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Re: [game]Voxellar:The Dark Within[1.6 OMG]

PostPosted: Mon Oct 17, 2016 20:26
by azekill_DIABLO
Got rid of the forest bug!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Mon Oct 17, 2016 21:00
by D00Med
hmm maybe I need to use a newer version, I still get problems.
The folder structure is good, it's very clear

Re: Voxellar 0.5

PostPosted: Mon Oct 17, 2016 23:45
by theblackwolf
azekill_DIABLO wrote:dungeons OK!

now i don't know how to make spawn mobs in it...........

(suicide(lol(XD(i'm tired...(lol)))))


Dont give up! Congradulations by the way im downloading your game now and ill be sure to let you know as soon as i get to play it. There is a creature mod that has a code in it some wheres that create zombie spawners you could try looking and see if it could be applied to your monsters too. I hope that helps and keep it up but do take naps if your eyes get sore XD I know it can be nerve racking but dont let anyone stop you from achiving your goals!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Mon Oct 17, 2016 23:55
by TheReaperKing
I love the idea of this mod! Maybe the villagers could actually help you expand the village if you give them the right material? I'd love to see this mod blended with it:
viewtopic.php?f=9&t=15704

Take care!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Wed Oct 19, 2016 12:55
by azekill_DIABLO
ha! what a nice mod! when i getback (1 month) i will takecare of merging it!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Thu Oct 20, 2016 21:40
by MineYoshi
So, Will we have newstuff to play? Yay :D

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Fri Oct 21, 2016 17:02
by azekill_DIABLO
yes. But i will start to do them in one month.

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sat Oct 22, 2016 23:15
by MineYoshi
azekill_DIABLO wrote:yes. But i will start to do them in one month.

#The-Waiting-Worths!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Oct 23, 2016 17:43
by azekill_DIABLO
Yeah. I actually added a while ago a Pho.to Gallery! it's nice no?

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Oct 23, 2016 20:15
by MineYoshi
azekill_DIABLO wrote:Yeah. I actually added a while ago a Pho.to Gallery! it's nice no?

I didn't notice. But, yes, Nice! :)

EDIT: Thanks for the "dedication.not". I didn't read it because i was busy and i didn't looked inside the folder, but thanks, it's awesome :D

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Mon Oct 24, 2016 09:16
by azekill_DIABLO
Oh it's nothing, just a little something :D

actually i use .not as a replacement for .txt, just to mean it's only a lil' note....

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Mon Oct 24, 2016 21:25
by MineYoshi
I used Notepadd++! I guess i already know how to open those files. :)

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Tue Oct 25, 2016 20:28
by azekill_DIABLO
OK nice

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sat Oct 29, 2016 17:06
by azekill_DIABLO
I would need some feedback on mapgen... Are all the ores spawning? Does it lag? Are there floating trees, islands, water?

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sat Oct 29, 2016 22:54
by MineYoshi
azekill_DIABLO wrote:I would need some feedback on mapgen... Are all the ores spawning? Does it lag? Are there floating trees, islands, water?

1.Yes, the ore generation is good!
2.It doesn't in FPS (even i saw some decreases when change in rain...). But it doesn't run so well sometimes when is about actions, likely mining, the blocks are dropped after 0.8-5 seconds, also i had a bit of trouble with doors.
3.Nope, by what i've seen by now, there wasn't a mapgen error. Actually it was good!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Oct 30, 2016 17:25
by azekill_DIABLO
thank you! i actually realise that mutiple mapgen mods with no big mapgen change, loaded correctly and with some compatibility added, can work very well and give a various and smooth landscape. the only thing that could need improvement is the mg_villages mod.

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Oct 30, 2016 18:01
by azekill_DIABLO
I added plenty of images! Pho.to is awesome!!!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Oct 30, 2016 18:49
by azekill_DIABLO
Added descriptions to gallery, and some links!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sun Nov 20, 2016 16:19
by Aero88
I like this game. ;) its really hard at the beginning. Well, the problem with the laggs isnt nice but its worth to ignore. In fights against ranged creeps u can use the laggs pretty good. XD

The only thing, that is really anoying are those fog clouds wich fall down from above. But thats a question of like it or not like it.

Continue the great work! ;) i wish i had the knowledge to modify and create games. ;)

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Tue Dec 13, 2016 17:08
by azekill_DIABLO
Happy to see you like it!! sorry for lag, comes from the mapgen :x

Sorry for fog clouds it's only a stupid and failed placeholder. And sorry also for the hard difficulty of the game, i know you will die many times before surviving properly.

