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Your world / [Challenge] Stand on Green
« on: September 23, 2018, 12:16:33 PM »
Stand on Green

Stand on green is a mini game where you're on a game board, and there are a number of waves. Each wave randomly spawns a couple of green blocks. You must stand on a green block as at the end of the wave the floor deletes, and if you're not on a green block, you will fall and die.

There is more to the mini game, as each wave progresses, your movement speed decreases. There are also gold coins to collect, the gold coins are gold blocks that when you walk over them, it gives you a coin. These coins are used for ranking up. There isn't anything special about ranks, as for now it just gives you a particle trail.

Sentry turrets have a small chance to spawn each wave targeting the player making the wave that much more difficult. Although multiplayer isn't recommended for the map, it is still just as fun to play solo. I am working very hard to implement multiplayer.

I am thinking about making a server, a mini games server where you can earn gold coins from various mini games to rank up and maybe get power ups. Let me know what you think. I may or may not post pictures, but I do plan on recording a video and explaining it more in depth.

*I know I'm not the first to come up with the game*

Thanks for reading!

Your world / [Adventure] Map similar to the game Stardew Valley
« on: July 09, 2018, 12:53:33 AM »
Hello everyone!

Lately iv'e been playing the heck out of the indie game Stardew Valley. If you don't know what that is, go check it out!

Anyways, I would love to create a map that plays out similar to that of Stardew Valley, only thing is, I need help. I can do a decent job at landscaping, and scripting, the thing that I don't major in is buildings. Houses, shops, ect.

So I was looking for some help. With Toothpicks amazing multiplayer mod, we could do this together. No the final map wouldn't be a server, but a single player adventure - I suppose you could bring a few friends to tag along just do not open it as a public server. Also, the game style for Stardew Valley has like an 8-bit game style where your character is a sprit as well as all the other characters. I do not expect for this map to be like that. I just want the map to play like the actual game meaning you get to farm, go mining, attend event help around town, and go foraging for random loot.

If you do wan't to help, feel free to message me, or just leave a comment on this topic.

Need mostly help with:
- Building
- Landscaping

I do want this map to be as large as the whole in-game world if possible, and if you would like to help with scripting, game storytelling, or have an ideas, that would be great.

Bug Reports [Retail] / Going from beta to retail
« on: May 30, 2018, 03:36:17 PM »
I've been playing the beta version for a while now, and decided to go back to retail version. But when I go to launch Total Miner after opting out of the beta, the game will not load. It will load fine if I go back into the beta, but will not load for the retail version. I have reinstalled the game, and even reinstalled XNA 4.0. Does anyone know of a solution for this?

Ideas / Color in text
« on: May 06, 2018, 06:19:32 PM »
This ones simple. We should have the ability to change the color of the text in game. We have the ability to change the color of the game notifications at the top left of our screens, so we should have the ability to change the text color of signs.

Changing the color of the coding of our scripts would also we useful. I love the "Comment" line in the scripts, but having the ability to change the color of the lines of code would be really to section of parts of the script.

Ideas / History value in scripts
« on: May 02, 2018, 09:16:45 PM »
Wouldn't it be nice to be able to assign a history value to lets say, the r (red) in scripts like:

I would love to be able to do this for RGB.

Ex. History [100]
SkyColor [history:red,g,b]

The value of the r (red) would equal the value of your history *red*

Ideas / Script menu customization (?)
« on: April 24, 2018, 07:59:23 PM »
I'm not sure how to word this other than wanting more characters in the menu script line.

In an indie map that I'm working on, I have scripted a shop using the menu script. The problem that I have with it, is there's not much room for typing. My menu consists of a long line of scripting, and it doesn't help that I've put the scripts that are executed when selecting the item all in folders in folders. This makes the script line longer and have less room to type.

So I guess that what I'm saying is it would be cool to either have:

- Longer line for coding in the menu
- Maybe introducing a new menu that is made for scripting shops, like a "Shop menu"
- Having the ability to customize menus.

This is just a small problem/idea that can be fixed just by using actual shops, but I prefer the menu shop

Bug Reports [Retail] / NPC AI
« on: April 24, 2018, 07:19:09 PM »
I've made a topic over this before, but it was possibly ignored, or unseen.

When you go to spawn a mod through a script with a custom AI, it always spawns with the default AI

Questions and Answers / [Unanswered] BlockMaterialData
« on: April 14, 2018, 09:56:19 PM »
Playing around with modding blocks, and changing files and such, I noticed that for the "BlockMaterialData", changing the resistance of the block doesn't do anything. Changing anything doesn't affect anything. Is this a bug? Am I doing something wrong? There is no error, I have it set to the right material, but it still doesn't change anything. I even copied the same example.

