/home/mistere/bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: bad argument #5 to 'register_item_raw' (table expected, got string)
stack traceback:
[C]: in function 'register_item_raw'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: in function 'register_item'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:210: in function 'register_node'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:792: in function 'register_fencegate'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:804: in main chunk
Check debug.txt for details.
this set of tools stands out from the normal endgame-tool paradigm. most tools come with a special ability that makes them seriously worth obtaining, or at least interesting or entertaining. I have adapted the tools to be a reward for exploring a very dangerous nether on a couple servers; they make excellent endgame rewards.
This game is what those who play minetest game with disappointment actually want. it has a focus on exploring tons of unique areas throughout the world, most of which come with unique challenges in the form of mobs, hostile environments, and some unique dangers thrown in. It has a nice balance between stat watching for survival and leaving time to explore. if someone wants a good minetestgame-based game to host on a server, this should be their go-to.
Does this provide a satisfying gaming experience? No, not yet. But the gimmic of seeing the maze you are about to enter before you jump in, makes this maze game quite interesting.
Thumbs up for a good start to a game that could improve.
I did notice that everything that is not gameplay related has been removed, and some effort has been put in to making this an enjoyable experience. It is not a game yet, but it could be, and could be a pretty neat one.
Wuzzy, theres no need to negatively reiew this, it is what it is. but why don't you make another mod “chest_with_everything_else” which only has items not in creative inventory?
please add a global variable beds.respawn which is a table that contains indexes of playernames and boolean values. Beds should set the respawn to true on player join, but other mods can later set it to false. If false, beds does not teleport players to their bed when they die. This will allow minigames to function that do something else on player death while players are in a minigame. The minigame can set it back to true when the minighme is over. there are other things like quests that might want to temporarily change respawn behavior
Arena_lib is very useful for making minigames (I have made/helped make 5 minigames so far)
It provides well-documented callbacks to run and handle your minigame, as well as nice extras such as spectate mode, an arena editor GUI, background music handler, and more.
It is based on the idea of punching a sign to enter a queue for the minigame. The sign displays information about the arena (number of players, arena status, etc) and rightclicking it gives more into and a menu to enter spectate.
Arenas are physically just a collection of positions that the players will be teleported to when the game starts.
its up to the arena maker to make an inescapable arena, and make the arena have the features that it should for the minigame.
There are per-arena variables (properties) that can be set in the arena editor. That can let you do things like clear the board, or reset it, (by storing positions) or set arena specific variables to initialize that arena.
the arena editor is also expandable per minigame mod.
This is a cars mod that is not too laggy to drive (as other cars nods seem to be), and the cars feel realistic enough as they drive over uneven terrain. Plus working lights, steering wheel, turning front wheel, and horn!
I would love to see some more-detailed models, and more things to do, and better explanation of what to do, but this is already a neat thing to mess around with
Innovative: I have been impressed by how far you can go with Minetest, without a doubt, BlockBomber is an example that the limit is in the imagination.
Fun: It is very fun to play with friends, the sounds and music make you smile while you explode boxes with your bombs.
Nice: The 3D models and textures have impressed me, they are simple but fit perfectly in the intention of the game.
I didn't have to play many hours to realize that this game is perfect and that it will be very successful.
FYI, there is a public server up, and has been since the end of the jam :D
Actually, there are two servers up, an official testing/reviewing server that may be replaced with a different address, and one hosted in chile.
As far as waiting for players, this is a multiplayer game only. This genre of game only makes sense as multiplayer. it is what it is. I was very clear about it being multiplayer only. I suppose I could write some bots to play against, but I dont think that I could make them advanced enough to be very fun. Maybe im wrong.
As far as the slow pace, are you trying to get powerups? The powerups are not extras, they are vital to the gameplay. At a minimum, you should try to get one pair of shoes, a spring, and a fist. Extra tnt is really good to have too.
without the powerps, ofc the gameplay is slow.
