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Topics - Alley

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Suggestions / Custom block spawn settings
« on: February 27, 2022, 10:57:22 PM »
I can't find a way to choose about how or when to spawn it. I have used PB quite a long lately and I think I am not that silly I just haven't noticed. I can make several type of Super Mario type of block which behave beautifully otherwise but when entering to an area again all spawned custom blocks are back at a first state unlike built in blocks and those all again can spawn - what's worse that fact can ruin the whole plan after long time building. Some levels have just small extra one way in and out areas, for example, just to pick the key and all custom blocks are again ready to use which is a great but really unwanted way to cheat especially if extra lives can be picked up. Or you just have to plan your levels very hard and long so you can have those blocks so those also can't be used as a cheat but this can make more complicated to design a level to a Super Mario or any other wanted type in that case.
Using commands, triggers, variables and probably lot's of extra items and more to every level just for a classic behavior for each block can be a real whole system to make especially if some of commands doesn't work properly. Making lot's of duplicates for a check to each block if it has been bumped to have less commands, triggers and variables maybe seems to be very long plan too. And finally, to be honest I am still not sure if it even can be done at least now.


So if I am right and custom block don't have a feature to choose a way how or when to spawn or remain and it's not a glitch then I would suggest it.  :)  Or it would be better that the custom blocks stay as they was before leaving area until the end of a course like builtin ones.  ^-^

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Suggestions / Customizing keys for a Builder...
« on: April 24, 2021, 10:19:56 PM »
First I would like to say Hi to all old and new members also. I haven't participated in a PB community anyhow for long mostly because of lacking time and being unable to be productive...
Anyway, whenever should prioritize doing something with PB I can't do it easily because my keyboard is broken for long already. Interesting I even haven't thought about it much but yeah... Most of keys are working but some very important keys not. It won't stop modding Doom nor testing it because keys can be changed which is possible in PB but only for gameplay.

My suggestion may also be useful for them who may find editing game would be more comfortable with another keys.

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General Discussion / Important request for developers...
« on: February 18, 2020, 12:27:00 AM »
Please, always when making a game bother to make a lazy screenshot about this at least when playing!::) There was an old-time when there were no many games at Explore and so I always knew what was checked out and what's not. I always have checked for a new game but my PC needed to be reset and there are quite a lot of games already. PB does not show what's played and what's not if PC has been reset plus I have no time to play all games again that can't be separated from each other because of the same image that shows when no screenshots made. This is why I may leave your game unplayed when you don't bother to upload a screenshot at least. Even if Explore show about the new games because several new games may have been uploaded but Explore seems to show an icon of new games only once.

I believe that all frequently active members bother to upload one lazy image at least and people who made most of the games full of laziness will not bother to register anyways. I, however, hope that some of them at least read the post from this forum and take me seriously. Other people may have the same reasons as I have... :P
I also would like to suggest now Ting_Thing add some warning about the same thing I described here when you don't bother to make even one screenshot or even banning the games with no screenshot. :) Because of why maybe I should have written to a Suggestion category but this topic even should be taken as an Announcement.  C:-)

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Suggestions / Feature to control with a mouse...
« on: November 25, 2019, 01:58:49 PM »
Having a feature to fire toward the cursor is a very nice one but it would be nice to have an ability to also set attack or any other happen with mouse left, right and middle and perhaps middle roll up and down also. This would also simplify controlling the character because you would be able to move with one hand using a keyboard and using a mouse with the other hand for all attack stuff like in Doom. For now, it is still a bit complicated to set your controls to be comfortable in intense gameplay so you would not fail to do one or another thing because of failing to find a certain key quickly. ::)

I am talking about a feature to set mouse controls in the Settings menu. For now, if you click it shows a message about how to change keys.

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Off Topic / My alternative project...
« on: September 23, 2019, 03:01:54 PM »
This is the first episode of the new project for Doom I am working on. I try to do it like other developers and big companies also offering just a whole product at a certain time and just improving it continuously when the game is done. That is why I am offering only really Alpha levels also for this project.



Although, I am not going call myself to be on a break and I also work on IGP more than many people with their project from that community when they are on a break but I was stuck in updating IGP. This was glitchy because of a very tough update 7.0 for PB which needed stability fixes for quite long. This alternative project is what I worked with to still fill any of my goals when IGP was like on hold. Because of I currently, only get more and more inspiration and wish when I again accomplish something with it currently I think I also focus more on this project for now.
Why is it here? Well, I just wanted to share with this community what else I can do, for example. ::)

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Suggestions / Taking parent from customs
« on: May 15, 2019, 07:07:26 PM »
There is an option to create a custom enemy, item, etc from scratch but I would suggest one more option for the managers: Parent. I give an example. A parent can be taken only from built-in objects. If you choose no parent then you will create your custom in a normal way but if you choose for example Windor as a parent then your custom enemy acts like Windor but your custom changes will replace some old behavior. For example, all built in enemies have only 1 way to attack(no secondary fire). So if you set a primary custom projectile for the Windor then he will shoot it instead of built-in projectile made for the Windor. :) If secondary fire defined then considering that Windor attacks once per teleport he would shoot a secondary projectile in the tenth teleport when "1 of 10" have been set for this projectile.
This also would allow us to affect built in objects via commands or affect the course by those by parenting those without changing and not touching built-in objects in real.  ::)

