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Messages - jackrobbman

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136
Add-Ons / Re: Slayer | Bug fix update released
« on: August 31, 2016, 10:55:36 PM »
Yeah, I did. They were spawning just fine one moment, but on the next blockland startup, they didn't. I tried resetting the game, made sure 'use all players bricks' box was ticked, made sure the preferred players value was higher than zero, and made sure the spawns were the corresponding color to the teams. They just didn't spawn.

SO, I did a little test. I cleared my bricks and ended the gamemode. I set it up gamemode the same way using blue and red player spawns. Just two of them. When I started the game, a  BUNCH of yellow skinned blockheads just started spawning everywhere in random spots with no rhyme or reason. BUT, if there's a player spawn, they all spawn on it. At the same time, perfectly ghosting into one another. Some can be killed, some are like indestructible bricks. It's odd.

I tried resetting the minigame over and over, but the same thing kept happening. Gonna find a way to post pics, but I can recall other players saying that the exact same thing happened to them. Maybe. Not many other Blocklanders appreciate bots the way I do, so it may have just been SIMILAR, but not the same.

137
Add-Ons / Re: Slayer | Bug fix update released
« on: August 31, 2016, 09:12:59 PM »
Thanks man! As for the bots not appearing, I found out that they actually were!

Outside the map or on player spawns. XD Kinda creepy actually. I'm gonna try reinstalling slayer, since I believe this has happened to others in the past and had a simple fix.

138
Add-Ons / Re: Slayer | Bug fix update released
« on: August 30, 2016, 02:26:19 PM »
OK! I restarted blockland and the new health system is working! BUT NOW THE BOTS WON'T APPEAR!!! ARRRRGGHHFFFFFFFFFFRRRRRRRRGG GH! This is taxing on ones soul. I must withdraw. And yes, all the players bricks are enabled and the preferred players is set to six. Worked fine last time I started blockland. No idea what's going on now.

139
Add-Ons / Re: Slayer | Bug fix update released
« on: August 30, 2016, 02:01:10 PM »
Nope, never mind about the events not working. I  was using 64 x 64 bricks as the goto points and it wasn't working because the onbotreachbrick event only registers if the bot is at the center of the brick. So unless they can dig a hole, it doesn't work with large cubes. So I corrected that with simple 4x4 bricks. XD

Now the new-health system add-on isn't working, effectively ruining the whole map. I needed that because I wanted different bots to have different health values to fit their play-style. (Overwatch) I don't know how to do that using slayer. If I event the spawnpoints to change their datablock once they spawn, the bots literally turn invisible, with a skybox for a head. It's been like this for a while now, so I was using the Zserver_Newhealthsysytem add-on to find a way around it. And now it won't work when it was doing fine just the other day. I feel like this game is fighting me HARD. Every single time I try to release a decent map with bots, something ruins it and I can't fix it. But now I'm pissed, so I'm looking into it further.

I was just mentioning this because I figured you should know about the whole, 'Bots turning invisible if their datablock is changed after the match start' thing.

140
Add-Ons / Re: Slayer | Bug fix update released
« on: August 30, 2016, 12:57:51 PM »
Yo! Just made an Overwatch-esque map and have everything set up! I know the nodes don't currently work, so I'v event'ed the bots to cap the point via the gotobrick - onreachbrick event even using different paths to go around. I thought it would work since the events worked on a CTF map, but they aren't in this one. I'm thinking it's because of the capture point messing around with the programming in the bots heads, but I just wanted to make sure by asking you. I also remembered a post you had showing off the new bot pathing system and was wondering if you were still working on that or discarded it because of certain limitations in Blockand.

Cause it seemed like one of those things that's too good to be true. :cookieMonster:

141
Help / Re: Sounds not coming up in events
« on: August 27, 2016, 03:02:47 PM »
Yep, I just checked and tested to make sure. Hertz does matter for some reason. At least with the sounds I'm using. All of the Tf2 Soldier sounds operate at 41000 hertz just fine, but the Overwatch sounds won't work unless I make them 22050 hertz.

142
Help / Re: Sounds not coming up in events
« on: August 27, 2016, 02:47:29 PM »
That shouldn't matter. Make sure the audio is mono.

Yup, I made them all mono as well. Still not working. Also, the sounds I edited to play at 22050 are working while anything above isn't. I didn't think it mattered either, but apparently, it does. Kind of irritating.

143
Help / Re: Sounds not coming up in events
« on: August 26, 2016, 04:09:00 PM »
Ok, got ONE sound to work. The one I edited to operate at less than 48000 hertz. I'm guessing Blockland can't play sounds at 48000 hertz huh?

