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Messages - Crispy_

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46
Add-Ons / Re: More Gravestones v2
« on: November 02, 2017, 05:51:25 AM »
All my add-ons on NexusMods should now be packaged in the way I showed above. (at least the ones that required it)

Also I redownloaded the mod and the face is still messed up for the curved gravestone.
On closer inspection, I'm getting it too:


Not sure why it's much worse for you, but I'll see if I can fix it. I haven't messed with blockland bricks in a while, so I can't guarantee that I'll have it done quickly.

47
Add-Ons / Re: More Gravestones v2
« on: November 02, 2017, 05:19:45 AM »
So I uploaded some stuff to nexus and it's doing it for my stuff too, how do I prevent that?
Currently I'm putting all my add-ons inside a zip folder that users will have to unpack to get to the actual add-on. It sucks, but I guess we'll have to start doing this if we want to keep uploading add-ons to NexusMods.

48
Add-Ons / Re: More Gravestones v2
« on: November 02, 2017, 04:57:07 AM »
So the gravestone file was named Brick_Gravestones-48-2 and that's why the brick icons didn't show up because the script had them set to brick_Gravestones

The hell, I thought nexus mods fixed that stupid renaming thing. Welp, at least I know that's a thing again. For nexus mods, I'll start putting the zipped add-on inside another zip and upload that.

49
Add-Ons / Re: More Gravestones v2
« on: November 01, 2017, 06:25:36 PM »
No need to message me, I have email notifications enabled on all my add-on release topics.

I'm having 2 issues with your gravestones.

1. The brick icons don't show up in the brick menu it just displays a big question mark.

2.



These issues don't show up for me.



Try redownloading? Not sure what's going on, the icons have been there since day 1. I'll try uploading the add-on I have in my blockland add-ons folder to my site but it shouldn't be any different.

looks like he messed up UV mapping
I did make these via the old-fasioned way I used to make my bricks, through editing the blb file with a text editor, so that is a possibility. But, they seem to look fine for me.



Also, I made the cross print using the brick side print as a base. I went pixel-perfect to make sure the inside corners were right, and I applied an alpha background to it using layers.

50
Game Modes / Re: FASTKarts v10
« on: October 30, 2017, 04:25:30 PM »
An exp system would only work as a meme / satire.

"Joke" vehicles exist, like the jetski and the plane, but they're still drivable and I've seen some neat things done using them.


Ignoring the stupidity of an exp system, why the hell would a horse work as a kart?

On top of that, why a 4 seater horse? If I were forced to add the horse as a "kart" I'd give it more seats anyway, since the other karts already have like 5 seats.

Tiny tank sounds like it'll be a neat idea for another kart model, but why restrict it behind this exp system?

SpeedKart Jeep exists, adding a normal jeep just wouldn't work. Why add things that don't work behind an exp system?

Skis - self explanatory.


I know I said to just throw out any ideas you have, but I'm not making a meme gamemode. I know the name doesn't really make it seem like that's the case. (that's my main regret with the gamemode, i should have called it something like speedkart overhaul) but I suggest playing the gamemode first and telling me what would make the gamemode a lot more fun.


Stuff I have already implemented into v11 so far:
- Server music, chooses a random song at the start of the race.
- Server music speeds up when a player reaches the final lap.
- Tracks being able to set their own theme. (the superkart track ports use this feature now)
- Being able to disable boombox using a pref.
- Track types and origins, similiar to map themes and categories from DeathMatch.
- Lap counter in the bottom print will now display the final lap of the track. (Lap: 1/3)

Stuff I plan to or want to add:
- Mario-kart-like powerups, exclusive to a powerup round type that might replace the rocket round type.
- Item boxes distributed throughout the track, just like mario kart.
- Battle tracks using the powerups.
- Sounds that play when you pass a lap, reach the final lap, win the race, and potentially more.
- MicroCars as new karts. (maybe?)

You can even test out this indev version by way of this link: https://github.com/piber20/BL-FK-GameMode

52
General Discussion / Re: These false reviews need to stop.
« on: October 23, 2017, 02:03:56 PM »
Back to the steam discussion point (since tony's just memeing/repeating his workshop posts)

Leaving aside the problem of having two forums, steam forum moderation is basically impossible because you have to have at least one board open to all steam users - which means insane people just make alt accounts forever.
Just don't moderate, or get someone else to do it. The pinned topic spam looks absolutely awful, there's already a pinned topic in the next page that links to the official forums, that should be enough.

53
General Discussion / Re: These false reviews need to stop.
« on: October 23, 2017, 03:28:28 AM »
If people aren't smart enough to download mods without workshop that's not blockland's fault.
I always found this mindset funny. Why did Badspot change how add-ons work in v9? It wasn't Blockland's fault that people were too STUPID to figure out how they work!!!

