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Messages - BloxersPost

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61
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 21, 2016, 05:20:13 PM »
So you're basically making a game that A: is using a horribly outdated engine (10 years now?) B: has an unskilled team, and C: literally nobody is going to play, i mean what less than 5% of the people on the forum still play Blockland (1 lol)

oh jesus god stop developing it already if its gonna look like this stuff

You're loving stupid. We're using the latest Torque3D, which gets updated every year. We're making the game, and that's that.

62
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 21, 2016, 05:18:29 PM »
This, also we don't need a Blockland 2.
Again, as we've been trying to point out, IT'S NOT GOING TO BE "Blockland 2". It's going to be a completely different game, don't expect it to be like Blockland in too many ways. It's simply going to be a sandbox game where you can build with some nice features. SMH

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Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 21, 2016, 05:16:27 PM »
The easiest way to piss people off, most of all being your own dev team, is to present-pre-produce. That is, to present the idea before it's anywhere near ready for demonstration. I understand the OP is a "leaker", but supposedly they had your permission,
Wrong. It was a joke that was taken seriously in which led the OP to post it. Nice assumption, though.

What you've given is us a Trello board with a couple tick-boxes checked and some Blender-tier screenshots. The screenshots don't actually demonstrate the breadth of the work that you're saying you've done.
This is actually for our own personal use.

If anything, I'm actually more confident that there's some major levels of bullstuffting involved, especially because you only created the Trello cards at the tail-end of August. There's no way that you completed that much of the core-system in about a month.
We create cards before it's done, as future plans, if it's not already been worked on. We were working on the game a bit before we even bothered with Trello. And we have gotten a bit done, we dedicate a lot of our time to this project, as it's our dream.

As people have said, there's some major issues with the originality of the project. This isn't some "loving fan-game", designed to resurrect a dead franchise or improve upon a concept done poorly by the developers. This is straight up, blatant misappropriation of somebody else's quality work. While the jury is still out on the legality of this (I don't think Badspot could actually sue you as game mechanics cannot be trademarked, but on the other hand the visual designs of the bricks are 1:1 (and possibly taken directly from Blockland)), the point is that if you people were as good at making games as you say you are, you wouldn't need to rip off pre-existing ideas. Blockland already exists. There (apparently) exists mods to play with maps. This was completely unnecessary, and opens up questions over how much people can trust you to understand the security issues that Badspot has had to dealt with.
We're not stealing anyone's idea, we just want a game similar, but not limited to Blockland's game-play style, with some cool features to add in. Plus, we wanted a game like it with an UPDATED, MODERN engine. (At least that was my reasoning to being a part of the project)

What is the point of this game, and why wouldn't I just continue playing with the copy of Blockland I bought for $20 that has an established user-base and years of tweaks and security fixes with a developer who has a known, positive reputation?
The point of this game is, well, a game.  If you don't want to play the game, fine, stay on Blockland. That's your choice. Blockland is a whole other game from what we're making. If you compare every other game to Blockland, because it " has an established user-base and years of tweaks and security fixes with a developer who has a known, positive reputation", and that makes you want to play only that sandbox game, then whatever, we don't care.

This leads to questions that Conan raised about sustainability and viability; there's no discussion on the distribution model of the game, on how the online service will work, how you plan to keep the player-base more active than Blockland and so forth.
You're going onto something we haven't even planned yet. We're just making the game to make it. We're just putting what we want in a game, because it's just something we want to do. There's not a problem with that.

There's no details over who the target audience is, exactly, and I feel that if this project was ever "finished", it'd fall flat on its face because of how late you guys are to the party and how small you truly are in the game design world.
Of course there's no details, the game isn't even one third bloody done. It wasn't our idea to release the news of the game prematurely. And we don't care how small we are to the "game design world". Every indie designer has to start somewhere.

Games aren't just released via a download link and everybody plays them.
Well, duh.

