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Messages - PWRBTTN

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Contests / Re: Game giveaway for steam
« on: March 13, 2018, 08:48:12 PM »
Count me in. I'm digging Overgrowth. Will the Overgrowth secret preorder bonus come with it?

General Discussion / Re: PWR's PRGRSS - Learning C#
« on: February 25, 2018, 08:26:34 AM »
Mod for Total Miner Arcade Block FTW!
Mod for Total Miner Arcade Block FTW!

2 things. 1: Is that a good thing for a beginner to try? 2: Total Dungeons & Dragons ftw.
Both of you have lost me already.

General Discussion / Re: PWR's PRGRSS - Learning C#
« on: February 25, 2018, 04:36:37 AM »
It's been a while, but I wanna gdt back at it. I've no longer got my crappy laptop. I now have a decent PC. I also now have loads more time, being I'm out of school and all. Besides, now that PC total miner is out now, learning C# is more relevant. So let's do this.

Where should I start? I asked myself this earlier yesterday as I was preparing visual studio on my PC. I had a few ideas, but mostly I kept finding my way back to one thing. Character generators. Nothing complex, I believe. Character generators for tabletop RPGs, like Dungeons and Dragons or Pathfinder. I have progress on a homebrew ruleset, so I know all the traits and formulae I need. I just need the code.

So here's where I start. A windows form application seems like my best bet. Just an open window, most of the stuff I can drag and drop. I just need to work out how to... err... plug them all into each other. Hopefully @Craig can lend some advice or code snippets like he did before, because I've retained very, very little memory on C#.

If anyone is interested in periodically learning C# along with me, or is just interested in my second expedition into the wild jungle of C#, feel free to post with your own thoughts and opinions.

At the moment, I'm trying to understan what the purpose of all the different text boxes are, and how to make the main start generating numbers to run through math problems to put in the textboxes. Any advice from anyone would be great.

Anyway, thanks for reading.

My only problem with this idea is how many bloody fonts (Not literally) I would need to make.
To be sure, but you're not really complaining about the addition. I mean, it'd be a lot of work for anyone that wanted to do anything decent with it. Fortunately, fonts are made easy at

Ideas / Text Overlays / Wall Text
« on: February 21, 2018, 02:55:17 AM »
Text Overlays / Wall Text

Working similar to a sign and a decal combined, this would allow you to write on the wall (and potentially in the air, if it works how I imagine it would), and also be able to change font size, and maybe even colour. Placing this on a block would pull up a text box, and we write in it just like a sign, pressing underscore to start a new line. Ideally, text should spread to neighbouring blocks (and even to air blocks, for the illusion of magical text), allowing for invasion of block space which causes the illusion of the world being gridless, which is good for detail when building.

To make this addition even more interesting, this other idea of mine could be added:

This addition has the potential to leave maps with the ancient remnants of cave drawings, insane blood-scrawled ramblings on the walls of asylums, the names of stores printed above their awnings, movie titles on a theatre marquis, or simply even chalk on a chalkboard in a college classroom. The applications are as limitless as build themes are.

Ideas / Alternate Font Support for Signs and Books / Font Support for Mods
« on: February 21, 2018, 02:54:40 AM »
Essentially what it says. Alternate Font Support for Signs and Books, as well as Font Support for Mods.

The ability to choose a font to write in your world with would be great for immersion. This ability, for some, would be allowing medieval worlds to feel medieval with calligraphy and cursive. This ability, for some, would be allowing resourceful players like myself, to fill their worlds with fonts that represent other languages. This ability, for some, would be allowing those who build recreations, to go more in depth. Like if someone were recreating Elder Scrolls III: Morrowind, they'd probably want to write in daedric script, or perhaps dwemer. Innovative or clever players could even use this function, to... say... edit a font, and add bloodstains to the writing in a book, or carved arrows on wooden street signs.

This could even be a complimentary addition to my other idea listed here:

Ideas / Re: Force Input Script Command
« on: February 20, 2018, 08:43:03 PM »
I want this. Like, A lot. Wanna know why?

This allows me to do in some kinda hacky way two things I have always wanted to do.

1: Disable double jump.
2: Add momentum to jumping so that you can't move around in midair like a weirdo.

