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worldhaus

here's a good place for FRIENDLY, ENJOYABLE, and otherwise very GENERAL discussion!
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pholtos
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Re: worldhaus

Postby pholtos » 1 year ago

Oh boo there's a chunk limit of 16, makes it hard to make sprites without worrying about them being overwritten. :P

If I had the ability to go far away and make sprites without worrying about overwrite issues, and thus also be out of the way of the main spawn area, I'd be perfectly happy with that. :P
(Or had my own "world" of sorts where I could make sprite art and people could teleport and see but couldn't edit anything. :3c. Could make some gigantic projects then.)
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Hoeloe
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Re: worldhaus

Postby Hoeloe » 1 year ago

This chunk limit is a real annoyance. Someone completely overwrote my huge pixel art :(

Edit: I blame Aposke, since some of the chunks are now owned...
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rena
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Re: worldhaus

Postby rena » 1 year ago

8flight wrote: I would like to make a request for a run button and/or teleportation to another player. It is a bit tedisome to get to where others are as of now.
Yep I hear you. Next time I restart the server I'll make the tp command not an admin command anymore. I kinda wanted to solve this through game mechanics (e.g. a warp block that can move you to another map or place) but that's always something that can be done in the future.
Rockythechao wrote: Suggestion: an "Interactions" layer. The "Solid" property could be replaced with defining collision via this layer with additional types of collision tiles (triangle, half-block, etc) along with the warps and other such stuff (maybe signs you can click on to display some text in the chat?)

Ideally the tiles for this layer would only be visible when editing the layer, and if possible when implementing it all solid tiles under the current system would automatically place a solid block on the Interactions layer so folks wouldn't have to redo that stuff after the update.
Dang that's actually a really good idea. The whole solid thing is pretty awkward but it was the only alternative I could think of to manually defining collision for every single tileset. I'll see if I can find some time to implement this.

There's already an object layer in my dev version, but I need to do some UX work before it's actually ready/usable for anything. But signs and warps is exactly what I was thinking of for it, as well as NPCs at some point in the future. If you have any other suggestions for that layer I'll see if I can work them in.
Duker wrote: Some random suggestions;
(1) A in-world tile picker, as in picking a tile that is in the world instead of the regular tile picker. Going through every single page to find the one little thing I need for a single tile when I already has it placed somewhere else is by far the most tedious thing about this whole thing.

(2) Signs. Just to walk over or interact with in some way to display userinputted text.

(3) Resizeable tile picker. Especially when on the fullscreen page most of the pages wouldn't need scrolling anymore if it could take up more space, easing the pain of finding the right thing.

Edit:
(4) Also separating the tileset+solid box+layer box options to it's own box it doesn't scroll with the actual tiles, so less scrolling up and down to change options for tiles in the lower half of the list.
(1) I think you can currently shift-click, but since I added multiple layers it may no longer work. If it doesn't work anymore maybe I could change it to pick the topmost layer that's not empty.

(2) In the works, see above. I'll probably prioritise some other stuff first though. Maybe during the week or at the weekend if I can find time.

(3) and (4) That's definitely something I can do and a good suggestion, thanks.
Hoeloe wrote: This chunk limit is a real annoyance. Someone completely overwrote my huge pixel art :(

Aww that sucks. I'm happy to increase the limit for anyone who wants more (and maybe in general) as long as you don't reserve too many chunks near the spawn. I was just worried nobody would be able to find empty space. Perhaps instead I could make some of the area near spawn not claimable and increase it a lot. I'll increase your limit to 100 for now though.
pholtos wrote: Oh boo there's a chunk limit of 16, makes it hard to make sprites without worrying about them being overwritten. :P

If I had the ability to go far away and make sprites without worrying about overwrite issues, and thus also be out of the way of the main spawn area, I'd be perfectly happy with that. :P
(Or had my own "world" of sorts where I could make sprite art and people could teleport and see but couldn't edit anything. :3c. Could make some gigantic projects then.)
I'll increase your limit too for now. Separate maps is definitely in the roadmap but I think it's the least high priority thing right now since if I add warps to different places in the overworld you can do something similar already. Personally I like the idea of being able to place warps to indoors maps and anything else really.