I'm sure you can learn easely how to do games, as me, i never really watched "how to", i always go and then correct. I will continue working on this, just waiting returns from my mila api. It could replace mobs redo, wich has many unwanted functions, and i sometimes find it buggy. (because i can't use a more recent mobs redo without to have to change absolutly all the mobs of the games, it really needs to be updated though.)

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Thu Feb 23, 2017 09:37
by azekill_DIABLO
The 1.7 will soon (next year if you see the time i take to do things ;D) be released on GITHUB!

Re: [game]Voxellar:The Dark Within[1.6 Debugged]

PostPosted: Sat Feb 25, 2017 19:00
by azekill_DIABLO
VOXELLAR 1.7: ANVIL OF DEATH was released today (Saturday 25th February at 19.45.32)!!!!!

CHANGES:
  1. Now on Github, allowing community work
  2. Mobs spawn re-balanced, spawning new mobs, still need to be tested
  3. New "Underworlds" added, adding more variety and danger to mining
  4. Added new bolcks improving default mod content
  5. Corrected many bugs such as missing things or code duplicate
  6. Updated mods, to improve work with new 4.15 (not dev)
  7. Corrected compatibilities of some mods
  8. Changed the header of the menu, improved readability of the message on overlay
  9. Updated the dedication.not file
  10. Improved game mapgen, by removing the very buggy forest mod
  11. Taken back the old cave generation, with bigger ore veins and more balanced underground lakes
  12. Removed forest mudflows, which caused massive destrustion on the forst and making some zones ugly
  13. Added a few easely craftable nodes, for deco, art and utility
  14. Added flying mobs, still very W.I.P and buggy
  15. Redesigned some textures such as some planks or plants
  16. Added the under_sky mod which turns black the sky when underground to prevent from seeing the sun or else
  17. Taken back the music player, which I misconfigured the last update
  18. Added some new music and ambience sounds
  19. Changed armor textures (and added new armors? seems buggy)
  20. Updated the weather mod for less lag and nicer effects with sky

Have fun with it! azekill_DIABLO

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Sat Feb 25, 2017 22:13
by D00Med
Awesome :D

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Sun Feb 26, 2017 11:52
by azekill_DIABLO
thank you ;P Remenber to rate the game on the poll!

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Thu Mar 02, 2017 20:48
by D00Med
I played the game a little, it's good so far :)
Some things I noticed though...
Moss can only be placed horizontally, ie: it doesn't seem to be wallmounted.
It's hard to drop items, I fixed this problem in my subgame by changing the time before an item is picked up(if I remember correctly).
The digging animation isn't really noticeable.

Also I get this error when I try to open a door(from a generated building):
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2017-03-03 06:44:07: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): ...\games\Voxellar-anvil-of-death\mods\BASIC\doors\init.lua:159: attempt to perform arithmetic on local 'state' (a string value)
2017-03-03 06:44:07: ERROR[Main]: stack traceback:
2017-03-03 06:44:07: ERROR[Main]:    ...\games\Voxellar-anvil-of-death\mods\BASIC\doors\init.lua:159: in function 'door_toggle'
2017-03-03 06:44:07: ERROR[Main]:    ...\games\Voxellar-anvil-of-death\mods\BASIC\doors\init.lua:359: in function 'on_rightclick'
2017-03-03 06:44:07: ERROR[Main]:    D:\Games\minetest-0.4.15-win32\bin\..\builtin\game\item.lua:337: in function <D:\Games\minetest-0.4.15-win32\bin\..\builtin\game\item.lua:330>

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Fri Mar 03, 2017 17:51
by azekill_DIABLO
ok, i will see for the item drop,
but what do you call a moss?
the digging animation is viewable, but lags and mapgen make it hard to see sry.
DOORS ERROR?
idk from where it comes, probably and outdated part of code, will see.

Thank you for testing!

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Fri Mar 03, 2017 20:12
by D00Med
There's a plant growing on trees, the description is 'moss'.
You're welcome

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Sun Mar 05, 2017 00:21
by toby109tt
This subgame is Pretty nice but the textures are a bit all over the place (It's Not consistent)
Try to improve the textures and this is a solid 10 out of 10!

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Sun Mar 05, 2017 12:36
by azekill_DIABLO
ok! have you tried doomed HORROR pack? it's made for this game and support a great part of the mods... sorry for the textures, i didn't changed them at all so they don't always looks great. i'll make the game looks darker!

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

PostPosted: Mon Mar 06, 2017 07:26
by D00Med
speaking of which I've been intending to finish support for this game.
I noticed that there's no icon for the trash, that would be helpful
edit: also are items supposed to be kept after dying?