144
Help / Re: Sounds not coming up in events
« on: August 26, 2016, 03:57:19 PM »
Oh, wow....hold up dudes i just realized the step I missed in the CS. I'll get back to ya'll and see if it changes anything.

145
Help / Sounds not coming up in events
« on: August 26, 2016, 03:55:09 PM »
Before you guys say anything, know that I DID covert them all to wav files via audacity and I DID go to the cs file to make sure they had a datablock. I was trying to put some Overwatch sounds in Blockland via the TF2_Soldier sound pack. I've gotten many sound files to work that way, but for some reason, NONE of the Overwatch files I've put into it are working. They won't even come up in the events. I checked the file names to make sure there were no spaces, checked the cs file to make sure I hadn't missed a semi-colon or something, even checked to make sure I made them wav's, but they just won't work.

I compared them to files I have gotten to work and noticed that the Overwatch sounds were way larger byte-wise, so I thought, "Maybe they're just too high quality?", but some of the TF2 Soldier sounds were also high in bytes but worked fine. So that's not it. Also, for some reason, ONE of my Overwatch sounds appeared in the events in-game, but the sound won't play. I checked it's stats and noticed that it was one of the largest files out of the group. I compared it with other files and other than the size and hertz, it was no different. It just won't play.

So, I'm desperate. And confused. Why aren't these sounds working? Here, if you want, you can try one of the sounds yourself and see if YOU can get it to work. I'm gonna try one more test. I'll delete one of the sounds I KNOW works both in the file and the cs, and then re-implement it fully. Or I'll just take an original file that works and re-name it before implementing it again. One way or another, I'm getting these sounds to work. I've spent all day working on this. So please, help a brotha' out?

https://drive.google.com/drive/folders/0B1IXSaO0SqeVX0FLaVRyQXRUUkU


146
Creativity / Re: Game Design Megathread
« on: July 22, 2016, 03:32:08 AM »
I know nothing about ActionScript, but if it's anything like other "programming" languages, you should be able to read the values of variables directly.  One easy way to detect if the player character is falling is if their Y speed is non-zero (specifically, whichever way is down.  In Game Maker, positive Y and vspeed values are down by default.)  If this is a platformer with acceleration and momentum, rather than one where you just start and stop, you could have the idle animation trigger when the player's X speed is below a certain threshold.  Hope this helps.

Thanks man! That should definitely work. Just gotta find a way to code it!

147
Creativity / Re: Game Design Megathread
« on: July 22, 2016, 03:30:08 AM »
AS... ActionScript? what version? 1.0, 2.0, or 3.0?

Um...I think 3? I'm not sure. I'm experimenting in Macromedia Flash.

148
Creativity / Re: Game Design Megathread
« on: July 22, 2016, 03:28:13 AM »
unity

Wait...no freakin' way...you're developing STRAFE?! You're one of the guys involved in it?! Cause that looks VERY MUCH like Strafe!

149
Creativity / Re: Game Design Megathread
« on: July 21, 2016, 03:21:00 AM »
Yo! Beginner flash game maker here! I just started learning how to make a plat former and am able to successfully create a ground and jumping player. THEN I learned how to make an animated player with different animations for each action. I got it to work, but there are some problems. As in, things I don't know how to do.

1.) I made a falling animation, but don't know how to use AS to trigger it. Is there a funtion for if(falling) or something?
2.) I got my jumping animation to work, but it only works in one direction. Really stumped on this one, since I've experimented with the code for like a day now and just CAN'T get it to work in the other direction.
3.) I don't know how to stop an animation from happening once the player releases the button so that the idle animation can be played. For example, if I run right in the game and stop, the running right animation will still continue to play.  Is there a if (Key.isReleased(Key.Right) code I can use or something? If so, I could probably easily remedy this with a touchingGround instance right?

So yeah, that's all I wanna do for now. Set up a properly working, animated character. THEN I'l get to all the V-cam, enemy, health-bar, wnning level, stuff. I'm even planning on incorporating rag-doll effects into it. :) If'n you guys need the code, just let me know. I'd appreciate the help. From what I've seen here, this is probably child's play for you guys.

150
Help / Re: Onminigamereset does not work anymore
« on: June 17, 2016, 10:05:24 AM »
OK...ok, found out the problem. When using Onminigamereset, you have to put in a delay of at least 500 miliseconds, or it won't work. Why? Go ask a programmer. Anyway, this solves ALOT of my problems, and I might finally be able to finish Blockland campaign without lagging my computer so much!!!! If you guys have any tips, ANY tips on how to make a campaign gamemode to post on here, lemme know. I'd greatly appreciate it. :)

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