I dont understand how this can not be a game. It may need more content and better hints, and it could totally be turned into an rpg, but it would still need to be a game, not a mod. The art style it uses is pretty good.
in my wormball minigame implementation, I have the player's head 1 node above the snake head, and the snake itself is not a full node, but a self-implemented connected model that is about 1/4 node thick. That makes it easier to see. Also the player is invisible, and the head is a node. IMO that works a lot better. I have also seen an implementation with smooth entity movement
Hey, thanks for your review! It would definately make it better to split up the main menu.
Also, it would be good to have a section in the instructions that give tips on strategy, game goals, etc, instead of just item and map descriptions.
Some of these issues are due to the time constriants, but hey, without the time constriants it wouldnt exist lol.
Aa far as needing to get powerups for a fun game, thats the whole point! The powerups are supposed to be THE gameplay element that makes this fun. That should have been made more clear. I think thogh, that the powerups are common enough that you can get to fun gameplay quite quickly. A few powerups are considered essential and you should try to get them every game: spring (lets you thow bombs that you are in) and punch (lets you push bombs you are next to). If you spend some time in the game, you quickly learn how to not blow yourself up and how to trap other players with the bombs (one common strategy is to place a bomb at the entrance of a hole that another player has just entered, blocking them from exiting the hole. If they have the punch powerup you will need to place two, to block the first from being punched.) Another strategy is to collect lots of tnt so players are more likely to be causght in the far-reaching explosions. A third strategy is to get the compass, which makes your explosions go diagonally as well as orthagonally, which can trick players who think theyre safe. In my experience, only very rarely does the game last the full 3 minutes until sudden death, when bombs start appearing randomly. Quite often, games are won through strategy and pvp gameplay enabled by the unique collection of powerups each player has obtained.
Sorry to say this, but if it was fixed after the grace period deadline, you will have to revert it
/home/mistere/bigfatshaders/bin/../games/piranesi/mods/doors/init.lua: ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: bad argument #5 to 'register_item_raw' (table expected, got string) stack traceback: [C]: in function 'register_item_raw' ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: in function 'register_item' ...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:210: in function 'register_node' .../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:792: in function 'register_fencegate' .../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:804: in main chunk Check debug.txt for details.
There is teleportation, you just have to find it :P it is very very limited though.
You should use an issue tracker to report bugs, not the CDB reviews
this set of tools stands out from the normal endgame-tool paradigm. most tools come with a special ability that makes them seriously worth obtaining, or at least interesting or entertaining. I have adapted the tools to be a reward for exploring a very dangerous nether on a couple servers; they make excellent endgame rewards.
that's what it says on the tin, what do you expect? should I go to nodecore and give it a downvote with the message: 'No GUIs'?
Please add shadow support
see ruben's post on my package... you should probably discuss on irc before persuing this
This game is what those who play minetest game with disappointment actually want. it has a focus on exploring tons of unique areas throughout the world, most of which come with unique challenges in the form of mobs, hostile environments, and some unique dangers thrown in. It has a nice balance between stat watching for survival and leaving time to explore. if someone wants a good minetestgame-based game to host on a server, this should be their go-to.
Does this provide a satisfying gaming experience? No, not yet. But the gimmic of seeing the maze you are about to enter before you jump in, makes this maze game quite interesting.
Thumbs up for a good start to a game that could improve.
I did notice that everything that is not gameplay related has been removed, and some effort has been put in to making this an enjoyable experience. It is not a game yet, but it could be, and could be a pretty neat one.
Wuzzy, theres no need to negatively reiew this, it is what it is. but why don't you make another mod “chest_with_everything_else” which only has items not in creative inventory?
please add a global variable
beds.respawn
which is a table that contains indexes of playernames and boolean values. Beds should set the respawn to true on player join, but other mods can later set it to false. If false, beds does not teleport players to their bed when they die. This will allow minigames to function that do something else on player death while players are in a minigame. The minigame can set it back to true when the minighme is over. there are other things like quests that might want to temporarily change respawn behaviorArena_lib is very useful for making minigames (I have made/helped make 5 minigames so far) It provides well-documented callbacks to run and handle your minigame, as well as nice extras such as spectate mode, an arena editor GUI, background music handler, and more.
