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Topics - DatAwesomenessDoe

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Ideas / Additional Mouse Keybinds
« on: December 23, 2017, 03:18:43 PM »
So I've noticed that Total Miner doesn't currently support additional mouse buttons. This isn't much of a big deal, but it would still be nice to assign the extra buttons on the side of my mouse to keys, like maybe mouse4 could be crouch or something. I doubt that this would be hard to add in and it would provide use to those extra buttons, hopefully you guys can agree! :D

As the title says, it is currently impossible to rotate any components without a controller. MechaWho has already confirmed this to be an easily-fixed bug, but I figured I might as well leave it in here too.

Bug Reports [Retail] / Annoying Text Bug
« on: December 23, 2017, 02:45:23 PM »
The text in Total Miner seems a bit wonky, as the game tends to act like keys are stuck, even if they aren't. I've tested this many times, and can safely say that it can occur at any point when typing is needed. One of the worst parts is that if you're doing something like naming a component, you are left unable to close the menu, meaning that all of your progress since last save has been lost. I know the photo doesn't really help, but I figured I would leave it.

Bug Reports [Retail] / Map Bug(?)
« on: December 23, 2017, 05:42:53 AM »
I'm not sure if this could be considered a bug or not, but I may as well post it here. Also, I couldn't get an image because Windows is a butt, though all you have t do is pull up the map in-game. Basically, the bottom of the map displays a few buttons and options, though they're all for the Xbox360 controller, so finding out how to set a waypoint on keyboard is a tad annoying.

Ideas / Worlds On Workshop
« on: August 03, 2017, 01:07:07 AM »
Now I know that pc edition hasn't been released yet, and this feature may already be on there, but this section is for things youd like to see, and this is something I definitely would like to see. So server tools are handy, and make it easy for things like challenge maps and Rpgs, but what about maps with a more single-player experience? Lets say someone wanted to make a puzzle map, or maybe a plot-heavy adventure map. Sure you could make scripts to do these kinds of things, but making scripts to have these kinds of maps just seems a bit unfair for those who enjoy creating these map types for various reasons, mostly because it can just be off-putting having to do extra work just because you want to do something besides deathmines, rpgs, or challenges. You could also just host a map where only one player can join, but then players can't save your progress, and it would be a bit more difficult to get all of your hard work into the community.

So here's my idea.

Why not make a section on workshop dedicated to these kinds of maps? Of course any kind of map could be put into workshop, but the main idea is to let these solo-based creators get their name's out there. People could download your map, play it, etc. You could set what permissions the player would have before they downloaded too, like a preset sort of thing. After all, Total Miner is essentially a game maker, so think of how much variety that players could add since they can now focus on a single-player experience!

Like I said, something like this could already be in development, though it hasn't been confirmed, so I figured I'd put this idea here.

Have some criticism? Feel like I missed something? Feel like yelling at me like I'm an idiot? Feel free to leave it below!

Ideas / "PlaySound" Script
« on: July 06, 2017, 06:10:27 PM »
  So I'm not an expert with scripting, and I know that there have been tons of sound ideas before, but I thought of something different. We have ambient sound blocks to apply sounds to certain areas, but what if that was available in scripting? What if we had a script that could play a sound file from the game, so that if you wanted to make a different sound when you break a specific block, you could make the game play a specific sound from the files. I could also see this being somewhat useful for applying sound mods to the game, but again, I'm not very good at modding or scripting, so if something like this is or isn't possible then feel free to let me know. Also, I couldn't think of how to write an example since I'm such a nub, but I feel like you guys should be able to get a general idea of what I mean.

Ideas / Presenting The Lurker (New Mob)
« on: March 21, 2017, 09:56:10 PM »
So we all (well some of us) remember when the name Lurker came up and was explained to be a concept for a mob that was never really used for anything. Well, how about I propose the idea for a fully fleshed out version for this unfinished concept...

Now I am aware that the mobs currently are in need of a bit of tweaking in order to seem more unique, but screw it.

What is the "Lurker"?
  So the Lurker would be as the name suggests, a creature that lurks and tries to be stealthy, rather than try to take you head on like all of the current enemies. So this "Lurker" creature would have low health, low defense, and medium damage; However, it would be capable of speeds that not even the Werewolf could compare to. Now as I said, this concept wouldn't try to take you head on, rather it would try and hide behind cover in order to avoid detection, and would strike when the player isn't paying attention. Now the Lurker wouldn't just wait till you look away, but would rather be scared off by eyesight, and would try to sprint back into hiding if the player looked too directly at it.

So where and when do they spawn?
  Well Lurkers would be able to spawn at all times, unlike their other hostile counterparts, though they would only ever attack at night. Lurking the day and when there is an excess of light, these mobs would try and stay hidden in the distance, using their uncanny speed as a means of evasion in the event that you went in a pursuit of one. As for underground, lurkers would spawn in primarily naturally generated areas and away from lava, as they prefer to avoid light for obvious reasons, and would always be hostile due to the low light levels.

So how many of them spawn?
  Well Lurkers prefer to live either alone or in very small groups and away from other mobs, as hordes could easily give away their position(s), so the more Lurkers that spawn in an area, the less amount of other creatures that would follow.

How do you detect them?
  As already stated, Lurkers would only be around when there are a lack of other enemies, which to the trained player could be an easy giveaway. Now they make very subtle sounds, mostly just the rustling of leave and light footsteps, and this method would be good for any melee fighters who are hunting during the night when they will be on the offensive. Another means of detection would be to catch them spying on you, as if at a certain distance, they will peak out from behind their cover, giving you a sense of what direction they're in as seen from their glowing eyes.

