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Messages - Gary

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Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: June 30, 2017, 05:23:20 PM »
Hi,

I've been gathering questions from NYC mind the past few days. Hopefully someone can help me out with them :)

Okay so I was worried that with custom avatars trolls would make a really small skin or make a skin out of invisible barriers. Will there be a ban on certain blocks / sizes?

I was also confused about the way multiplayer map selection will work. Will it still be that 'map screen' from Xbox 360?

I'm going to assume that the above question is a yes and also that there will be a lot of people hosting maps during the first few days of PC release. Will there be multiple pages for the map screen or will there be hundreds on the same page?

Will we be able to use keyboard shortcuts such as copy and paste whilst typing in text and scripting?

Thanks in advance,
TheDestinedCrab.

Considering that the custom avatar creation system and multiplayer have not been made yet, it's difficult to say as of yet how they will work.

As for keyboard shortcuts, copy/paste is already implemented in the in-game script editor, and you can also use external text editors like notepad to type out scripts.

4
General Discussion / Re: My Youtube!
« on: June 13, 2017, 04:15:53 AM »
dont you have another yt channel thread?

Did you click the link, or read the post?

It's a different channel, with content that is completely unrelated to his gaming stuff.

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Total Miner Discussion / [PC] Re: Can you download the game on PC yet?
« on: June 12, 2017, 01:16:54 AM »
No it is not available to download, the game has not finished being ported to PC yet.

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Total Miner Discussion / Re: Features that we want to see in 2.6
« on: June 10, 2017, 06:49:34 PM »
A cheat system. Here's how it will work: In Single Player, players can access cheats like giving or unlocking items, infinite durability for tools, godmode, and/or the ability to switch between creative and survival.

In Multiplayer: Same as above, but only accessible to those with proper permissions.

You could already achieve this with a modpack that has modified items, and a couple of basic scripts.

Really? A lot of the modding tools are dead, and the best we can do is a hex editor.

I made a video on how to do this here:

It is automatically time stamped to the point that I change the item name/description/stats.

If you watch the video from the beginning, you can see how I made the files and where they will go once you have access to the PC version.

So what you could do is modify the stats of existing items to have near-infinite durability and super stats, or you could make near-identical items with crazy stats and slightly different names (ie Godmode Wood Sword) and use scripts to give/take them from players.

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Total Miner Discussion / Re: Features that we want to see in 2.6
« on: June 09, 2017, 05:22:16 PM »
A cheat system. Here's how it will work: In Single Player, players can access cheats like giving or unlocking items, infinite durability for tools, godmode, and/or the ability to switch between creative and survival.

In Multiplayer: Same as above, but only accessible to those with proper permissions.

You could already achieve this with a modpack that has modified items, and a couple of basic scripts.

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Total Miner Discussion / Re: Features that we want to see in 2.6
« on: June 03, 2017, 03:39:49 AM »
12 year olds don't like to read

While I like the idea of an interactive tutorial, I feel that this isn't a valid argument for it.

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Video / Re: YouTube - Conmaan
« on: May 29, 2017, 03:33:09 PM »
I get that the point is to be simple, So I will not complain about the lack of complexity, But you could have made it even simpler (And better) by changing the dialogue tree based on the progress in the quest. This would nullify the start quest script, And it would make the whole thing look better.

All you would need to do is add a hashistory node near the beginning of the dialogue box. It is easier, Simpler, And much more attractive that way.


I would like to see a series from you on advanced scripting. Like, Real advanced scripting. Using vars and vectors and dynamic stuff.

I did have plans to do this, regarding the HasHistory Node, (and also a HasInventory Node), but I couldn't get it to work, so it's being put on hold for the next video.

In terms of advanced scripting, I do have plans to utilize that in later videos as it relates to quest making, but I'll need to double down and study it. My goal is to try and close some of the knowledge gap that exists in terms of a practical understandings of things like scripts, behaviors and dialogues, as they relate to world creation, but it's certainly a challenge when I haven't tried out quite a bit of it myself!

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Video / Re: YouTube - Conmaan
« on: May 28, 2017, 07:18:27 PM »

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Questions and Answers / Re: World sharing
« on: May 24, 2017, 11:14:35 PM »
Just another quick question about map sharing, how and what website/program would be best to upload the maps?

Dropbox would be your best bet.

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Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: May 21, 2017, 01:21:55 PM »
With the lack of updates recently I've been growing more surious of how TM pc will look and be. I've gathered a few questions together that have recently been on my mind in the hope that I'll get an answer. Thanks in advance.

> Will there be a demo for PC like there was on Xbox 360?
> Will there be a way to use the texting feature without going into the start menu, e.g. A hot key?
> Will there be any fees for the multiplayer aspect of TM PC?
> It there's a large sum of people buying the game, would the price increase?
> Should we expect any 'easter eggs' for TM PC?


That's about it for now,
Once again thanks in advance
TheDestinedCrab

I imagine a free demo is unlikely, but Steam does have a 2-week/2-hour refund policy that they honor pretty consistently.

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Your world / [RPG] Re: The Caverns
« on: May 20, 2017, 12:25:29 PM »
With mods you can make unique ores, a wider variety of weapon types, and various kinds of crafting materials, if that interests you. I like the idea of a storyline that goes with the idea you have, but isn't "forced" on the player.

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Ideas / Re: TM soundtrack playlist
« on: May 06, 2017, 05:54:22 AM »
Well, not so much of a different music style, but just super loud audio files, static, old TV broadcast screeches, them cursing non stop.

Perhaps me using "music" was a bad choice...


I would still hate worlds that have tons of mandatory rap.




...which gives me an idea...

Maybe it could be incorporated with the menu/input scripts for radio stations on a world.


Not to mention, you can record your own audio files and use them for NPCs, tutorial areas, lore, etc...

I have plans on creating a world dedicated to rap music, just for you, tater.

15
Ideas / Re: TM soundtrack playlist
« on: May 04, 2017, 05:55:34 PM »
It would be very nice if modding allows for imported songs and music.

Could allow nice medieval music for RPGs, dungeon music, boss themes, etc. Not to mention every nobuo uematsu song would do nicely. Technically, since mods aren't considered to be in game, seeing as they are player added, any copywrited music should be fine to add.

...right?


If it does work this way, I fear world hopping, when people are playing really bad music...

Mods exist in the grey area of the law, but by and large as long as they aren't being sold, they won't delve into copyright infringement.

Also, the argument about people playing bad music kind of applies to everything. People can build bad worlds, make bad NPCs, and bad textures. It's just a matter of finding the worlds that don't have that, and reporting players who participate in that kind of stuff.

Why would you report someone for having a different taste in music to you? XD

When I wrote this initially I used pornographic/explicit instead of bad. It came across the wrong way the second time around haha. I won't report someone for having a different taste in music lol

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