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Bug Reports [Retail] / Mobs spawned through scripts
« on: January 10, 2020, 07:27:14 PM »
If you set a custom AI for a script spawned mob, the spawned mob will only spawn with the default AI. Please please please fix this as soon as possible.

Questions and Answers / Script spawned mobs
« on: June 10, 2019, 05:54:45 PM »
I can't seem to attack mobs that are spawned using a script. I can attack other mobs that are naturally spawned, is this a bug, or am I doing something wrong?

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.

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