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Messages - Wrapperup

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16
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: June 03, 2019, 02:52:14 PM »
im completely down for new control schemes if there's options to change it back to blockland's original or something similar (eg mouse and player movement keys to move camera, keyboard to control ghost brick position/rotation/movement). think building in admin orb in blockland, maybe.

reason being my mouse aiming skills suck, my mice sometimes spazz out or dont receive inputs, and my laptop doesnt have a dedicated graphics card (but has a decent processor and enough memory for my intel integrated card). blockland's pretty much the only game i can easily build in. even minecraft building can be a struggle for me, without any frame lag.

That's perfectly reasonable. It will take some time though, we're always thinking of ways to make it better.

17
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: June 03, 2019, 02:16:42 PM »
can you explain the new controls here? is it same as blockland? are there multiple schemes? one of the biggest things that turned me off playing brickadia in general is building wasn't as easy to do as in blockland when lagging/having low framerate, even with the orbit mode. mouse-only/primary mode was completely unusable for me due to low fps on my laptop.

That's the current scheme (click-drag, orbit mode), but the it isn't working as well as we thought. We've changed the scheme from something people have had thousands of hours of experience to something new in an attempt to make building easier for beginners. It's pretty hard to find a balance between something beginner friendly VS Blockland's difficult-at-first but mechanically precise scheme. I hope in the future we can make the best of both worlds.

I think what we will end up doing is keeping the mouse build scheme and replacing orbit mode with something closer to Blockland's scheme. There has been a suprising lack of complaints about our building system, but I don't want that to be the reason we don't make a better one. I feel once we introduce tools like the selection tool (with built-in duplicator functionality) and the resize tool it will shape up better.

The building system will most likely be updated after alpha 4 once the weapon system is ready

Hope that answered your questions!

18
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: June 03, 2019, 12:49:45 PM »
its more of the building thats boring it just feels plain somehow and doesnt give off the feeling from blockland

Agreed, which is why the building has changed a lot since the ancient alpha 0.1.0 leak. The current building mechanics are still experimental, but better. We're focusing off of them for a bit while we work on the other milestones in alpha 4. Don't worry, we're still changing them, we hear you!

do they have any weapons yet? Can't have a blockland-type game without some good old deathmatch servers

Currently we are working on weapons and network predictability for them. Me, Vitawrap and Arekan are creating a library of various weapons and types to come with alpha 4, with more to come after. Six is working on a highly moddable and robust minigame system similar to Slayer.

idk where to find all the news and scoop on this game. is there a real megathread somewhere

You can find us on our Discord! The link is on our main host website, https://brickadia.com. You need phone verification to participate (We had an influx of spammers at one point... sorry), but that doesn't stop anyone from viewing the discord. We have an FAQ and you can ask questions about anything. You can also shoot an email at us on our site (We actually check it!)

Once we finish up alpha 4, we will update the website with news that you can subscribe to. We will also shift to more frequent weekly/bi-weekly updates instead of the month(s) long gap between updates. We do a lot of stuff we just haven't talked about or are keeping a surprise.

Unfortunately, a megathread probably won't happen. We had a thread ready to go a while back, but I'm afraid it will just be derailed to oblivion at this point.

19
General Discussion / Re: What are you think of brickadia
« on: May 23, 2019, 02:02:26 AM »
It does hurt to know that some people don't like our game. We know that and we are constantly looking for ways to improve it.

Maybe we won't change your guy's minds, but for anyone that does care at least a little, we have a discord and have fixed the email link on our website where you can email us about anything. We check the email very often. The website will be readied up sooner or later so we can put news and possibly a proper community board of sorts where discussions can happen.

I 'm sorry we neglected to put out any Information on a thread, we wanted to do one for a while but it might be too late for it. We felt the game wasn't ready to show yet to a more public place, and still feel that way.

We're not here to be malicious or greedy. We want to make a great game, which is why we still haven't asked for money.

We work on the game every day in our free time, and we all have college or jobs that take up a good chunk of it.

Sorry for the wall of text, hope you understand.

20
Drama / Re: THIS LINK IS'T research IDIOT
« on: September 16, 2018, 08:52:34 PM »

21
Off Topic / Re: Opinions on Brickadia
« on: August 07, 2018, 04:00:01 PM »
If you play my leaked copy you'll see its more like roblox. Trust me.

Character does the "Roblox" movement when you aren't in first person or don't have a tool out and there are no tools 0.1. Obviously we didn't want people to know about the game at that point (and even now to an extent) since it still needs work, but what more can you do?