There's a serious art to the idea of promotion, but the more people you get the more potential security risks your exposing to the network when working on multiplayer games, and I'm still getting a vibe that you haven't got a grasp on how to protect your game from people who will find ways to exploit it.
We'll work on that later, for now we're focused on the base game. It's not too hard to make it non-exploitable, as everything on the server is server-side calculated, where the client plays no part in such. I agree, though, that we'll need to look into that eventually. For now, we'll be working on base codes.


Your average MMO can lead development costs into the hundreds of millions quite quickly, due to the amount of content and network security features which demand for highly paid professionals to ensure accurate delivery. You're not making an MMO because your servers will not be capable of handling that load, nor will they be able to protect against the most basic exploits/attacks.
We'll see. Good point, though. It still won't prevent us from actually making the game.

I also enjoy the "more features than Blockland" bit. Show, don't tell. I haven't seen anything that Blockland (or I) is incapable of doing yet.
Well yeah, of course not, we haven't personally gave out any true progress updates here. And it already has more features than Blockland due to the newer engine.

They're called "placeholders", not "decoys". Real game developers know that.
Fine, placeholder. Whatever, doesn't matter, it's there, and works.

Once again, show, don't tell. How about instead of arguing on an online forum you actually get around and do some work? Your attitude is just pathetic, and it's enough for my to throw away any reserved feelings that this may actually be good.
I'm not arguing, I'm explaining. There's a difference. Attitude? Again, explaining. I'm not angry over any of this, I'm getting a kick out of it. And as far as I've seen through your post, you're the one with the attitude. Is that dandruff in your hair? Oh, that's just salt. ;)

You can't say "these features are down" and then say things are "WIP". Down implies those features are in and working correctly.

And for the third loving time, SHOW DON'T TELL. The burden of proof is on you to demonstrate that you're not firing stuff out the arse.
You seem to take everything so seriously. This isn't even an official update page. Take it or leave it.

And I personally have known the whole time it's possible for modder support. That was Anthony's word, not mine.

64
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 21, 2016, 04:17:31 PM »
willing to bet at least 90% of the source code was directly ripped from Blockland.
Actually, no, we make our own code. Blockland's source code is encrypted, and the engine differences make it so we couldn't even if we wanted to.

On top of that, that would prove copyright issues.

65
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 20, 2016, 09:19:52 PM »
c h i l l
h       l
i        i
l        h
l l i h c
This post is ironic to my avatar gif

66
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 20, 2016, 09:07:20 PM »
yeah hes basically a huge egotistical scumbag. the people who are working with him are stupid
http://lmgtfy.com/?q=stupid

First of all, I'm going to start off by saying that you have the slightest clue who we are, have never seen us in real life, nor do you know what we do in our day-to-day lives. You're literally going around calling names without the evidence to back it up at this point. Secondly, why would you bother name-calling? How would you know we're truly the definition of "stupid"? Since you're smart enough to go around claiming the title of "stupid" to others, let's see what makes you so special to have the right to do so, Einstein. I'd love to know. Just because somebody doesn't know how to code something of all things, doesn't make them stupid. Shoot, if you expect the average smart person to be able to code, I'm sure you'd be calling most of the world complete idiots. I'd love to see you get a full on sandbox MMO with more features than Blockland. I assume you and many more are going to throw blatant, irrelevant insults after the posting of this, assuming you're calling names due to our programming experience. If not, my bad. But screw it, everyone has their own views on whom is stupid, and whom isn't. Shoot, some call me a "rocket scientist" for knowing how to make a simple batch script in which echoes random numbers, but I know I'm far from being so, and that scripting/coding and being a "rocket scientist" are far from identical, lol.

And before you go on about how I have "implied" that we have made a "full on sandbox MMO with more features than Blockland", I haven't, I'm simply stating that I'd love to see you do so. Just saying in case someone tries to pull that BS off.

I'd also like to say that the player-model isn't merely done, for those who think it's "poo poo" ;). It was simply a decoy to work with until I've gotten to the point of character customization, within the clothing area, that is. I've gotten color customization in so far. And thank you to the ones whom have rooted us on, and have been watching our progress for a while now.