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Re: worldhaus

Postby Rockythechao » 1 year ago

If it's not too much trouble, could someone screencap the elevated village I've been starting in the upper left? I don't want to claim the chunks outside of my own "lot" just to preserve them as I was hoping for it to be the start of a collaborative thing or something, but if Aposke or someone else is running around vandalizing stuff I'd rather some record of it be made while it may still be cohesive, and I can't do it myself for another 5 hours.
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pholtos
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Re: worldhaus

Postby pholtos » 1 year ago

rena wrote:
pholtos wrote: Oh boo there's a chunk limit of 16, makes it hard to make sprites without worrying about them being overwritten. :P

If I had the ability to go far away and make sprites without worrying about overwrite issues, and thus also be out of the way of the main spawn area, I'd be perfectly happy with that. :P
(Or had my own "world" of sorts where I could make sprite art and people could teleport and see but couldn't edit anything. :3c. Could make some gigantic projects then.)
I'll increase your limit too for now. Separate maps is definitely in the roadmap but I think it's the least high priority thing right now since if I add warps to different places in the overworld you can do something similar already. Personally I like the idea of being able to place warps to indoors maps and anything else really.
<3

I'll go a bit away so as to not fill the near spawn area and make something. :3
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rena
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Re: worldhaus

Postby rena » 1 year ago

Btw if you add a user to your friends list they can edit your chunks, so you can still collaborate. Not anyone can just come in and edit them though. I can also free chunks that were claimed by vandals.

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Re: worldhaus

Postby Lunatic Quark » 1 year ago

Rockythechao wrote: If it's not too much trouble, could someone screencap the elevated village I've been starting in the upper left? I don't want to claim the chunks outside of my own "lot" just to preserve them as I was hoping for it to be the start of a collaborative thing or something, but if Aposke or someone else is running around vandalizing stuff I'd rather some record of it be made while it may still be cohesive, and I can't do it myself for another 5 hours.
this what you wanted?
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also I just noticed the hello in the chat as I was previewing, oops
super big thanks to bkamakaze for the avatar!

rena
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Re: worldhaus

Postby rena » 1 year ago

Lunatic Quark wrote: also I just noticed the hello in the chat as I was previewing, oops
<3

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Re: worldhaus

Postby Rockythechao » 1 year ago

Lunatic Quark wrote:
Rockythechao wrote: If it's not too much trouble, could someone screencap the elevated village I've been starting in the upper left? I don't want to claim the chunks outside of my own "lot" just to preserve them as I was hoping for it to be the start of a collaborative thing or something, but if Aposke or someone else is running around vandalizing stuff I'd rather some record of it be made while it may still be cohesive, and I can't do it myself for another 5 hours.
this what you wanted?
Image
Image
Image

also I just noticed the hello in the chat as I was previewing, oops
That's it, thanks! :)

EDIT: Regarding other things for the object/interact layer, maybe checkpoint objects that set the /escape destination a la beds in Minecraft and Terraria?

There should probably also be some kind of play mode distinct from the current create mode so we won't have to worry about accidentally placing stuff when trying to read/use/talk to things and vice-versa. It could be added as an option to the layer dropdown.
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Re: worldhaus

Postby rena » 1 year ago

I've updated the op post with a feature roadmap for the next week or 2.
Rockythechao wrote:
Lunatic Quark wrote:
Rockythechao wrote: If it's not too much trouble, could someone screencap the elevated village I've been starting in the upper left? I don't want to claim the chunks outside of my own "lot" just to preserve them as I was hoping for it to be the start of a collaborative thing or something, but if Aposke or someone else is running around vandalizing stuff I'd rather some record of it be made while it may still be cohesive, and I can't do it myself for another 5 hours.
this what you wanted?
Image
Image
Image

also I just noticed the hello in the chat as I was previewing, oops
That's it, thanks! :)

(1) EDIT: Regarding other things for the object/interact layer, maybe checkpoint objects that set the /escape destination a la beds in Minecraft and Terraria?

(2) There should probably also be some kind of play mode distinct from the current create mode so we won't have to worry about accidentally placing stuff when trying to read/use/talk to things and vice-versa. It could be added as an option to the layer dropdown.
(1) This makes sense. It's actually already possible for an admin to set their spawn, but there's no user exposed way to do it. I'll add it to the list.

(2) Yeah after playing for a bit I think I'll add another mode which doesn't place blocks. It's needed for interacting with objects with the mouse anyway. So maybe 1- interact/select mode, 2,3,4,5 - layers. Something like that.

