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Messages - [GSF]Ghost

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226
Creativity / Re: Game Design Megathread
« on: June 28, 2017, 01:23:00 PM »
I was talking with someone about creating a spiritual successor to Blockland, which I've been wanting to do for awhile now. The project would bring back maps and have updated building mechanics, along with better graphics, physics, a procedurally generated world (like Lego Worlds) and many new features. If enough people are interested I would like to finish it soon and get a playable demo released; here's some screenshots from various prototypes:






228
General Discussion / Re: Blockland is NOT dead
« on: June 21, 2017, 07:44:09 PM »
Is it called... Brickland?
That name's probably taken already. =/ It would be a new experience though, not a remake of this game.

229
General Discussion / Re: Blockland is NOT dead
« on: June 21, 2017, 06:50:05 PM »
True.

The major blow was the removal of terrain and interiors. Players had more fun in those maps such as San Andreas or other Blocko city maps. If you were too lazy to build, you went to one of GSF maps, build some extra houses and you were done.
I agree as well, when terrain and interiors were removed, many people - myself included - lost a lot interest in the game. I still stuck around by making other types of content, but maps just offered another layer of creativity and immersion.

I've been wanting to make my own game - inspired by v20 and v0002, with remastered versions of old maps as well as new ones. Maybe it's best to focus on finishing it. The Blockland Classic mod is also worth checking out.

230
General Discussion / Re: Blockland is NOT dead
« on: June 21, 2017, 03:15:25 PM »
The first argument has been brought up a lot of times, but it doesn't seem to be true, ever. Every time someone made something unique, we had few new players try it out and the rest is forumers or Blockland regulars (or both, for that matter). As for the second, youtubers have already shot down Blockland with videos such as "BANNED FROM BLOCKLAND?!?!" and "BLOCKLAND SUCKS/IS DEAD", so don't bother. Unless you're a popular youtuber.
We would have to be consistent though, it may take awhile. Also, we would have to saturate YouTube with positive Blockland content. Over time, if people see videos of players enjoying various servers and add-ons, they would possibly give it a second thought and retry it. Just my opinion, but it's worth a shot.

I think a proper "let's build" would be good. Though, it would have to be done correctly. It could be incredibly boring if it's not done correctly. As for let's plays, the ones that have been done just didn't seem anything special. At least not at this time. The ones that do exist (that I've seen) were mostly just jail rp's or one of the generic game modes. None of them were really focused around building.

You know what would be great, if someone documented the construction of a really large build. That would be something I'd like to see. Like someone making a large city, and each day they document what was new that day and after a time there's a giant city that has been made. I'd personally really like to participate in something like that. It would be a really good opportunity as a community project as well.
Yeah, I'm not sure exactly how to make a let's build exciting or interesting. I have designed some buildings in real life and would like to do a series remaking them in Blockland, perhaps doing a timelapse of the actual building portion of the video. Also, I've been wanting to do a survival let's play series in Blockland using RPGx, but I'm not sure if that would work.

231
General Discussion / Re: Blockland is NOT dead
« on: June 21, 2017, 01:50:57 PM »
I wouldn't say it's dead, but it's definitely lost popularity. If we cleaned up the forums and if players started hosting / promoting a variety of high quality servers, I'm sure it would respark interest in the game and the community. We could also help promote the game and various servers on YouTube via Let's Play videos, Let's Builds, etc. - that would definitely bring back old players or even new ones.

232
General Discussion / Re: RPGs Extended (RPGx) - Safes Added (pg. 10)
« on: June 19, 2017, 11:36:22 PM »
Yeah the categories and rarity options would be perfect
Sure, I'll add it for the final release.



Update: Safes have been added, and a few brick / item models (like the gems) have been updated. Also, a Prospector's Pick has been included for the mining system, which will let you know what types of ores are closeby and how far away they are. Safes also have their own, unique passcode interfaces:


233
General Discussion / Re: RPGs Extended (RPGx)
« on: June 12, 2017, 10:54:41 PM »
Great, and sure, a random item event can be added. Would it need the item categories and rarity options? You can also use the RPGx_RandomInv and RPGx_SetLoot events to randomize an inventory if needed.

234
General Discussion / Re: RPGs Extended (RPGx)
« on: June 12, 2017, 02:12:31 AM »
That's alright, all requests are welcome. Also, I can try to add support for the add item event, although the RPGx_AddStack output event does exactly that. It will attempt to add a stack of items to a player's inventory (if "Player" is selected in the output parameters), or will add it to a backpack or container they are carrying if their inventory is full.

235
General Discussion / Re: RPGs Extended (RPGx)
« on: June 10, 2017, 11:53:03 PM »
I'm not sure if this was addressed already, but I don't know how to allow players to get more gold coins, so like if they kill a monster they get 10 gold coins or something. As of now I only know how to just give them 1.

