I made Fantasy Brawl's controls HUD with this and it made it much less painful. Have been using it for years now and it always worked well (apart from the mild inconvenience caused by formspec_ast slow parsing of strings, but if you use the ast directly it is not a problem anyway)
As the title says, I've been using this for quite a while but never found the time/remembered to review this. Not much to say, it does what it says and does it intuitively. Without this making the HUD for Fantasy Brawl (converted with formspec_ast) would have been a nightmare
I am glad I discovered about this mod 'cause, even tho I'll personally not need it much, the particles effects in here are super cool! I spent so much time just trying them all and being like: 😮
Didn't look much at the code but I saw that <5.14 clients were mentioned so performance issues should have been considered, but regardless even just the amount of dedication to make all these cool effect is enough for a thumbs up!
It allows for mods to interact with the player state in a flexible way. If you want to make a mod, and it modifies some player's shared property, I highly suggest doing it with (or supporting) player_monoids. It's also good for mods having complex states combinations with a lot of potential modifier that would easily conflict.
The physics speed modification doesn't use player_monoids, making it incompatible with other mods changing the speed. For some reason it runs every globalstep (if it's done to make sure that the speed doesn't get overwritten, player monoids covers that too). Also, the fly state detection is very simple (if you fall it thinks you're flying).
The mod description is fancier than the code, and the mod does only thing so one would expect it to do it well. If you only need to change your speed in a very simple server this could work, but so would a Chatgpt query nowadays basically, so thumbs down.
I recently discovered it while setting up automatic CI tests for my "Skills & States" mod. I had tried another one, got disappointed, and thought, "Great, yet another mod I have to make myself". Then I found this one that just makes sense and works. I haven't tried it out thoroughly, but the API seems flexible enough for any reasonable Luanti test scenario. So, thank you.
I essentially agree with other people. This is a game changing mod allowing users to make maps for your own server without the need of giving them building permissions (in non-survival servers). The fact that there is an associated website makes it even more mindblowing.
Wow for the cutscenes (even tho sound was missing?), but... I couldn't get past the first room. The game doesn't really introduce you to any mechanics but breaking specific things, and that doesn't seem the way to go given that I just found myself trying to hit every node...
The game is pretty much what the description says, and it is enjoyable for what it is. With some further polishing and a few more elements, this could be even funnier and hold attention longer.
I’m not entirely sold on the cow shooting automatically, it feels like it takes away some agency. I also felt the hitboxes were a bit unclear; there were times I took damage without feeling like I actually collided with anything - even though I'm aware that Luanti not allowing to rotate hitboxes doesn't help much. Plus, the enemies being simple cubes breaks the immersion a little, though I assume that's a Jam compromise.
On the other hand, I love the cow model and the 'maculated' titles' UI style. Also, good attention to detail making the cow semi-transparent when looking directly below so it doesn't obstruct the view.
I’m not really into puzzle games, but I decided to try this one since it had so many good reviews. Even though I haven’t finished it yet, I think it’s well made and definitely above Luanti’s usual average quality.
I really like the sound design, and the UX is surprisingly good: rotating mirrors is more intuitive than I expected thanks to the arrow overlay, and the pirate sense is actually useful in tight or disorienting areas. I also like that the ship itself works as the main menu; it makes everything feel more immersive, even if it’s a bit less straightforward than a standard menu.
The accessibility options, like patterns on lasers, are a thoughtful touch. The tutorial levels are simple and clear, and the mechanics feel intuitive: not too many, not too few. I’m not a puzzle expert, but the level design seems solid so far, and the difficulty curve feels reasonable. Any issues that might show up in later levels seem like they’d be easy to tweak.
Visually, both the UI and textures are mostly coherent. I’m not a huge fan of the font nor of some of the textures and color choices (a lot of the shading and contrast feels a bit off or too flat), but overall it works, and I do really like the custom hotbar.
The detailed in-game credits are another cool and considerate detail, they make it clear that the author has put a lot of effort into this.
Overall, it’s just nice to see a complete, polished, well-thought-out game on Luanti. We really need releases like this to keep the content ecosystem alive and growing.
I don't know if this is what it's supposed to do, but it just makes me become Michael Jackson: https://i.imgur.com/J8xb7Dv.mp4.
If so, I think it's better not to override the default animation at all.
(responding in English as I can't speak Spanish) Thank you very much! Kits are server-related, each one can configure their owns, so I guess you're referring to AES, where they have been increased in number (as you actually know ahah). About making them unlockable, it may eventually come one day when we'll have a shop and a unified minigames coins system or if I decide to put something like a battle pass - all things we won't be able to work on if not in 2/3 years from now though :(
About the in-game items, they are configurable by the server owner, so I guess you're referring to the AES server implementation: there is actually a cooldown for the items used there as they're the default ones - if you spam click the damage per hit decreases. That's why some hits do more damage, it's not crits (unless default Minetest Game implements them and I'm not aware of it 😅), but fully charged punches. In the future I may add a better variety of weapons, some slower and some faster, but that is not specific to this mod so I don't think this is the right place where to discuss it. Same for for the enderpearls' drop rate and the match duration, it's a server-related / map-related configuration, so feel free to discuss about it in our Matrix room.