22
Off Topic / Re: Opinions on Brickadia
« on: August 07, 2018, 12:16:00 PM »
'modding will be extremely difficult' t. port
great concept but choosing unreal 4 was a big mistake

Making mods themselves won't be any harder than making content for Unreal. What he meant by that is adding modding support to our game will be difficult, and we know that good and well.

23
Off Topic / Re: Opinions on Brickadia
« on: August 07, 2018, 09:49:23 AM »
it's going to use the blueprint system repurposed. Either that or they'll probably make a high level scripting language. The native unreal (and unity) languages have no runtime support which means the game has to compile everything and can no longer add new compiled code until the build is closed unless you use a dll. it's a huge setback because it means that testing a mod will require you to restart the game. So hopefully they introduce dynamic runtime scripting for the purpose of easy updating and testing of mods

It's actually pretty expensive and time consuming to write your own scripting language and it usually takes whole department's in game design studios just to make custom scripting. So it's highly likely the brickadia dev team will take advantage of unreal blueprints instead. The idea of using blueprints instead of a typed language is already worrysome imo

psst were working on adding js support

we are going to release info soon ish so stay tuned

24
Add-Ons / Re: THE STREETS RELEASED! == Static Map Mappathon Map Pack ==
« on: August 05, 2018, 12:12:23 AM »
I noticed something about the Static Maps Menu thing. When you disable it and load the map from add-ons, the map has no lag and a decent framerate, but when you have the System_StaticMaps on, the map will start out fine and the performance will get really bad within 5 minutes of playing on the map. Any clue why? Also if your having the same problem just disable it like i stated.

If this is happening on your hosted server, it might be due to the fact that datiels maps weren't ported to static maps correctly and it doesn't generate the correct group for the shapes, so its probably loading them several times when people join since it doesn't actually create the group static maps uses.

Otherwise try doing a trace(1); and post your log file

25
Add-Ons / Re: NEW STATICMAP SYSTEM! == Static Map Mappathon Map Pack ==
« on: August 01, 2018, 10:42:36 AM »
o well ima just check around the scripts tomorrow and see if i can somehow get maps to be toggleable through functions or smth

Just set this variable in your server/prefs.cs file
$Pref::Server::StaticMap = "Name"; without the Map_ prefix.

datiel changed the script but it should still work

Alternativly you can just change the gamemode on your dedi server and it will set this variable for you.

26
Suggestions & Requests / Re: Staticmap Custom button
« on: July 31, 2018, 03:38:11 PM »
if only I could code like that. The maps dont load ingame but show in the menu

Might be because the datablocks aren't referencing the dts file correctly, since that was a problem I had when converting your map after renaming the add-on zip

27
Suggestions & Requests / Re: Staticmap Custom button
« on: July 31, 2018, 12:31:33 AM »
New static maps mod:
System_StaticMaps.zip

Fixed bedroom for this version:
StaticMap_Original_Bedroom.zip

A simpler asteroid map so you can learn how to make your own maps for this mod:
StaticMap_Asteroids.zip

Example gamemode:
Gamemode_Freebuild_Bedroom.zip

I also converted your Awp_Lego map into a static map that works with my mod, it still needs a preview.png (256x256) and a thumb.png (64x64) but it's not exactly mandatory
StaticMap_Lego_Awp.zip

28
Suggestions & Requests / Re: Staticmap Custom button
« on: July 31, 2018, 12:01:15 AM »
Seems to have some other new features I forgot about too.

You can set the map in a gamemode, there is a map wand (I don't think I finished that, probably does nothing)
Of course you can set the map with the custom gamemode UI, you don't have to do any fishy add-on enabling and wasting datablocks

I'll upload the modified maps, the static map mod and the example gamemode, but ya'll can make a thread since I'm not active that much anymore.
Just credit me please ;)

29
Suggestions & Requests / Re: Staticmap Custom button
« on: July 30, 2018, 11:41:53 PM »
Here's a screenshot of what it looks like



Seems to work fine, although I have no idea what issues remains on it.

30
Suggestions & Requests / Re: Staticmap Custom button
« on: July 30, 2018, 11:32:14 PM »
I was working on something exactly like this for my static maps mod a while back but I never released it. I think it was near completion, but I'm not very interested on finishing it if it isn't though since I'm working on another project :cookieMonster:

And since these new static map mods (probably) don't work with my mod it's probably gonna be a mess to deal with.

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