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Messages - Trader

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841
Modification Help / Re: Elevators.
« on: November 01, 2008, 07:23:38 PM »
he's not making them PERIOD

Lies.  I'm not making a stuffty mover version like yours.  I have plans for a different version of Elevators.

842
Modification Help / Re: Elevators.
« on: November 01, 2008, 07:12:05 PM »
I'm hoping to get Trader to help o.O

No need for the hostility.

This just goes back to the logic that just because you can make something, it doesn't mean you should.  I still have all the old Elevator code from v8, compatible with v9 / v10.  I'm just choosing not to release because stuffty movers are stuffty movers.  I have better plans.

Go ahead, release stuff.  It just shows that you have no backbone.  You know that doing Elevators that way is crap, but you can't take the incredible pressure of 12 year olds begging for them.  Grow some balls.

843
General Discussion / Re: JVS elevators
« on: October 27, 2008, 08:25:52 PM »
forget NO.

I've been waiting for normal loving working elevators for over half a year now.
I don't want some stupid idiot running around saying "OGM FORGETS TEH ELVATROS MAEK WINDWOS PLZ".

The Blockland community has been forgetin' patient for Trader to make way for JVS Elevators. We were all teased with what he was going to make. Next thing we know, Trader will be like "Oh, they want windows, if i make elevators, it'll be a waste" and he scraps the whole idea leaving it to some not as experienced coder.

In other words, forget no. Wait for Elevators. One thing at a time.

Besides, Windows are already possible.  Just make animated Window models and release them as a content pack for the Doors Add-On.

844
Well excuse me for being worthless

No, I won't.

845
Add-Ons / Re: Input Event - onItemPickup
« on: October 22, 2008, 01:13:19 AM »
What would be considered a derivative work then? =/

A derivative work would be taking Blockland and trying to make it into something else.  Making things that extend Blockland when it's designed to be extended is not a problem.  Taking Blockland and trying to turn it into your own thing (this happened A LOT with vanilla) is a problem.

846
Add-Ons / Re: Input Event - onItemPickup
« on: October 21, 2008, 04:50:18 PM »
Yeah, It kind of conflicts with the EULA you agreed to when you installed Blockland.

As ridiculous as I think licensing Add-Ons is, consider this before bashing him:

The derivative works clause does not apply to plug-ins (Add-Ons) designed for a system (Blockland) designed to accept plug-ins (Add-Ons).

847
General Discussion / Re: JVS elevators
« on: October 21, 2008, 09:36:14 AM »
I rather have windows then elevators.

Windows are already possible.  Someone could make animated window models and release them as a pack for the Doors Add-On.

848
General Discussion / Re: JVS elevators
« on: October 20, 2008, 09:00:41 PM »
;_;

Yes, that's it.  Cry your emo cigarette tears for me.

:cookieMonster:


849
General Discussion / Re: JVS elevators
« on: October 20, 2008, 01:34:10 PM »

Because event elevators sucks compared to what Trader has teased us with.

Seriously, who does this guy 'Trader' think he is?  Teasing us with laggy movers.  Shame on him.

Seriously though, I'm completely redoing Elevators for several reasons (adding event integration, removing scheduled transforms, etc.).  I have some very neat ideas for how to change things up, but something in the engine has to be fixed before I can proceed.  I assure I'll post something once I'm able to work on this.  You can stop asking about it.

850
Modification Help / Re: How did you start scripting
« on: October 20, 2008, 01:07:11 PM »
I was mocking him because there are about 20 of these threads with that exact title floating around in these very forums. If he'd searched he would have found 20 replies to his question instead of forcing someone to write exactly the same thing as everyone else has in those 20 threads.

If you want to be exceptionally good, I'm afraid it'll require the sacrifice of a number of farmyard animals.

I suggest building a basic altar in the back yard with some rocks, shove animal carcass on top (or tied up alive, its probably better anyway) then insert kindling and paper under the stones and add fire. I recommend pigs and chickens because cows struggle quite a lot. Note that you can't just buy a leg of ham from the butcher - you must have killed the animal/human yourself.

I dunno, that sounds a lot like the way I got started . . .

851
Add-Ons / Re: Add-Ons "Select All" Button
« on: October 17, 2008, 01:25:18 PM »
I remembered someone talking about the idea with RTB presets a while ago, and that it was in RTB already or something - I'm going to wait until this is confirmed or denied, as I don't want my script to conflict with other people using RTB.

Well, the presets thing so far is just for grouping Add-Ons in the Download Manager, not for grouping Add-Ons a player has enabled.

However, I do think it best that RTB incorporate such Add-On management

852
Add-Ons / Re: Add-Ons "Select All" Button
« on: October 17, 2008, 10:07:09 AM »
Could you edit the GUI where you could save a preset of add-on presets similar to the mini game preset menu.  It would make it easier to set up different types of servers like free builds or DM servers.

I like this idea as well.

853
Add-Ons / Re: Add-Ons "Select All" Button
« on: October 16, 2008, 05:21:03 PM »
A column header is not the same as a list item.  Add something above the list of Add-Ons.  You could make a drop down labeled "Select: " and then have three options: All, None, Default.

854
Add-Ons / Re: Add-Ons "Select All" Button
« on: October 16, 2008, 02:04:11 PM »
Why would you make the option to select all items from a list be part of that same list?

You should instead add 3 buttons to bottom portion of the window:

Select All
Select None
Select Default (selects all Add-Ons that come with the game)

855
Add-Ons / Re: Hookshot
« on: October 13, 2008, 07:57:05 PM »
Credit:
Trader - Item Icon

:cookieMonster:


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