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Messages - [GSF]Ghost

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31
Games / Re: Block Party [Update, Mobile Game Progress pg. 116]
« on: June 12, 2018, 04:35:57 PM »
>mobile build
>"we cant build for mac right now sorry"

hmmmm (jk that looks rly nice for android. how well does it run?)

i've gathered a bunch of experience with C# in the last four months of working with unity. If you ever develop a solid, dynamic scriptable interface for in-game stuff for weapons or items, bricks, etc, i'd be happy to help. Until then it would probably be too unsafe to have random people contributing spaghetti code into such a large project.
I thought you were serious at first, lol. =P Thanks, it's running at an excellent framerate so far; I'll record a video of it soon (kinda hard to do with a mobile device though).

Great, I appreciate it. I was working on a datablock system for weapons, players, bricks, etc. at one time. If development for the PC version starts up again, I'll work on finishing how items and other objects are handled.

32
Games / Re: Block Party [Update, Mobile Game Progress pg. 116]
« on: June 12, 2018, 04:30:18 PM »
Wish I could help but I only know HTML and how to make add-ons for Blockland (see CRP2, Brick Tessellation, Pixel Events)
That's alright, I can always use help with play-testing. I also loved the Brick Tessellation add-on.

This is incredible! I'd love to assist in anyway I can, good luck friend!
Thanks, I'll respond to your PM. =)





Update: Filipe is now helping develop the game as an artist / modeler; Longor is no longer helping with development, but will be offering advice and guidance when needed. I'm also working on recruiting experienced scripters; a few others will also be helping with modeling / music, but also won't officially be on the team. The PC version of BP is currently on hold, however I'm focusing on the mobile game currently.

Speaking of which, Block Party is now mobile! Been making progress with the mobile version of the game, which will be available for Android-based devices and possibly iOS; the UI is still a work in progress. So far you can move around the avatar and look around using virtual joysticks, jump and toggle 1st / 3rd person. Eventually you'll be able to fly, lay prone, build and modify builds. I'll also be looking into multiplayer in the near future.


33
Games / Re: Block Party [Kitchen Map Added]
« on: June 09, 2018, 12:29:51 PM »
I'd like to contribute in the development in any way I can, where can we talk more easily?
Awesome, how about on Discord?

34
Games / Re: Block Party [Kitchen Map Added]
« on: June 08, 2018, 10:49:22 PM »
define dedicated
Remaining committed to the game's development, and to making consistent progress over time; anyone who joins the team would be payed based on game sales. Although, anyone who's just looking to contribute (and not become an official dev) is welcome to help as well. A couple members have donated models, graphics, etc., which I really appreciated.

dude when did you steal my phone
Gotta be more careful where you leave it. ;)

35
Games / Re: Block Party [Kitchen Map Added]
« on: June 08, 2018, 07:24:22 PM »
who here is excited for brickadia
woops wrong thread sory
I'm excited for both projects, actually.

I've always been a little interested in game development
That would be great. I'm looking to establish a dedicated team, so if anyone is interested feel free to send me a PM.

what if you made said house the house of someone named mike
I was working on a remake of Mike's House at one time. ;)


36
Games / Re: Block Party [Kitchen Map Added]
« on: June 08, 2018, 10:38:34 AM »
maybe the colors in the kitchen will be customizable
like a environment menu where you can change its material and color

or even better
environment menu where you can choose different variations of a map like for example

in a city map
theres 2 variations

apocalypse (l4d themed of course)

and

deserted (basically the city is covered in sand within desert)

and you can choose between these variations by selecting them in the environment tab
and you can unselect them by pressing the default variant which is the map itself in its original form
That's a good idea, and definitely possible.

Really impressed with the progress so far. Are you guys planning on doing any sort of crowdfunding?
It's getting a lot better! I like the details and the reflections on the floor, do you plan on making a full house?
Thanks guys. Unfortunately, after seeing the progress of another BL-like project, Longor quit working on the game. So now I'm developing it by myself again.

Right now I'm trying to decide on the future of BP, and if it's really worth pursuing at this point. I was able to get a mobile version of the game working at least, which would be much easier to develop by myself:


I'm also working on establishing a new, dedicated team, without which a PC version of Block Party will be impossible. I'll be making an announcement eventually on what will be decided.

37
Games / Re: Block Party [Kitchen Map Added]
« on: June 06, 2018, 11:27:05 PM »
maybe not orange, then? how about gray or something? the orange could easily clash with the colors in a build
I'll wait until after the next update when the map is play-tested, to get a feel for what it's like building in that environment. If necessary, it's very easy to update the colors.





Also, just uploaded a new video showing off the map and new inventory system. The map, map object physics interaction and inventory controls still need a lot of work. Also, brick cycling and inventory controls currently conflict, but that'll be fixed later once the brick selection hotbar is added.