Scratch the above, i found a way to do it myself. My next concern is actually about keeping my bag and the items in it. So I have it in my server that when you die, you respawn and load all your items back into your "q" menu including your bag, but I cant seem to actually open my bag, it only opens the "q" inventory. And if i were to throw that bag away and grab a new one, i no longer have any of my items in it from before.
You might be able to make bots drop coins using the third party scripts included with the add-on. Also, the server automatically deletes the inventories of any backpacks or containers a player is carrying on death (to prevent issues with unused inventories when saved / loaded). I could included a backpack, similar to how they functioned in the Item Storage mod, in which they maintain their inventory.

Do the mine bricks still get put in the brickgroup of the player that's mining? That's not really a good idea, it makes them hard to clean up and the players can build on them and event them and stuff. I never figured out how to put them in their own brickgroup despite trying. (Well, I did. Except it kept putting each one in its own brickgroup  and there were group-less bricks or something stupid)
I believe that was fixed in the previous update; newly created mine bricks should be added to the same brickgroup as the previous one that was mined.



Update: Added new items and bricks! A well pump, well brick and faucet have been added for refilling water-based containers; a desk and table have been included for medieval RPGs; and a locker was added (inspired by Fallout) - a toolbox and safe are also planned. Slight improvements have also been made to some of the models.


236
Only brick and storage item inventories are saved during auto-saving, so you would need to enable the player persistence script. The only problem with persistence is that storage items in your player inventory (such as backpacks) may loose the connection to the relative inventory objects, causing their inventories to be reset the next time you host. I haven't tested this yet though so I'm not sure if that would be an issue, but if necessary I could add saving of player inventories later on.

237
Add-Ons / Re: Mail System ✉ - v2.0.0 released
« on: June 01, 2017, 10:10:04 PM »
RPGx does use a currency system based on gold coin items. The built-in shops use them for currency, and events included with the mod can be used to check for, add or remove stacks of coins from a player's inventory.

238
Update: More progress has been made for the final release:


  • Wood Harvesting - You can gather wood items from various tree bricks by using the axe (the tool's efficiency affects the amount of items the brick will drop).
  • Gardening - For obtaining fruit and vegetable items already included in RPGx.
    • Various plants can be planted by using seed items - which you can get by placing fruit and vegetable items into the crafting table.
    • You can check a plant's "stats" by activating it (to check if it's been watered and it's current growth phase)
    • Plants must be watered during each growth "tick" - if you over or under water a plant, it will change color and may die in the next tick.
    • Crops can be harvested either with the shears or with the spade (for root vegetables).
    • Dirt bricks and fertilizer / organic matter may be added later.
  • Brick Plant Cost - You can choose to enable a brick plant cost and destruction rebate ("stud items" are used as the currency, with the price either being relative to a brick's size or based on a fixed cost).
  • Recipe Guide Book - A recipe book has been added which will allow all players to see the recipes you set up for the server (recipes are only downloaded the first time the book is opened or the next time the book is opened after recipes are updated).
  • Revised Mining - The various mine bricks have been reduced to a single block - to help minimize the number of datablocks. The mine brick model has also been updated, and ore / gems will generate in veins.
  • New Events - Events have been added to modify a player's hunger and thirst levels (included by request).
  • Simplified Third Party Support - Third Party functions for use by other add-ons has been greatly simplified.
  • Simplified Item Settings Management - Some of the customizable options for items have been removed.
  • Removed Unneeded Items & Bricks - Mold items, the large furnace, the campfire brick, material items (now replaced by ingots), and the item crafting table have all been removed (general crafting is still present).
  • Various Fixes & Improvements

239
Add-Ons / Re: Mail System ✉
« on: May 31, 2017, 10:24:31 PM »
How about post office mail boxes?
Here's how it'd work,
You plant a p.o. box and then you can put mail in it, the player comes and gets the mail.

P.O. Boxes are actually already included - if a player plants one at a post office, then other players can leave them mail by activating it with a mail item, and they can check their inbox by activating the brick themselves.




Update: v2.0.0 has been uploaded and is awaiting approval. The new update includes:
  • A public Drop Box brick - which allows you to send mail to a player's named mailbox / P.O. box by selecting it from a pop up list.
  • A new event - to set any brick as a mail brick.
  • Cooldown Timer - to prevent spam when sending mail to players.
  • Remodeled P.O. Box - now supports 1x1 letter prints.
  • Server preference variables - to adjust the cooldown timer, modify the inbox limit for GUIs and to toggle the event.


Edit: v2 has been approved!

240
General Discussion / Re: RPGs Extended (RPGx) - Wiki Updated
« on: May 28, 2017, 10:22:40 PM »
It is possible, but slightly complicated; it would basically involve creating your own inventory GUIs and making sure other players who join your server have them downloaded as well.

In terms of storage bricks, I'm hoping to add a new event in the next update which will allow you to use any brick for storage and customize the inventory size.

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