One minor thing, I think that forcing movement should be a 3D vector and not be clamped to the player's max speed. This allows you to both do the normal thing of moving the player like they are moving normally, But it also allows you to do cooler things, Like making a hangglider script that allows you to glide in the direction you are looking.

This could also be used to simulate strong winds and all sorts of things by not disabling movement input and adding movement input in a certain direction.
I hadn't thought about some of that, and you got me really excited. Anyone who's played minecraft with me, knows my favourite thing about minecraft is the elytra. Glide actually exhumed Minecraft for me.

Ideas / Force Input Script Command
« on: February 20, 2018, 07:50:04 PM »
Bam! Double-barreled idea making!

Force Input script command.
A command that forces an input to be activated. Perhaps you use it to keep a certain slot on the hotbar selected.

It could look something like this...

ForceInput [Player|Global] [Input|NoInput] [ShortTap|LongTap|Duration]
Player: activates the input only for the player the script was ran for.
Global: all players receive the same input. This could be applied in interesting ways. Perhaps syncing player movement together for anything from RPG effects to simultaneous cinematic shots.

Input: forces an input to be activated for the decided duration. If no duration is specified, defaults to short tap.
NoInput: temporarily prevents a player from activating a key. If used, [duration] is required, and must be specified.

ShortTap: activates the desired input for the duration of a short tap.
LongTap: activates the desired input for the duration of s long tap.
Duration: enter a number. Input is activated for that length of time in milliseconds.

This could be a powerful tool for anything from cinematic purposes, narrative in-game cutscenes, to forcing a player to move as if under a spell, or whatever.

If you like this idea, take a look at this related one that would make a great combo together:

Ideas / Input Profile Override Script Command and/or World Setting
« on: February 20, 2018, 07:49:42 PM »
Been a while since I posted an idea. Hope this catches on.

Input Profile Override Script Command and/or World Setting.
So, like... a script command or world setting that overrides world visitors' input profiles. An example, remove scrolling or the X/C(I think it's X and C?) usage for scrolling on the hotbar. Using scripts, you could emulate the ever popular MMORPG quick abilities fuction. So you could force it that players are required to use the number keys to activate (equip) abilities (items).

Then, with my other idea, you could force them back to a certain slot on their hotbar. Perhaps a sword.

This override would be temporary, of course. Ending when you leave the world.

OverrideInput [world|player] [action] [input]

I think keys need to be specified in detail. Like... kp6 instead of just 6 (which could be confused with number line 6). Spacebar instead of " ". Seperate with a comma to add more than one input per action. [Default] would return the input to the players' preferred key. [Remove] would entirely remove the usage.

This could also be a way of scrambling or reversing movement controls for RPG effects like the debuffs confusion or temporary insanity. W becomes S, and vice versa. A becomes D, and vice versa.

These changes should not be able to be overridden by the player, likewise, the script should not be able to override the players' pause menu input profile. This way, in case of trolling, players can still leave the world.

General Discussion / Re: Question time: Schedule and Sign Ups
« on: February 20, 2018, 06:41:10 PM »
Okay. I'll bite. Put me on the schedule.

Contests / Re: New Years Giveaway
« on: January 01, 2018, 04:47:01 PM »
Hello. /snail

Contests / [PC] Re: Total Miner Giveaway
« on: December 27, 2017, 07:57:11 PM »
I can't decide which of my memories is my favourite, so I'm just going to tell one of many.

Taking place in this most recent Communicraft world, hosted by Jet, Trub and I built modern skyscrapers that we would constantly improve to be better than the other's while each other were away. The scale, level of detail, and constant additions of these two buildings were enough to cause the map to freak out way earlier than it should have.

Fun House / Re: ℵ~Sylac's Dreams~ℵ [Role Play]
« on: November 15, 2017, 02:22:12 AM »
((OOC: I've had a lot of the recent story posts, and a lot of the story posts in general. I've also been sort of carrying the time keeping as far as events go. I was kind of hoping someone else would take the lead on tying events together and such. I wanted to work off something else with these new characters.))

General Discussion / Re: The Holiday Giveaway
« on: November 15, 2017, 01:48:05 AM »

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