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Topics - crazytater94

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Clans & Friend Requests / Started an RPG. Anyone want to help?
« on: August 13, 2017, 01:41:43 PM »
I started a new RPG! (Haven't heard that one before...)

I have everything made from scratch. It was a flat bedrock map, and I'm partway through the full terrain. I'm looking for mainly quest writers, dialogue writers, dungeon makers, and all around slave labor. I'm very particular when it comes to the look and feel of things (some would say OCD) and if it doesn't all fit, I won't like it.

I'll be home today (8/13), and the later half of tomorrow, and from then on, I have Fridays and Saturdays off.

Its a race based RPG with karma type levels for each group (high karma means better prices for elves, and lower karma means they might not even sell to you)

Its a medieval theme, but not all just stone and wood. Its fantasy, which means there's some progressiveness to their technology (meaning theys a smart cookie, and a possible alien covenant dungeon and other cool tech).

There will be easter eggs for great games, such as skyrim/fallout/pokemon, etc.

Its going to be decked out to the point where many people will stop being able to load in after the first city actually completes (its 9mb right now with about 1/6th of the map started on.

Questions and Answers / Have any cool scripted feature ideas?
« on: May 10, 2017, 01:31:45 PM »
I'm mainly looking for ideas here, not how to do them.

What I mean is like a list of things that would be cool to have, but not told how to script them. The journey of scripting them is the fun part.

Let's put the normal things aside, like fire spells, guns, ATM's, etc, because those are everywhere.

I'm talking about things that you rarely/never see around Total Miner.

Like these:

Custom Spell creation (i just scripted it yesterday)

Weight system & over encumbrance

HUD based slot machine, with Hud screen (referring to Sora1KG's Pokémon slot)

Things of those natures, like a cool feature that may be possible, or some that would be cool, but not really though of by many.

(In other words, I've ran out of some ideas, and I need more)

Ideas / Compass [Player/Global] [Distance] [R/G/B/W]
« on: April 04, 2017, 03:57:26 PM »
This script would change the yellow compass markers viewable options.

What I mean is, let's say you set [distance] to 50. As long as you are within 50 blocks, you can see the marker, but at 51+, you don't.

This way, you only see nearby locations, and you could mark out every cave, town, etc, and still be able to see each marker on the compass very clearly.

I also added a [R/G/B/W] option, just in case Craig decides to go with the totally needed idea that we should be able to color our markers, so we can mark out different categories of areas.

Player/global is obvious, so I won't explain it.

Total Miner Discussion / "Through The Ages" tournament! $10 prize!!
« on: September 18, 2016, 09:17:47 PM »
"Through the Ages"

A timelapse build, where you start with a caveman style build, move on to medieval, Victorian, modern, future, etc..

It can all be 1 build, or it can be many small ones (like a house of each). The styles aren't limited to those few, but its just to give an idea. The main goal is to portray the evolution of architecture and humankind. You can build vehicles, houses, statues, pixel art, etc...

Now on to what makes people sign up... THE PRIZE... $10 Xbox card. <-- Bought in the US, so I don't know if the UK can redeem, but I can try to work around that.

Sign up is from now until friday sept 23.

judging will either be Sunday(2nd) or Tuesday (4th) because those are the days I have off of work.

Great detail awards bonus points
Finished timeline awards bonus points
Accurate portrayal earns bonus points

Please include the following:

Time zone
Which day would be better (sun/tues)
Gamer tag


We decided on doing it this way, to eliminate the need to align schedules, so build away!

Your world / South Park map
« on: August 27, 2016, 09:15:58 PM »
Hello, I've decided that since items can be named, and we have sticks, it only made sense to have a stick of truth, and once that happened, I figured why stop there, so I present to you... This...

Spoiler for Hidden Content:

As of right now, its only got 10 minutes of work, as I just got home from my job, and I'm ready to pass out, so I will resume progress over the next few weeks. (Hopefully)

I am going to leave a poll for what game mode you'd like to see incorporated into this map, so please vote. (1 vote per person)

Its going to be based off of the world map of the stick of truth, and I plan to have the easter egg/reference areas as well (sewers, space ship, etc)

Questions and Answers / Will steam keys for TM PC be purchasable?
« on: August 20, 2016, 08:16:46 AM »
Will you be able to buy a redeemable copy of total miner that you can gift or give out as a prize?

Ideas / LockView [player] [delete]
« on: August 18, 2016, 08:06:52 PM »
LockView [player]
LockView [player] [x,y,z]
LockView [player] [delete]

The idea of this script is to pretty much disable the use of the RS to look around.

Now before you say 'no", or "this is dumb", just hear me out...

Let's say you want to make a platformed using the CCTV. If the player is in the CCTV, and they rotate the RS, their whole control scheme is messed up.