It is based on the idea of punching a sign to enter a queue for the minigame. The sign displays information about the arena (number of players, arena status, etc) and rightclicking it gives more into and a menu to enter spectate.
Arenas are physically just a collection of positions that the players will be teleported to when the game starts. its up to the arena maker to make an inescapable arena, and make the arena have the features that it should for the minigame.
There are per-arena variables (properties) that can be set in the arena editor. That can let you do things like clear the board, or reset it, (by storing positions) or set arena specific variables to initialize that arena.
the arena editor is also expandable per minigame mod.
Did I mention, the documentation is great?
this could be fixed by making the studs non-pointable; that is, only changing the nodebox of the model, not the collisionbox.
then you may consider making the snake itself transparent... one issue i remember was my view being blocked by the snake
This is a cars mod that is not too laggy to drive (as other cars nods seem to be), and the cars feel realistic enough as they drive over uneven terrain. Plus working lights, steering wheel, turning front wheel, and horn!
I would love to see some more-detailed models, and more things to do, and better explanation of what to do, but this is already a neat thing to mess around with
The wip tag makes the game not appear in the cdb ingame menu. You may get more exposure if you remove it.
that is a good idea... probably enemy based gameplay or smth. And yeah spectating is smth to improve
Thank you very much for your comment!
A google translation:
FYI, there is a public server up, and has been since the end of the jam :D Actually, there are two servers up, an official testing/reviewing server that may be replaced with a different address, and one hosted in chile.
More levels are planned, as is a level creator.
maybe this would be a good place to implement some kind of self-replicating systems
As far as waiting for players, this is a multiplayer game only. This genre of game only makes sense as multiplayer. it is what it is. I was very clear about it being multiplayer only. I suppose I could write some bots to play against, but I dont think that I could make them advanced enough to be very fun. Maybe im wrong.
As far as the slow pace, are you trying to get powerups? The powerups are not extras, they are vital to the gameplay. At a minimum, you should try to get one pair of shoes, a spring, and a fist. Extra tnt is really good to have too. without the powerps, ofc the gameplay is slow.
I dont understand how this can not be a game. It may need more content and better hints, and it could totally be turned into an rpg, but it would still need to be a game, not a mod. The art style it uses is pretty good.
in my wormball minigame implementation, I have the player's head 1 node above the snake head, and the snake itself is not a full node, but a self-implemented connected model that is about 1/4 node thick. That makes it easier to see. Also the player is invisible, and the head is a node. IMO that works a lot better. I have also seen an implementation with smooth entity movement
Hey, thanks for your review! It would definately make it better to split up the main menu. Also, it would be good to have a section in the instructions that give tips on strategy, game goals, etc, instead of just item and map descriptions.
Some of these issues are due to the time constriants, but hey, without the time constriants it wouldnt exist lol.
Aa far as needing to get powerups for a fun game, thats the whole point! The powerups are supposed to be THE gameplay element that makes this fun. That should have been made more clear. I think thogh, that the powerups are common enough that you can get to fun gameplay quite quickly. A few powerups are considered essential and you should try to get them every game: spring (lets you thow bombs that you are in) and punch (lets you push bombs you are next to). If you spend some time in the game, you quickly learn how to not blow yourself up and how to trap other players with the bombs (one common strategy is to place a bomb at the entrance of a hole that another player has just entered, blocking them from exiting the hole. If they have the punch powerup you will need to place two, to block the first from being punched.) Another strategy is to collect lots of tnt so players are more likely to be causght in the far-reaching explosions. A third strategy is to get the compass, which makes your explosions go diagonally as well as orthagonally, which can trick players who think theyre safe. In my experience, only very rarely does the game last the full 3 minutes until sudden death, when bombs start appearing randomly. Quite often, games are won through strategy and pvp gameplay enabled by the unique collection of powerups each player has obtained.
Please explain: "Copy/paste in bb files"
Also, The goal is simply to be the last player standing. Destroying blocks just may help you do that :)