:

My Proudest Accomplishment

For 3 years I had been racking my brain and the brain of some of the best addon coders in blockland for a way  to detect when a player disconnects with events so i can have that person's tycoon reset when they leave and noone elses, well after 3 years i finally figured out how to do just that.

When you get a tycoon, the door sets up a variable in your player object called Ping and sets it's variable to 0987, and sends a relay to the blue brick. Every second the blue brick will use VCE to scan your player for this variable, when it does detect it, it will beep and glow for 0.25 seconds. When the player object disappears, (when he dies or disconnects) the variable is no longer present, the brick does not detect it, and the brick sends a relay to the red brick which clears that individual tycoon. I will disable suicide in the final server and any killing of any kind until i can fix this, but for now this is the only way, if i use the actual client, (which is not the player but the computer connecting) than it does not clear or reset when the player leaves.

Screenshots
How you start off


How it looks just after you claim a tycoon


Tycoon in v0.5





Tycoon in v1




I DUN IT MA!
It's finally done, after all these years it's finally done. the server will be up soon, i just need to set up the gamemode. It's done.

HUUGE THANKS to Buddy for helping me out BIG time


Single Player

New single player for all your single playing needs!

When you load this up first you are going to need to make a minigame, then click the big red button that is in the save picture, then just play normally!

Pong Tycoon made by:
Yin Yang  |  10630
Buddy     |  28116

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General Discussion / My annual Tycoon.
« on: February 23, 2016, 04:24:51 PM »
It's that time of the year again, and, like clockwork, i wana make another tycoon. I'm sure you all have been dieing from the wait, seriously, you all must be pissing yourselves from excitement right now. And i probably would have completed and submitted one by now but my problem is i get bored of it half way through and i just can't bring myself to finish it ever, but since my tycoon from last year was working so well, i decided to keep the download up all this time and i'm just going to continue from where i left off, should save a lot of time and heartache. One issue that really hurts the process is duplicating the tycoon and making it so it doesn't interfere with the others in the events, and to do that i need to change all the brick names and variable names, and there are a lot. I'm sure there is a way to make this much easyer and if there is, please place a comment below describing it, i'm not talking about duplicating the tycoon, i can just use the duplicator, i mean changing the events, i need to find a simpler way to make the tycoons work and not interfere with eachother other than changing all the names from "ClaimTycoon1" to "ClaimTycoon2" and soforth for all 6. anyway look forward to that in the gallery section semi-soon, here's a link to last years project i'm continuing, pictures have been deleted since, sorry.


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Games / Post cool games (v3) Level rewiring
« on: July 10, 2015, 11:42:58 PM »
Post some cool games you know about that involve you being able to rewire / reprogram the level/game to win, such as Gunpoint or The Magic Circle.

My entries are:

Gunpoint
The Magic Circle

your turn

12
Off Topic / 3D Desktop Interface
« on: July 01, 2015, 12:33:18 PM »
I'm looking for one of those 3d desktop things i use to have because someone posted it in a post your desktop thread, not bumptop but something else...

13
Games / Share some cool games that arn't on steam
« on: June 29, 2015, 09:13:01 PM »
Should be downloadable, not flash, Games that would and should be on steam, but arn't.

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Games / Looking for a cool game, any ideas?
« on: June 23, 2015, 09:08:37 PM »
I'm looking for a new game, one of those games (that is preferably simplistic) where you need to develop a network of some kind that needs to be self sufficient, and as you develop it quickly gets really complicated and cool looking, kinda like maybe Mini Metro or City Skylines.

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Help / Another avatar thing, it won't change at all
« on: April 19, 2015, 03:04:34 AM »
It's a .png that is exactly 75x75 pixles, it's 9.99kb, and it keeps giving me that error when i try to set it, so i exported to a gif and did that, and i get no error, but it also doesn't change.

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