An added challenge to maps could be a parkour room where you can only look 1 direction. You could also use the xyz parameter to make them focus on the exit or something.

The biggest reason I want to have this, is for an easy control scheme for a HUD based, over head Game.

Example: to allow the player to control the Hudson, I would spawn them in a room, then have a script block on each side of them. Upon stepping forward(LS up) the script would activate a check to move the pixel art sprite up (as if controlling it as the player) then teleport them to the middle, for repeat checks. The same for left, right, and back. If they are able to look around, left will be up, or down, or right. It would be chaos when trying to get turned back when you are in a CCTV.

This may very well be the only thing that stops me from making a project, that I would rather keep secret, but would be well worth it.

If you have a work around for my control idea, please let me know. It would lead to one of the(if not the most) impressive script systems on total miner.


...if you think you know what my project is, then you are wrong...

General Discussion / Getting a new computer
« on: August 17, 2016, 08:35:06 PM »
I have recently obtained a job, and after a few weeks, I want to get a computer and a capture card. The computer can be a laptop, or desktop, but a laptop would be easier to manage, since my TV would also be my desktop monitor.

What are some of the things I need to look for, and what should I avoid? I do want the computer to be as cheap as I can get it for, but I would like to be able to play games and record(possibly stream).

I am open to both windows and Mac, so that doesn't have to be a factor based on loyalty.

Any tips?

Creative Features / "Mash X" script system.
« on: August 14, 2016, 04:18:21 AM »

Ideas / Limiting player text chat
« on: August 14, 2016, 01:04:39 AM »
As host, you may like to add challenges to your map. One in particular that everyone seems to use is a password, especially if you use input[count].

Let's say, someone gets the password, and decides to say it out publicly, then the while game is ruined. And sure, you can take away chat from all players, but what if they need to contact the host? They could use an Xbox message, but if you're like me, and that's too much work, you may just decide to not bother with it.

The idea is to allow a host setting to filter who players can message. Not gamertag based, but settings like all, clan, admits, host, etc.

That way if they decide to send the code to all, and are set to admin only, they are in for a kick or ban script and no one gets the code from them (until they are kicked then rage and send it to everyone I guess)

Questions and Answers / Will Var be global or script relative?
« on: July 28, 2016, 03:33:36 PM »
Assume we write a script like so:

Var [lotteryJackpot] and set it to itself plus 100

Would it apply to the whole world, or just the current script that it is in. Meaning, can the variable be called through another script, or would we have to set it in the new script as well


Here it is, the moment you've all been waiting for...

...a reason to use the RPG MAK texture pack!

Ideas / Sizzling bacon sound effect
« on: July 23, 2016, 05:20:31 PM »
I believe we need a sizzling bacon sound effect.

Used when scripted lava touches the ground

When players are in fire (is block pRel 0,-1,0)

When the furnace is on and has meat inside

Fire spells and allows players to hear when burned

Used as a light ambient for deserts as the sun


This would be a great addition to the game.

Ideas / New Game Mode idea
« on: July 23, 2016, 03:15:05 PM »
This idea us mainly for the new versions of total miner, and has little to no hope to even be thought for Xbox 360.

The idea is that the mobs that spawn are zombies, zombies, and more zombies.

Every day, the zombies could get a little stronger, but they could also be based at a certain level.

Zombies would also be able to break blocks by trying to attack players. The time it takes to break depends on the block. This would be like if they are trying to break the door, window, or wall down to get to the player.

This would also require a larger area for them to hear the player, and sight to not be as much of a factor, as they need to want the player even if they are behind a wall.

In this game mode, its like a zombie apocalypse, and scripts aren't allowed(or it would be too easy)

Chests, crates, or another form of storage would generate randomly on the surface, each containing food, materials, or weapons of some sort, which forces the player to go outside.

A hunger bar could be added, but you could also make the player gradually lose small bits of health (a substitute that forces them to find food).

Werewolves could spawn to allow for faster enemies

Ideas / Script that detects inventory change
« on: July 03, 2016, 11:43:58 PM »
A script that detects if a player gains/loses something in their inventory.

SetEventScript [inventory] [increase|decrease] [script]

The use of this would be to allow a detection script to run on inventory change to add/subtract a weight change in an over encumberance system without it looping to check each second.

I've narrowed it down to how I could set it up:
An if/Elseif check for if they have 1 sword, 2 swords, ... 30 swords, and the same for each other item, and then for each new stack of blocks and crafting items. Which I could assign a history of weight values to them. The problem with the next part is that in order to assign weight to the player, I have to add all their weight from 0, so I have to start the script by deleting the weight and giving it back through the if/Elseif checks, which would allow them to walk normally, then walk slowly, while the weight flickers from 0 to their weight.

That is why the check for inventory change is needed, in my mind.

Of course, there could be an easier way to fix that problem that I haven't found yet :P

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