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Messages - Platypi

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481
General Discussion / Re: How to Alphabetize Add-on List?
« on: May 13, 2017, 04:08:49 AM »
It seems Blockland Glass has a similar problem.



Our script does not seem to fix it. I guess I will add it as an issue on Blockland Glass' GitHub repository. I may even consider making a pull request.

EDIT: I added the issue to the GitHub repo (https://github.com/BlocklandGlass/BlocklandGlass/issues/244).

482
Modification Help / Re: math operators confusion
« on: May 13, 2017, 03:52:49 AM »
The cases in a switch statement only check for for specific values, not ranges of values. Otherwise, there wouldn't really be much that differentiated switches statements from if-else chains. Check out the official TorqueScript reference for a refresher: http://docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Simple/Switch.html

483
Modification Help / Re: Trace() for Variables?
« on: May 13, 2017, 03:40:44 AM »
Can't figure out which ones they read, however, it's possible to figure out which ones they modify.
export("$*","config/dump/allVars.txt");
run the function
export("$*","config/dump/allVars2.txt");
I ran export("$*","config/dump/allVars.txt") and the game crashed. Here's the error message:



The error message shows almost immediately after running export. However, a good deal of variables are still written to "config/dump/allVars.txt" beforehand. When I check the file, it usually ends with a half-written variable value. The variable it stops on seems to be rather arbitrary. I am running Blockland through Wine on Ubuntu. Is anyone familiar with this problem?

484
Modification Help / Trace() for Variables?
« on: May 12, 2017, 01:07:06 AM »
Is there an equivalent of trace() for variable? In other words, is there some way (perhaps a function; perhaps some other method) that shows what global variables a function uses/modifies?

485
General Discussion / Re: Hello
« on: May 11, 2017, 11:35:38 PM »

486
General Discussion / Re: Hello
« on: May 11, 2017, 04:56:46 PM »
Oh, okay.

487
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 06:12:58 PM »
I have already stated this feature. I do not want to force players to pay money when they get killed.
My apologies. Must have missed that.

Are you planning on making them wait a tick or two before leaving? Or do they just spawn and go on their way? I feel like there should be some sort of tangible punishment for dying. Maybe they are made slower for a period of time some or spawn with less health, like RedGajin suggested. Although, being downed will likely be enough of a disincentive to commit Self Delete. It sounds like it already adds its own waiting period.

I do like your ideas though, I will add to the original post. With all of our collaborations, we can put together a well documented GameMode and maybe someone will be willing to code it.
I would be happy to help. If you have a Gmail account, setup a Google Doc and PM me an invite. I can help with coding. All the features you have listed so far fall within my skill level/knowledge of Blockland modding. However, I can't guarantee I will be able to lend a hand consistently. It would help to get one or two more coders on this project.

488
i installed linux mint

'''''''''''''''''''''''fuck'''''''''''''''''''''''''''''''''''''''''
Shouldn't make much of a difference. Linux Mint is pretty similar to Ubuntu (I have used both). If you have problems and can't find help aimed specifically toward Linux Mint, try looking for help for the same problem on Ubuntu (i.e. on Stack Overflow or of the like).

489
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 05:26:17 PM »
- have a health system so jobs in the medical field are actually useful. if players can just buy their own healing supplies, no one will go to the doctors. maybe make there be certain injuries that can only be healed if you get medical attention, maybe sickness that is randomly applied to players. being sick gives you a permanent 50/100 health until you get it treated, broken limbs make you move slower/not be able to use certain items, things like that.
Maybe when a player gets "killed", they instead get sent to a hospital. They would have to pay some money to get treatment, and would not be able to leave the hospital for a tick or two (sort of like being in jail).

Also, perhaps if a player can't pay their medical bills, they will die unless they can get someone to pay it for them.

490
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 05:23:00 PM »
There will be a real estate system, but I'd rather have players focus on building and collaborating. Player interaction is important.
There will be prebuilt buildings like I said that a CEO can purchase and turn into a shop. Once they have enough money they can erect their own building by hiring an architect. People can hop job to job as well if they like.
What if you introduced a real estate license or builder's permit people could buy? I don't think people should have to jump between jobs just to build a house. I real life, if people who want to build a house of their typically do not just quit their job for a couple of months.

Hell, why not replace more of the occupations with licenses or permits? Again taking real life as an brown townogue, it's not uncommon for people to have another business on the side (e.g. investing in real estate or selling homemade goods online). While it makes sense for people to have to train to become doctor and policemen, it doesn't make as much sense to make "entrepreneur" (for instance) a exclusive job, or to relegate innovative play styles to a "free-will" job.

Let people buy licenses/permits for selling firearms and items, building, lumber-jacking, mining. Perhaps make different levels of license to replace different job tiers (e.g. shopkeeper vs. entrepreneur). This could be a subset of training. Or you could put limitations on permits/license (e.g. a building permit only allows you to build on one lot, or a license to sell items expires if you don't renew it).

I think your mindset is still too much grounded in the traditional CRPG model. In general, I suggest trying not to make everything revolve around a player's job type. One of the main reasons drugs took off in CRPG so much is because they introduced non-static gameplay that diverged from the job-centric CRPG model.

491
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 05:11:54 AM »
Here's a little tip from a suburbia dev: if it doesn't end it doesn't work

making a game that goes on forever with no end goal or win condition is essentially cookie clicker- you keep clicking until you get bored. even with all these fancy occupations and fields, the core mechanism has to have a win condition otherwise people will just play, spam and kill until they get bored and leave

there are people that find the fruitless grind 'fun' but its the type of hollow fun you get from playing an iphone game or bejeweled. for the sake of the master list, add a win condition
A game doesn't need and ending to be good (e.g. Minecraft). Although I think some sort of prestige system would be neat. For instance, the higher someone's level and the more money they have, the more prestige points they get. This could provide some benefit for the next life ( like Cookie Clicker), or just be used as a status symbol.

It does beg another question, though: what happens to someone's property when they reset their account? Does it go back onto the market?

492
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 02:21:18 AM »
please have a nice build
I think that's secondary, assuming he is releasing this mod for others to use.

493
The only issue is findFirstFile and findNextFile, which doesn't go in alphabetical order.
This. Ugh...

494
Blockland and Linux don't like each other
I have honestly never had trouble running Blockland through Wine on Ubuntu. Granted, I am not running the Steam version.

495
General Discussion / Re: [DISCUSSION] Society
« on: May 10, 2017, 12:56:15 AM »
I like these ideas. My main problem with City RPGs has always been how little there is to do. A lot of your time is just spent sitting around an waiting for your next paycheck.

How is selling services going to work (surgeons, shopkeepers, CEOs, etc.)? You should try to flesh out the user interface, i.e. what the server commands are going to be used and what they are going to do. A bad user intergace can ruin a game. I would be good to put the UI up for criticism sooner than later to avoid loosing users due to frustration or confusion. As well, doing so would also help give your programmers some direction.

Actually, related to that, are you planning on using server commands, or are you planning on creating a GUI? I would personally recommend the latter.

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