Questions and Answers / Modding blocks
« on: April 07, 2018, 05:22:37 PM »
Is it possible to have a modded block spawn naturally? I re textured an unused block. Also, can we change what items blocks drop from being mined?

Mods / [WIP] Dark Items v1.1 - Topic
« on: April 07, 2018, 04:19:12 PM »
Hello everyone!

Mod -;sa=view;down=76

I've always thought that it would be cool if Total Miner had a new class call "Dark" the class would have its own set of items and these items would be better than titanium, and they would have magical properties. I am currently working on a mod that adds these items, and unfortunately, I cannot add any special properties to these items yet. The mod also features a custom block that is the ore form of the new added Dark Gem Stone.

1.0 - Adds Dark Ore - Block, Dark Gem Stone, Dark Pickaxe
1.1 - Adds Dark Sword, Dark Shovel, slightly re-textured pickaxe
1.2 coming soon - Adds Dark bow, Dark Arrow, re-textured pickaxe

Mod currently adds:
Dark Ore - Block
Dark Gem Stone
Dark Pickaxe
Dark Sword
Dark Shovel

To be added:
Dark Bow
Dark Arrow
Dark torch
Dark Battleaxe
Dark Hatchet
Dark Armor - ???
Crafting recipes

This topic will be updated when I update the mod, pictures to come soon.

Mods / [WIP] C# (Edit)
« on: April 02, 2018, 08:30:46 PM »
Big shout out to Justyn! He has helped me with almost all of this project that I am working on.

I am working on a project that adds a sound effect to the game when a button is pressed. I got all the way up to the point to where you add the references, and you're supposed to add all the .dll files from the Total Miner directory. For some reason it doesn't let me add all of the .dlls, I get an error. Can someone help me out? What am I doing wrong?

Spoiler for Hidden Content:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace Sound_Effects_Mod
    public class Class1
        SoundEffect[] SoundEffects;
        ITMGame gameVar;
        public void Draw(ITMPlayer player, ITMPlayer virtualPlayer)


        public void Initialize(ITMPluginManager agr, string path)


        public void InitializeGame(ITMGame game)
            this.gameVar = game;
            this.SoundEffects = new SoundEffect[1];
            this.SoundEffects[0] = this.gameVar.AudioManager.LoadSoundEffectFromStream(@"C:\Users\First.Last\Desktop\Sound_Effects\Sound_Effect.wav");


        public void PlayerJoined(ITMPlayer player)


        public void PlayerLeft(ITMPlayer player)


        public void Update(ITMPlayer player)
            if (InputManager.IsKeyReleasedNew(player.PlayerIndex, Keys.N))
                int index = this.gameVar.Random.Next(1, 1);

        public void Update()


Questions and Answers / [Unanswered] Block history
« on: April 02, 2018, 09:21:22 AM »
Is there any way I can give a history to a block, then have a script run, and if that block has that history, something else happens?

Ex. I'm making a strategy - adventure map where you can farm to make money, then upgrade your farm to have more plots. I want to set a script where you can plant crops using scripts, and the block where you planted your crops will have a set history. Another script will run checking for the history, and if the block has the history, it will run another script, speeding up the crops life cycle.

This is really hard to explain, but hopefully you will understand what I'm trying to say.

Questions and Answers / World names
« on: March 31, 2018, 09:07:50 AM »
How do you change the world name?

Bug Reports [Retail] / Total Miner not opening
« on: March 30, 2018, 08:54:54 PM »
Total Miner was working just fine for me. One day I decided to check out the forums, see whats going on. I noticed something that caught my eye, Total Miner Beta. I ran the beta version through Steam to check it out and see what it has to offer, then sometime later I decided to go back and launch the game in its standard form. Now when I try to run Total miner Retail release, it tries to launch, but then nothing happens. I can easily go back into the beta version and play the game that way, but I prefer the Retail version.

Any ideas? I'm sorry I can't remember your name right now, but someone else had this issue, Total Miner not running, and they suggested we install the latest Microsoft XNA. The kind person (You know who you are) left the link, I installed it, but it's still broken.

The Algordo was the person suggesting we install the latest XNA.

Bug Reports [Retail] / Button Menus and the B Button (Possible Bug?)
« on: March 12, 2018, 09:31:51 AM »
I'm not totally settled on this being a bug, maybe Craig thought it would be a feature?

Anyways, when you script the button menu in game, and you choose an option for the B button, when you press the B button to run that option, it opens up the inventory. The script that you set up to be executed from the B button is still carried out, it just gets kind of annoying while it opens your inventory.

I feel like this could be a simple fix, but who knows. Does anyone out there know exactly what I'm talking about? Perhaps you have stumbled across this possible bug?

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