38
Games / Re: Block Party [Kitchen Map Added]
« on: June 06, 2018, 08:35:00 PM »
I disagree. We shouldn't wallow in the past and try to recreate the entire look and feel of Blockland - this seems like a good homage, while being different, modern-looking, and honestly just pretty. However, the painting looks really out of place - I think that should be removed altogether.
Agreed, it's modern-themed, and has a minimalist color palette. Also, the color is going to come from the builds in the map, which is why it's so basic right now.

I did tone down the color a bit since posting those pics, and the painting will definitely be changed later on.

39
Games / Re: Block Party [Kitchen Map Added]
« on: June 06, 2018, 12:33:21 PM »
Just added a brand new kitchen map, which may be included with v0.3.0:






40
Games / Re: Block Party
« on: June 04, 2018, 01:29:45 PM »
kenko uploaded and then privated a video of a BL remake in UE4, just take my word for it
https://www.youtube.com/watch?v=EzG8s5ZIp_4
it seemed to have good building features and a considerable amount of bricks, as well as a feature that let you build a line or maybe an array of bricks at once (eg a whole line of fences), a bedroom-ish map with secrets, death ragdolls, particle effects, tools (seemingly only a hammer), and the players looked like the beta BL player

appearances included a player named "reft" who i assume is refticus, but i don't remember anyone else
the video title was just "test"
idk if this is already common knowledge but eh
I've been looking forward to seeing how Brickadia turns out, but have yet to see any recent media about their progress. I was going to help out with the project at one time, but wanted to work on my own with my own vision for the game. Can't wait to check it out when it goes public though.





Btw, did a very basic experiment with bots recently. Also, I'm starting to finalize how the inventory system will work, which I'll go into detail about later.

41
Games / Re: Block Party
« on: June 03, 2018, 12:37:58 PM »
Do you think there will be a possible fix for the mouse hovering outside of the game? It's a common issue with Unity games.
I actually just found a way to fix it, by allow the game application to continue running in the background. The fix will be included in the v0.3.0 update.

42
Games / Re: Block Party
« on: June 03, 2018, 11:03:40 AM »
Do you suspect that the system requirements will be high? (For the base game, not VR.)
Not much higher than Blockland's, although it's too early to say for sure right now.

43
It might be cool to make all these UI elements resizable and movable by client-side mods.

You could also let server-side mods add UI elements for whatever gamemode the server is doing
That should be very easy to do. I'm not sure how that would work exactly just yet, but it could be something as easy as:
Code: [Select]
Image window = GameObject.Find("Player Inventory").GetComponent<Image>();
window.scale = new Vector3(0.5f, 0.5f, 0.5f);
window.position = new Vector3(-100f, 50f, 0f);

That's a good idea as well. It might be best to let players download mods from a host (similar to RTB), in order to have to use required GUIs for the servers. Although, there could also be builtin client-sided functions for adding GUI elements (or sending limited data to them from the server), which can be called by the server itself for specific clients.

Sorry if this has already been asked, is there going to be VR support?
Not sure yet, but we'll definitely look into it. I do have a VR headset, and Longor just bought one himself.

44
This is all great as long as there's a button to show/hide the backpack. (like 'I' or something)

Although maybe the brick hotbar should go up top instead of stacked on top of the items.
The backpack inventory won't show up unless you either have the backpack in one of your hands, or if you activate the backpack item in your hand.


Thia whole project is great and all but where are the gamemodes?
We'll get to that eventually, right now I'm focusing on the inventory system and building. The plan is to gradually add more content and features to the demo over time, and get feedback each step of the way.


Are you going to have resizable bricks like Roblox? In Roblox I just grab a basic 2x4 and then just resize it to the width and length in studs I desire.
I mentioned this on Discord, but I'll be experimenting with the resizable bricks in the near future. Default bricks have various calculations taken care of in advance, to put minimal stress on the server while building. Resizable bricks however will have to run all of those calculations while resizing the brick, so I'll have to find a balance of how to best handle that.

45
Here's an idea for how inventories could be handled (it's just a rough example, so certain graphics are missing):

-If you're carrying a build tool (top-left image), the brick inventory will appear above your items hotbar. This will allow you to choose a certain brick / build in one hand, while being able to wield / fire a gun in your other hand.

-If you're carrying a backpack or small container in one hand (top-right), you'll be able to access it (also while being able to wield / fire a gun in the other).

-The layout when viewing a storage brick's / vehicle's inventory (bottom images) would also be simplified, even while carrying a backpack / container in your hotbar.

-This would most likely work best when in a minigame or for default building. Although, a toggleable free-build mode could be added as well, which when enabled, would allow players to build in a way similar to Lego Worlds or Roblox, and allow for free camera movement.





If you're not accessing an inventory of any kind, and not carrying a build tool, this would be the default appearance:


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