What do they drop?
  Killing a Lurker certainly is different from fighting off other enemies of the night, though they re far from the power of the Diablo, so they wouldn't drop anything extremely valuable. Still though, Lurkers would be the only source of Lurker Claws.

What are Lurker Claws good for?
  Well this may be enough to be its own topic, but I feel it should be here simply due to the fact that it has to do with this idea for a mob. So anyways, Lurker Claws could be put together to make a Lurker Gauntlet. These gauntlets would be made from 3 Lurker Claws and a Leather Gauntlet. Now unlike other weapons, these gauntlets would take the place of said armor piece. Now they lock your gauntlets to leather defensively as long as they're equipped, but do have their own perks. These gauntlets would provide extra damage for your weaponless melee attack in exchange for their defensive nerf, and would let you deal more damage to enemies from behind.

So what are your thoughts into this more detailed version of the long forgotten idea? Have something to add? Want to leave a criticism? Feel free to say it below.

Questions and Answers / Simple Question About World Transfering
« on: January 24, 2017, 07:28:33 PM »
So I just yanked out a copy of my Total Miner data onto a usb since I heard data can be transferred to the Pc edition when it goes into early access (Or whenever it does). But being the nub I am, i have no clue how to do that. I'm not asking anyone to instruct me how to do that on here, but I was just wondering if there is or will be a basic tutorial around transferring stuff from 360 to Pc, like a dev tutorial or something when the early access launches, and if not then will there be at any point in time? Anyways, that's all I had to ask (And Pc hype ftw!), stay awesome.

Also, feel free to let me know if there's already a post on this!

General Discussion / GUESS WHO BACK?
« on: August 29, 2015, 09:20:06 AM »
YES GUYS. After a few months... I HAVE RETURNED!
Didja miss me? Well you should of. Just letting you guys know I WILL NOT. be playing TM on Xbox anymore for... personal reasons. BUT. I will be playing when TM is released on the Ps4! So I'll still be on the site, but not in the game for now.

Stay Awesome,

Do I really even have to say?

General Discussion / Scott Cawthon donates quarter million
« on: March 16, 2015, 06:00:55 PM »
  As you may of heard, a Youtuber known as "Dawko" or "Dawko's Games" has recently hosted a Five Nights At Freddy's 3 live stream with a plan to get $15,000 to St. Jude Children's Research Hospital in donations. What happened was quite unexpected. The created of the Five Nights at Freddy's franchise, Scott Cawthon, Decided to join the live stream. Scott didn't stay very long (I was there), but what he left to show was truly an act of care and kindness. Scott left a whole $250.000 for the fund! Before Freddy's came around Scott could barely support his family but because of these games, he has enough money to blow a donation goal out of the water! So what are your responses to this generous act by Scott Cawthon? Leave a comment down below!

Dawko's Video-

Ideas / Notification Customization
« on: March 07, 2015, 01:47:54 AM »
So this idea is mainly about the notifications and the notification script. My idea would be the ability to...
1, Center, this would be good for urgent announcements and etc.
2, place to right, this would be very useful for character conversations and things of that nature.
3, color, color would be good for just customization but would also be useful to know who's who in a conversation.
4, size, size would be good for again, more urgent announcements and such.
So what do you think of the idea of notification customization? Have a comment? Idea for the topic? Reply below! :D   

Creative Features / This is hurting my brain
« on: March 02, 2015, 09:25:13 PM »
Here's my script setup

  HasInventory [player] [goldbar] [false]
  Teleport [This worked]
  Notify [Also worked]

It seems that when someone enters the zone which this activates on entry, it will only telephone you if you DO have the gold bar. Tried switching to true but had no effect. Am I doing somthing wrong?

Fun House / ? ? ? Is Illumanati Confirmed
« on: February 28, 2015, 01:20:06 AM »
So basically, how this game works is that you say somthing is illumanati and you have to come up when a reasoning for it. It can make sense, be random, short, or long. I got the idea from the youtuber, PHELODOPHIAN.

You cannot copy or use an illumanati theory that someone else has already done, but 5 posts ever, you can use the same topic.
No acting against other forum members in a negative way (obviously)

I will start.
Total Miner Is Illumanati:
Total miner,
Total miner is two words,
two is one after one,
you know what has one eye?
that's right!
Mike Wazowski,
Mike Wazowski goes through doors,
humans go through a door everyday,
humans have two eyes,
the illumanati has one eye,
. . .
Total Mir is illumanati confirmed.

Movies, TV, Music, Sports, Etc. / Dubstep
« on: February 26, 2015, 11:49:08 PM »
Dubstep is a form of electronic that was invented in England in the late 1990's, 1998 to be exact. Dubstep began to become popular in the years 2000 through 2010. This genre of music is made of sounds and audio clips from films, video games, and etcetera. A dubstep, on average had 138 through 142 beats for every 60 seconds (1 minute.) There are multiple kinds of dubstep but wub and brutal are the most common. Dubstep's personally is one of my favorite genres of music, just behind rock.

Below is one of my favorites.

Want to have a talk about dubstep or leave a recommendation for others? Leave a response below!

Ideas / Mob Bait
« on: February 20, 2015, 11:46:48 PM »
So basically, how bait would work is that it could be used to attract mobs to a certain location. Depending on the kind of meat, is how long it will last and it's range. Bait would be made with any type of raw meat and a wood stick since it would be planted in the ground. Do you guys like the idea of bait? If so, leave a comment!

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