That wasn't a Blender scene render, that was an actual in-game screenshot I had taken. I'll list the features we've gotten down so far;
Bricks: Creation, placement, dragging, fakekill (WIP), scaling, getUpBrick(), getDownBrick(), relay, onRelay, loading/saving
Player: Customization for colors, animations (WIP), customization loading and saving, randomize button
Maps: Two done, and a WIP
Nature: Starfish, new tree model

But I wouldn't worry about what we've gotten so far, much of it will be redone, and worked on quite a bit.
We might switch to UE4, it's undecided. We'll be testing on it for a few days before we decide.
Visolator also dropped out of the group, just passing that by.

Lastly I'd like to say that this forum post wasn't truly expected. We weren't really wanting the news of our game to be given out to the forums quite yet, as we have yet to get the essential base-scripts in.

Sincerely,
Bricktronic

67
Games / Re: Blockland 2 being developed by Anthonyrules144
« on: September 19, 2016, 10:31:52 PM »

68
Off Topic / Re: What's your age?
« on: August 31, 2016, 04:27:59 AM »
16 1/3

70
Add-Ons / Re: [Hatmod] Tourettes guy hat
« on: August 12, 2016, 08:54:18 PM »
x'D
10/10
fav youtube series

71
Add-Ons / Re: Client_MouseFix - 'Bricktronic's Mouse Driver'
« on: August 04, 2016, 03:07:43 PM »
You're making this much more complicated than it should be.

Well then.
I like my fix anyway, it lets me spin around like a wheel by moving my mouse off of the side of my mousepad really quick. By spin like a wheel I mean spin and slowly slow down over time as if inertia actually applied. I can't do so without the mod, if you can, eh welp this mod is completely worthless lmao. I'll leave it up in case someone still needs this.

-EDIT-
I like my fix better anyway, as doing what you said to do messes with the resolution so much on this large TV that it makes text too small. I tried increasing the res, doesn't help.

72
Add-Ons / Re: Client_MouseFix - 'Bricktronic's Mouse Driver'
« on: August 04, 2016, 02:00:20 AM »
You just asked everyone this on that freebuild server if it happened to them
Lmao yeah I was JW, cause I've never seen someone else have this problem. I decided to release it anyway because it's likely some others do as well, being that this is not the only mouse to have had this issue.

73
Add-Ons / Client_MouseFix - 'Bricktronic's Mouse Driver'
« on: August 04, 2016, 01:52:28 AM »
Recently, I ran into an issue with a new gaming mouse (Razer Orochi) where the player would continue turning the direction I last turned, and wouldn't stop until I moved it again. If you're having this issue, this fix may get rid of that problem. I coded this specifically for this major gameplay-hendering issue. This will only work in-game, not the menu or the pause menu!

I know there's a difference between code and a driver. It's just a name.

Explanation Video

Download

If this doesn't fix the issue, PM me and tell me what's happening.

Before downloading this mod, try Kuande's comment's explanation. (Images in comments) (Go to your Blockland base folder, select and right click Blockland.exe, go to the Compatibility tab, and check "Disable display scaling on high DPI settings". Keep in mind, that if you own a larger TV that you're playing Blockland on, doing so may make text hard to read. If so, you might as well get my fix.

74
Add-Ons / Re: FireMod - [Now On Blockland Glass!]
« on: July 06, 2016, 02:02:42 AM »
Bump. Any updates/new stuff? Also, there should be like a limit to how many bricks are on fire/etc. or something like that. Some 'arsonists' came into my Blockland Olympics server and began a fire which nearly froze up my game.
Updates are edited into the OP.. Sorry, I haven't worked on it much since, I've been very busy and life is progressing quicker than imagined (time seems to fly).. Yeah I'll see if I can get the motivation in the short times I have to update.

75
Add-Ons / Re: FireMod - UPDATES (Bugfixes)
« on: June 19, 2016, 01:18:16 PM »
I'd suggest either using Support_Updater or Blockland Glass for automatic updates, dealing with people stuck on older versions of add-ons is just annoying and unnecessary.
It's now on Blockland Glass =)

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