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Messages - Platinum Dryym

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Ideas / Re: sora1kg's idea
« on: September 25, 2017, 04:46:47 PM »
5.Sprint like Minecraft
No need we already walk faster than sprinting in MC

I dislike that logic. As I stated in my topic, The lack of speed variation makes things like combat and chases boring, In addition, It makes people feel slower than they really are. As I said in my topic, I think the default speed is way too fast and should be slowed down for sprinting to be added.

Ideas / Re: sora1kg's idea
« on: September 25, 2017, 04:43:22 PM »
Let's see.

1: I think on PC we should have events for all keyboard keys.

2: Agreed.

3: This would be more versatile if CCTV was off the grid.

4: Minecraft doesn't have moving blocks.

5: I suggested this, As well as many others.

6: This seems like it could be possible using a combination of NPC behaviours and mods.

7: Not sure what you mean here.

8: Not sure what you mean here.

9: PC keyboards don't tend to have vibration motors. I don't see why you would add something which only affects players using controllers on a PC game. A screen shake effect would be great though.

General Discussion / Re: My client has informed me of some important news.
« on: September 22, 2017, 08:34:13 AM »
Happy birthday (I was gonna put the cake emote here but I forgot how to do it..)


Not my birthday anymore.

General Discussion / Re: My client has informed me of some important news.
« on: September 21, 2017, 04:56:27 PM »
Happy belated birthday Dryym, from the guy who you put your pixel art in my RPG world, a long time ago. (Took me a bit to clean everything)

I did a pixel art?

General Discussion / Re: My client has informed me of some important news.
« on: September 20, 2017, 03:12:24 PM »
I could have sworn you were older than that.

How old did you think I was, -7980?

Ideas / Re: Sprinting
« on: September 19, 2017, 05:47:05 PM »
Such a good idea, maybe if this was implemented with some sort of stamina bar and/or huger and thirst i think it would work well.

That's another common idea that gets shot down fairly frequently. Personally, I think this could (and should) work independently of those features. As it is, This would not be a huge gameplay change, It would just add a small tweak to make things a bit more interesting. Adding proper stamina, Hunger, And thirst is better suited to a script or mod IMO.

In addition, Stamina would be practically useless and just annoying. Imagine having to stop mining every minute or two to recharge your stamina. Weapons already have cooldowns to their swinging, So that makes that part unnecessary. At that point, The only reason to have a stamina bar would be for sprinting, And I don't think that is worth the screen space. I don't think you should be able to sprint infinitely, But I don't think a stamina bar is necessary.

Questions and Answers / Re: Estimated PC release date
« on: September 19, 2017, 08:39:05 AM »
Unfortuiniatly(if I spelled that right)


This isn't the first time we've waited this long for an update. I think 1.8 or 2.0 was a long wait but don't quote me on that. My point is it will come out eventually.

1.8 was a long ride, 2.0 felt even longer to me even though I have been told it was a shorter wait. We as a community are generally used to long waits between updates. It used to be more agonizing than it was for the last 2 just because the game didn't really have that much content in those days comparatively.

The reason that this wait feels horrendous is because it is the wait for the cross over to a better platform that can be continued to be updated. But if you go ahead and look, This hasn't been all that much longer of a wait than some of the other updates.

Hopefully Craig will update more frequently once we get on PC since he no longer has something like a 2 week waiting period between updates due to the peer review process. I prefer small, Frequent updates with a few features and bug fixes to the massive updates which make all of your old scripts inefficient and your builds look simple and undetailed. Like the last two did.

General Discussion / Re: My client has informed me of some important news.
« on: September 19, 2017, 08:27:49 AM »
Happy Birthday, Dryym!

I was wondering who it was that bumpred this topic.


I have not been drinking! Where are you getting your information from?

Happy bday

Thanks, Leyfo.

Ideas / Re: Total Miner Speedrun
« on: September 16, 2017, 10:36:37 PM »
I feel like this would have already been done if anyone really cared about it enough to do it. Personally, I would specifically like to see DD speedruns over avatar unlocking speedruns.

Ideas / Re: Sprinting
« on: September 08, 2017, 10:31:50 PM »
First off, Let me state that I know sprinting is one of the most requested ideas by far, And it always gets shot down because we already move faster than MC sprinting.