I'll update the op.

By the way, if you could just make another post without editing your posts it would be easier to see when there's something new to read. Otherwise I'll probably miss it until somebody else posts.

rena
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Re: worldhaus

Postby rena » 1 year ago

I'm thinking of making right click erase all layers by default and then pressing ctrl just does current layer (reversed from how it currently is) - anybody have any objections?

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Super Maks 64
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Re: worldhaus

Postby Super Maks 64 » 1 year ago

Invisible walls around spawn shouldn't be okay.
BTW Shoutouts to the person that added the hot dog to my fishin' fish guy, it's great

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pholtos
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Re: worldhaus

Postby pholtos » 1 year ago

Was working and found there was no brown, could a brown be added to the solid colors?
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Re: worldhaus

Postby rena » 1 year ago

pholtos wrote: Was working and found there was no brown, could a brown be added to the solid colors?
What about the third row of 'colors-bright'?

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Re: worldhaus

Postby rena » 1 year ago

Just did a minor update

1.2 (2017-06-14)
UX changes:
- Added a /players command for seeing the players online
- Added a (temporary) /tp <name> command to teleport to an online player - in the future I want to replace this with warp locations and portals in the world
- Added a /changeflair <text> command for setting the flair above your name
- Move the block selection into its own scroll frame
- Make tools panel resizable

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Hoeloe
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Re: worldhaus

Postby Hoeloe » 1 year ago

pholtos wrote: Was working and found there was no brown, could a brown be added to the solid colors?
It's deceptive but it's part of the orange set.

Might be nice to get some desaturated dark colours though.
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Rockythechao
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Re: worldhaus

Postby Rockythechao » 1 year ago

While working on stuff in codeburg we found a need for a shadow tileset as well.

Also, anyone else getting logged out for exceeding the max speed while playing on weaker computers?
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Re: worldhaus

Postby pholtos » 1 year ago

So in making my sprite, I kept accidentally overwriting a space, it'd be nice if there was an undo of sorts or something.

If you'd like to see the completed sprite, it's at 210, -150... give or take a little.
Actually think about that, if coordinates were just visible on screen somehow that'd be sorta nice.
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Re: worldhaus

Postby Rockythechao » 1 year ago

The right-click eraser tool seems to stick, especially when the browser window loses focus or I change to another tab. I end up accidentally erasing large lines through stuff I just spent a good minute or so building. :(
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Re: worldhaus

Postby rena » 1 year ago

I'll see if it's possible to add an undo. It should be doable to find something that works.

The NPC update is coming along nicely but I've got some really ambitious ideas for it. It should add some actual game mechanics and be pretty fun. I might have to do it in phases though to make it feasible.

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Re: worldhaus

Postby Hoeloe » 1 year ago

Needs combat so we can build dungeons :3c
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rena
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Re: worldhaus

Postby rena » 1 year ago

Hoeloe wrote: Needs combat so we can build dungeons :3c
I was actually thinking of some an (imo) more interesting alternative to combat but we'll see

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Re: worldhaus

Postby Rockythechao » 1 year ago

I'd personally rather we have something like a trading card game or a debate/persuasion system or something. Those kind of alternative combat systems are generally more interesting than regular ol' fighting.
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rena
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Re: worldhaus

Postby rena » 1 year ago

Rockythechao wrote: I'd personally rather we have something like a trading card game or a debate/persuasion system or something. Those kind of alternative combat systems are generally more interesting than regular ol' fighting.
then you'll probably like what I'm thinking of

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Re: worldhaus

Postby Rockythechao » 1 year ago

Another idea that may be useful for dungeons, town and other adventure-style areas: chunk groups. They could have different properties like name, default warp map ID (I say default because there may be some cases where you'd want to specify different ones for individual warps), combat/noncombat/PvP zone (depending on what the combat system ends up being), etc. And if a group has a name, whenever players enter a chunk belonging to that group it could display a "now entering: <chunk name>" message.

Friends should probably be allowed to add chunks to each others' groups for the sake of collaboration, and to avoid conflicts with two friends having groups with the same name they should probably be displayed as name/id pairs a la Discord. A way to highlight all chunks in a group would also help avoid confusion.
Last edited by Rockythechao on 15 Jun 2017, 18:51, edited 1 time in total.
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

Useful posts, discussions & resources for SMBX and A2XT

My art & audio thread
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