Why even bother with an add-ons system at all? Do what Antibirth did to Isaac Rebirth, hook into the game's exe with a dll just to do simple things. Hell, it took them 2 years to do what they did, that's nothing to us intellectual folks! :cookieMonster:this is sarcasm btw

54
General Discussion / Re: These false reviews need to stop.
« on: October 22, 2017, 01:14:24 PM »
Blockland needs to make more use of Steam's features.




Also this stuff on the steam discussion page needs to go. Steam users are going to check out these discussions for questions on whether they should buy the game or not and are bombarded with this bullstuff.

Considering how these forums are private and requires a key how are these steam users suppose to participate here? They can't.

"POSTS HERE WILL BE IGNORED" doesn't exactly invite new steam users.
I agree 100% with this. The pinned topic spam looks really bad.


So my proposal:
Free to play
Some sort of microtransaction system
Reward the players who have already purchased
Rework the ID system to compensate for the theoretical end of supply
There is a small problem, since the game is extremely moddable, someone could just mod in whatever the microtransactions could be. The hats especially, hatmod already exists, any microtransation hats could simply be ported to hatmod. Maybe Badspot realised this, and scrapped this idea.


Would love to see Steam Workshop integrated into the game. I know people here generally say HELL NO to that, but I feel it would help players who only know the game from Steam, and would make things more organised. It would also be the only true official listing of add-ons.

Edit: Plus, seeing a very lively modding community with a huge selection of mods would be a very good first impression on new players. Modding is what makes Blockland, why not have the place with the best potential for high activity be used?

Working with Steam Workshop myself for Isaac Afterbirth+ mods, I would happily put all my add-ons on there.


But there is nothing left to update.
Nice meme.

55
Game Modes / Re: FASTKarts v10
« on: October 22, 2017, 10:50:41 AM »
Hey! Haven't posted here in a while. I needed a break from working with Blockland addons.

After a lot of thinking, and messing around in Colin_P's server, I decided that FASTKarts was in need of an update. I got plenty of ideas, and Mac Workin has given me some ideas as well.

I've already done a large portion of the update, but I need any and all opinions on what I should add in this update. I want to be able to cover most things with this.

Feel free to give me your ideas here. Even things you think I wouldn't add, or you feel would be too small to mention. Suggest away!

56
General Discussion / Re: Oldest addon you've ever seen?
« on: September 30, 2017, 07:38:05 AM »
2D Player in v8. I remember trying to install it and I ended up with a screwed up 2d player entry in the create minigame gui that didn't work. Keep in mind that I was a little kid and this was before v9's simple zip file add-on format.

Another oldie that I remember is the mario winged cap.

57
Suggestions & Requests / Re: grabber
« on: September 09, 2017, 11:44:54 AM »
New Duplicator has a /cut command which basically does this. You can select a single block by going into selection box mode, hitting a block, and just pressing enter.

58
Game Modes / Re: FASTKarts v10
« on: September 06, 2017, 01:27:23 PM »
please could you fix autism raceway so people dont just throw themselves and bounce out of their speedkart across the water and win the track in 4 seconds?

I'm not the one supporting that track. Don't use it, or you could ask Superstarxalien169 to fix it. It's supposed to be a joke track, so... that might even be intentional.

59
Game Modes / Re: FASTKarts v10
« on: September 05, 2017, 06:42:40 AM »
I just did a bunch of fixes and improvements to the official tracks! I probably shouldnt have let these slide for a whole month, as some of them were really bad. I integrated Modified Modter but never combed through the maps to replace 4x modter signs with legacy modter. Well now, all the messed up letters should be fixed.

I also tweaked some shortcut stuff, and added a few details to some maps. For instance, Harbor's beach and island side now continues along the whole island's side, not just what's normally visible. The "lap jump" in Terminal Ocean is now the full width of the track.

Check them out:
http://piber20.com/d/bl/s/FASTKartsOfficialTracks.zip
(this is the same link that's in the op)


I would have posted about this yesterday but I was getting some coudfare errors that were preventing me from posting.

60
Suggestions & Requests / Re: BL Turmoil Gamemode link
« on: August 16, 2017, 03:48:30 AM »
I don't have any backups of it. Personally I feel the original BL Turmoil was pretty lazy. I was sortof just building things out my ass when I was creating the gamemode, and using default saves was a great way to save time instead of actually making a custom build.

Here's an image I found of an old remake of it. (it still kinda holds up today, shame I dont have the save)


Noobland was going to be a destroyed beta city. If I were still working on this today, the first thing I'd do is nuke the name Noobland, eugh.

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