Author Topic: Blockland 2 being developed by Anthonyrules144  (Read 17943 times)

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lol, is that Roblox?

The shaders look a lot like Blockland, so it might actually be Blackdong.

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Blockland 2 is not released yet, so you just revealed you are playtesting the game in secret. Good job.

i can be the composer
[link removed because it was long, see original post]]main theme for blockland 2

i composed more music for blockland 2
[link removed because it was long, see original post]Main Battle Theme

These aren't really bad, could be used for a demake of Blockland.

Not really, no.

Unreal 4 supports modding.

FAQ
Tutorial

It's a bit of a fudge for the time being as you have to export a project and .uasset files for people to extend off of, but Unreal has put it in their roadmap to improve and simplify the mod process.

Yeah, it supports modding with blueprints, but that doesn't necessarily mean it's a good idea. You would have to use the unreal editor for every little change, there's no ingame console, and mods would mostly be closed source as blueprints are pre-compiled.

It also takes longer to click something together instead of writing 3 lines of code in a scripting language.

Blockland 2 is not released yet, so you just revealed you are playtesting the game in secret. Good job.
IT WAS JUST A SOCIAL EXPERIMENT

You would have to use the unreal editor for every little change,
In the same way you have to use the Unreal Editor to make any changes to your Unreal main-game. Or the Unity Editor for your Unity Game. Or the GameMaker editor for the GameMaker game.

I literally don't see the problem here.

there's no ingame console
Package your game as a Debug build (as every other indie dev does). I might be wrong, but I think there's also a way to force the console into retail builds.

and mods would mostly be closed source as blueprints are pre-compiled.
And so would C++ code? Mod developers could just release their blueprint .uasset files if they intend for the mods to be open-source.

You know, not every mod in existence is open-source. Many mods use compiled code.

It also takes longer to click something together instead of writing 3 lines of code in a scripting language.
This is the most stupid thing I've read all night. Possibly of the entire year. Thanks.

I need to make this a point.

Modding needs to favour accessibility over power. Modders are not Gods above Man who are capable of performing ancient witchcraft. The idea behind modding is that anybody can extend and modify the game to match their own needs.

You personally might be comfortable with writing out code by hand, but I know plenty of people who have done programming classes and absolutely hate it, but would loving love the ability to simply click blocks together and make cool things happen. Blueprints is fantastic for artists and content creators to very quickly prototype and implement without having to spend weeks learning about syntax or proper memory management.

Besides, you can still write and compile C++ code for mods if you so desire. Hell, you could write a scripting language and interpreter for the Unreal 4 engine if that's what you desire; I'm guaranteeing that there's probably already examples out there.


This is the most stupid thing I've read all night. Possibly of the entire year.

Blueprints are fast because the alternative is using c++, obviously you get nowhere trying to use that for prototyping or modding.

I was more thinking of using a simple scripting language like torkscript. Yes, I'm also assuming the modders know what they're doing. It's worked very well in blockland.

Blueprints are fast because the alternative is using c++,
No, Blueprints are fast because they don't actually require any understanding of programming whatsoever.

A complete beginner can waltz in, drop a couple blocks and make a very simple teleporter. So long as they start to understand what exactly it is they want to do, there's no syntax or difficult naming schemes in their way.

You're a programmer (well, a scripter at least). As I said it's easy for you, but you are not the market for your game.

I was more thinking of using a simple scripting language like torkscript.
TorqueScript is not a simple language, and the documentation is a loving ridiculous pain in the arse to find and read through. One of the worst learning experiences I've ever had.

Honestly, I would prefer coding in straight C++ than doing more TS.

Yes, I'm also assuming the modders know what they're doing. It's worked very well in blockland.
This is such an incredibly pretentious, ridiculous, uneducated opinion, and it shows me that you're not actually ready to be making games yet if you're not capable of doing basic research for your market.

How many people who will be modeling new cars will actually know how to program their functionality? I guarantee very few, if any at all. In fact, most vehicle mods I find for the various games I play DON'T include scripts, and have just models with instructions to swap them over the top of other, pre-existing vehicles, which leads to broken handling and weird glitches.

Not every potential modder is Filipe. There's a lot of people who don't know and don't care on how to write in instructions; they just quickly want to see their content do something.

This is the most stupid thing I've read all night. Possibly of the entire year. Thanks.
This is such an incredibly pretentious, ridiculous, uneducated opinion, and it shows me that you're not actually ready to be making games yet if you're not capable of doing basic research for your market.
wew
listen to the pro, boys

wew
listen to the pro, boys
you realize he actually is a professional right

you realize he actually is a professional right
why does he have to be so patronizing though


A complete beginner can waltz in, drop a couple blocks and make a very simple teleporter.

In blockland, he would not use mods for that at all. He would use the ingame event system. (This could actually be improved quite a bit by making it more like blueprint!)


TorqueScript is not a simple language, and the documentation is a loving ridiculous pain in the arse to find and read through. One of the worst learning experiences I've ever had.

Honestly, I would prefer coding in straight C++ than doing more TS.

Torkscript is a simple language, especially compared to c++. The documentation might be very poor but that doesn't change anything about the language itself.


How many people who will be modeling new cars will actually know how to program their functionality? I guarantee very few, if any at all. In fact, most vehicle mods I find for the various games I play DON'T include scripts, and have just models with instructions to swap them over the top of other, pre-existing vehicles, which leads to broken handling and weird glitches.

Not every potential modder is Filipe. There's a lot of people who don't know and don't care on how to write in instructions; they just quickly want to see their content do something.

I know that blueprints are much easier to get started with, but that's not the point. The scripting language would be for people who already have all the basics in ue4 down and would like something more flexible/efficient, without having to move to c++.

Anyways, why would someone be modeling a vehicle for this game? It would be much cooler to build them out of bricks!
« Last Edit: October 07, 2016, 02:45:30 PM by Zeblote »

Anyways, why would someone be modeling a vehicle for this game? It would be much cooler to build them out of bricks!
this is crazy. you can't drive those, can you