This game isn't Minecraft and you shouldn't compare it to Minecraft, this is ridiculous.  TM is TM, we shouldn't care if Minecraft characters move slower when walking.

I was simply stating that the reason the idea normally gets shot down is because we already move fast enough, Faster than MC sprinting.

Ideas / Re: Potential Pre-Alpha or Alpha Version?
« on: September 02, 2017, 11:06:58 PM »
I hope to submit the 2.44 patch to peer review by the 4th Feb.

And in August of 2016, We got
Go download 2.44, it should work now. If the update previously deleted the game, then redownload from marketplace. Good luck.

In addition, We have this quote from the man himself about his timeframes.

You want me to give a timeframe? haha I'd have more luck predicting the end of the world.

Be patient and trust in the fact that it will be released. Maybe not today, Maybe not this month, Maybe not this year, But it will. Be patient. Most people are already. Craig still has to redo the entire network code. Not a trivial task I would imagine.

Fun House / Re: About deathmines.....
« on: August 25, 2017, 09:43:13 AM »
Make a new game mode that's good and will get popular then boom done. Until then it will carry on like challenges unfortunately.

Unfortunately, It's not that simple. Just having a popular idea isn't good enough if nobody can emulate it. If you look at the past trends, Deathmines are honestly the most complex that has become big. Before this, We had skilling maps. Which was basically just a map where you stood in a box holding down the trigger for various skills. That took no skill (Heh) to set up and thus became all the rage especially since skills mattered a lot back then.

Before that was challenge maps as you mentioned which literally just required you to place blocks with gaps in them. It didn't mean the map was any good, That's just all that you had to do.

Now that we've looked into the past, Let's look to deathmines. They have at least a few orders of magnitude more complexity to them than any of these previous trends just by their nature. You need to have refill scripts for all the mines, In most of them, You need to query a player's avatar so that you can make skin mines, A good portion that I have seen also have scripted shops and ATMs. And there's even more complexity in the higher quality ones. Do the hosts generally know how the scripts they use work? Probably not. But the knowledge required to set up even a terrible deathmine is far more than any of the previous trends.

In order to set up a trend to surpass deathmines, I think you would need to have a few elements.
1: It has to be fun to a large group of people.
2: It has to be something that cannot already be incorporated into someone's deathmine.
3: It has to be more complex than deathmines, But not complex enough that people will be unable to recreate it.
4: It has to be easy to make. Not just in terms of the complexity, But the time it takes to make it. The reason you don't see loads of RPGs is because the process of building the world, And the process of designing a story is extremely time consuming.

Using these criteria, I feel that if TM360 were to hypothetically continue on with large amounts of players then the two top contenders for a new trend would either be scripted PVP deathmatches (As in actual deathmatches.) or minigame maps.

Deathmatches have the bonus of attracting the already existing deathmine crowd whilst being extremely easy to set up and being fun with complexity.

Minigame maps fall into the same idea here. They are really easy to set up if you put a little more effort into it, They are fun and offer a great deal of complexity. In addition, Every map can be unique.

These statements are also based on my world browsing where I have seen a decent amount of both to contrast the deathmines.

Ideas / Re: Maximum Amount of Money Held In One Stack (Increased)
« on: August 20, 2017, 03:02:39 PM »
I think that instead of this, We should have a [StackSize=] parameter to the "Item" command. This allows the stack limit to be increased or decreased for any item, And it would allow this to actually happen. Otherwise this idea would be shot down because survival and DD.

Questions and Answers / Re: Why didn't they finish what they promised?
« on: August 18, 2017, 10:32:35 PM »
Well, Some things, Like the quest editor became obsolete with the additions made to scripts. Some things, Like infinite worlds had technical problems that could not be worked out in time, Other things just weren't a high enough priority.

In addition, The XBLIG system was getting shut down so the last months of the game's development on 360 were spent patching bugs and adding a few last features as a sendoff.

I am sure that most of these technical hurdles will be able to be crossed on PC and these features will be able to come to fruition in the future.

Total Miner Discussion / [Game] Re: Is Total Miner dead in the water?
« on: August 14, 2017, 10:34:00 PM »
This is actually a fairly normal wait between major updates tbh. Yeah, Craig's on break, But he has worked on the game almost nonstop for like 3 years. The only major break he has had that I know of was during 2.0's development.

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