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Suggestions / Keyboard shortcut to set full screen and contrary
« on: April 30, 2019, 09:58:07 PM »
PB strives to be quite uncontrollable once it will be minimized somehow or by another application because it will be then with a windowed sized. Bounding boxes will be then different and probably mostly outside of the game boundaries.
I know that it maybe something to do with Steam and may be difficult to fix. This is why I didn't post this to a bug and glitches forums. Keyboard shortcut would allow to switch from full screen to windowed mode and back which should again show full screen properly without forcing PB to shut down first. :)

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Suggestions / Enable/disable overworlds
« on: December 06, 2018, 03:17:53 PM »
I have suggested a feature to run commands and timelines from the worlds but I understand it may be difficult to plan because overworld has very few things that existing commands would be able to affect. So now, I have another suggestion that may be an alternative way to make more possibilities.

A command that can enable or disable overworlds like you would change that from "Other Settings". I have learned that it does not break anything if you, for example, disable overworld later when you already have built your game even if you have made your own worlds and you can enable overworld later again. So, it seems it doesn't change a format of the game files anyhow and should be easy to change via command prompt when playing which shouldn't make this so complicated to make this feature. Although I can't say for sure it is not complicated to add because I am not a developer for PB but knowing programming some also by myself and the fact that there are something so difficult systems like command prompts and timelines my suggestion here should be easy as some easy fixes for bugs or errors. This would be enough to plan something that I made for ending scenes and credits for a game that have worlds which can be found here. :)

"enable overworlds = true" and "disable overworlds = false" may-be.  O:-) This may cause how some commands working and change the work of the game but I am sure it would be possible to fix that by ourselves because of already existing conditionals. :)

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Suggestions / Ability to run commands and timelines from a world
« on: November 18, 2018, 09:10:39 PM »
Some best games here such as Antikore's Castle Chamber have an intro at the beginning of the game and right after a title menu. They who don't use worlds can make it properly but games that use worlds it wouldn't look that right... You start a game and then go to a World 1. Then you enter "Level 1" but instead of starting to play it or watch an intro about the first level you will see an intro about how everything started perhaps you see a story and logos... If you agree then commands and timelines should be allowed from a world on so you can start with a course instead of a world, for example. I understand, of course, worlds have quite a few things that would be affected by commands but we may have an option to start from a course or from a world on. :)
So far I have preferred to not include an intro nor logos via commands or timelines. If this suggestion won't be accepted then I am not going to wait but just working on something else with a levels as previously and I may change the way about how to include story scene cuts or should I remove the worlds for example. However, if this suggestion will be accepted it would be very appreciated and I already would know how I am going to do it. ::) Built-in Example file would look even better too from the beginning if the game would start with a video, not with a gameplay.

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General Discussion / Power Plant
« on: November 03, 2018, 03:50:17 PM »
My the latest level from a cave to a deeper power control is almost ready for an official release... Only a few things are left to do. :)

Here are some pictures about a Power Plant that now have got also a dark and creepy look. This level is not full of technology only but this level becomes to be also a deep nightmare of technology where from a real life you would want to get out as soon as possible. 8)


You start from an abandoned looking cave including some use of a technology.


Go deep inside a water to turn on big faucets up inside the gave for raising a water level and reach up to a door to another area!


If you are able to trigger the bridge from the beginning of the cave to move up you finally can reach deeper to a Power Plant full of a nightmare.

You can find a game page here. O:-)

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Suggestions / Facing options for the character(player)
« on: October 02, 2018, 03:40:37 PM »
For example, sometimes we may want to make a vehicle level where the speed is forward. Facing then to another direction would be a bit unlogical with left moving background and obstacles. Good solution for this would be the same as for the enemies but it would look like as follows: Face: Travel Dir, Face: Enemy, Face: Left, Face: Right.

This wouldn't limit any actual movement to left nor right.

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General Discussion / Night Glasses
« on: September 28, 2018, 10:28:38 PM »
I added a new item called as "Night Glasses". What do you think it will be for?  ::)

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General Discussion / Crushers
« on: September 22, 2018, 05:51:27 PM »
Here is an example and you can consider yourself how I am doing so far. :) You can see my trailer about the whole game in my home site from here where you also can see about how the crushers look.

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Off Topic / Platform Builder has been blocked somehow...
« on: September 09, 2018, 05:38:43 PM »
THEPLATFORMBUILDER and its forum has been marked as not safe by my browser. I would like to know if it is a problem by my side or if its server misses one certain certificate or something like this?  ???  Platform Builder in my PC can't find any games also from Explore section anymore.

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Off Topic / My work on holidays
« on: August 20, 2018, 08:24:57 PM »
People strive to go for holidays from Platform Builder and this is what I also may do sometimes. I decided to quit a lot of activities because of time limits that often ended with no results before I had to work for another people comfort again. However, holidays are those days when I have more time for focusing perhaps on doing more complicated things. Below you can see about what I have done on holidays.


Because of people are not modding for OpenRA here I think I have no reason to describe what exactly I did but a small overview from a thing is that I made a new AI player and coded a behavior to it for 3 difficulty levels. In this video, I am fighting against my own creation on hard difficulty and win but my AI is able to beat regular built-in AI's often even on "Normal" difficulty level.
Previously, I have created also one more AI and for seeing please check out my YouTube channel.  :)

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