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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.

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

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.

Questions and Answers / Modding blocks
« on: April 07, 2018, 05:22:37 PM »
Is it possible to have a modded block spawn naturally? I re textured an unused block. Also, can we change what items blocks drop from being mined?

Your Projects / [WIP] Dark Items v1.1 - Topic
« on: April 07, 2018, 04:19:12 PM »
Hello everyone!

Mod -;sa=view;down=76

I've always thought that it would be cool if Total Miner had a new class call "Dark" the class would have its own set of items and these items would be better than titanium, and they would have magical properties. I am currently working on a mod that adds these items, and unfortunately, I cannot add any special properties to these items yet. The mod also features a custom block that is the ore form of the new added Dark Gem Stone.

1.0 - Adds Dark Ore - Block, Dark Gem Stone, Dark Pickaxe
1.1 - Adds Dark Sword, Dark Shovel, slightly re-textured pickaxe
1.2 coming soon - Adds Dark bow, Dark Arrow, re-textured pickaxe

Mod currently adds:
Dark Ore - Block
Dark Gem Stone
Dark Pickaxe
Dark Sword
Dark Shovel

To be added:
Dark Bow
Dark Arrow
Dark torch
Dark Battleaxe
Dark Hatchet
Dark Armor - ???
Crafting recipes

This topic will be updated when I update the mod, pictures to come soon.

Your Projects / [WIP] C# (Edit)
« on: April 02, 2018, 08:30:46 PM »
Big shout out to Justyn! He has helped me with almost all of this project that I am working on.

I am working on a project that adds a sound effect to the game when a button is pressed. I got all the way up to the point to where you add the references, and you're supposed to add all the .dll files from the Total Miner directory. For some reason it doesn't let me add all of the .dlls, I get an error. Can someone help me out? What am I doing wrong?

Spoiler for Hidden Content:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace Sound_Effects_Mod
    public class Class1
        SoundEffect[] SoundEffects;
        ITMGame gameVar;
        public void Draw(ITMPlayer player, ITMPlayer virtualPlayer)


        public void Initialize(ITMPluginManager agr, string path)


        public void InitializeGame(ITMGame game)
            this.gameVar = game;
            this.SoundEffects = new SoundEffect[1];
            this.SoundEffects[0] = this.gameVar.AudioManager.LoadSoundEffectFromStream(@"C:\Users\First.Last\Desktop\Sound_Effects\Sound_Effect.wav");


        public void PlayerJoined(ITMPlayer player)


        public void PlayerLeft(ITMPlayer player)


        public void Update(ITMPlayer player)
            if (InputManager.IsKeyReleasedNew(player.PlayerIndex, Keys.N))
                int index = this.gameVar.Random.Next(1, 1);

        public void Update()


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