Having spectated some of your matches I can say that, generally speaking, I think Skywars games shouldn't be overly focused on looting: both you and your opponent were trying to collect every possible piece of item in a 6 players map, but that either requires moving swiftly or to sacrifice looting in order to prioritize fighting when there's little time left, as the ultimate goal of the game is to be the last standing in the map :D
About the camping, at 2/3 or the match the game allows you to activate the Luanti minimap (as indicated by the title HUD appearing for like 4s). Using that you should be able to easily track people 😄
Thank you! Yes, a team mode would be interesting but way too time consuming (making a class takes months and the ones we have right now are made to allow autonomous playing), but I'm planning on making the current FFA a little more interesting in the future
It's basically Minetest Game with some procedural dungeons (nothing incredible, stacked empty tight mazes with no rewards or anything interesting until you get to the last floor), and added mobs and weapons. Art style of the added content is programmer-level, and sound design of things tends to be poor (bad quality of SFXs, weird sounds max hear distances, and so on...).
(Luanti 5.11) I don't know whether it's normal or not, but shooting at mobs with fireguns, crossbows, or everything that relies on entities collisions doesn't work: they take no damage. So the epic fights are not epic at all for me, and that should be the mod's priority according to the title :\ (also, as a sidenote, Minecraft has a mod with the same name, and the screenshot suggested that it also had the same function, but I got very disappointed in learning that it was not the case - idk if the author is aware of that).
So from what I experienced, this should have been a modpack at best, thumbs down
Such a handy library! I love how it simplifies getting country names and flags with just a few functions, and using ISO alpha-2 codes makes it super intuitive. This could be really useful for projects that need a to show localization info in-game.
Fantastic mod, it allows to neatly organize skins into collections which are displayed in an aestethically pleasing way, and with a simple and well-thought UI.
I also love the tiering system which makes it possible to create things like legendary skins!
oh, this has been reported already but right now I don't have the time to look into it unfortunately; anyway, one day I'll have to drop the custom map reset system, 'cause it's too buggy and performance draining. If you want to use Skywars right now, I guess that the best thing you can do is download the 1.4.1 version, along with the 6.4.0 arena_lib version.
While not perfect in my opinion (e.g. I don't really like the leaves) it has some really good looking textures. I like the fact that it's not pixelated: sometimes people want to try something different or just don't like the minetest "noisy" pixel art.
It has room for improvements, but it has been made for a game jam after all. I hope this will be further developed and polished improving UI and animations, and adding powerups - just like the original game.
There's not really a lot of gameplay and the tutorial isn't shown right away, but I love being able to fly above my little city and interact with it: it is waay more immersive than just clicking on the buildings (as it happens in classic city builder games); I can imagine how funny it would be to fly on people/vehicles walking on the streets. It also has some good-looking assets. I hope this game will be further developed, 'cause right now there's not enough content to play around with.
Created an auto equip system for the items: when a player takes an item from a chest or a drop, if he/she has one of the same category in the hotbar and it's worse, it switches them
Resetting a map is 5x faster
Enabling a map takes significantly less
Various improvements and bugfixes
##1.2.0
Created an auto equip system for 3d_armor: when a player takes an armor from a chest or a drop, if her/his current one is worse than the one just picked, it equips it
Improved map reset system: | 1. it automatically clears every node inventory; | 2. the drops get now removed much more precisely (there are still some rare situations where they can't get removed); | 3. various improvements and bug fixing
Added a kit selector allowing the player to choose his/her kit during the loading
Replaced glass with barriers in the initial cage
Added more SFXs
Improved textures
Various improvements and bug fixing
##1.1.3
Added sfx when someone dies
Improved some textures
General improvements
##1.1.2
Added Spanish translations (by Dragonop)
General improvements and bug fixing
##1.1.1
Added an HUD showing the arena timer
Small bug fixes
##1.1
CRITICAL BUG FIX: /skywars create cmd didn't work
Added drop system: when a player dies now he/she drops his/her items on the ground
I made Fantasy Brawl's controls HUD with this and it made it much less painful. Have been using it for years now and it always worked well (apart from the mild inconvenience caused by
formspec_astslow parsing of strings, but if you use the ast directly it is not a problem anyway)As the title says, I've been using this for quite a while but never found the time/remembered to review this. Not much to say, it does what it says and does it intuitively. Without this making the HUD for Fantasy Brawl (converted with formspec_ast) would have been a nightmare
I am glad I discovered about this mod 'cause, even tho I'll personally not need it much, the particles effects in here are super cool! I spent so much time just trying them all and being like: 😮 Didn't look much at the code but I saw that <5.14 clients were mentioned so performance issues should have been considered, but regardless even just the amount of dedication to make all these cool effect is enough for a thumbs up!
It allows for mods to interact with the player state in a flexible way. If you want to make a mod, and it modifies some player's shared property, I highly suggest doing it with (or supporting)
player_monoids. It's also good for mods having complex states combinations with a lot of potential modifier that would easily conflict.The physics speed modification doesn't use
player_monoids, making it incompatible with other mods changing the speed. For some reason it runs every globalstep (if it's done to make sure that the speed doesn't get overwritten, player monoids covers that too). Also, the fly state detection is very simple (if you fall it thinks you're flying).The mod description is fancier than the code, and the mod does only thing so one would expect it to do it well. If you only need to change your speed in a very simple server this could work, but so would a Chatgpt query nowadays basically, so thumbs down.
Hi, no it doesn't, it's just the game logics. The mod doesn't impose any requirements tho - you can setup pretty much whatever map you prefer
Oh... It was dark and I didn't see it, I was jumping on the leaves behind the right ones, so I was too low and couldn't go nowhere lol
Yeah I had seen a parkourable section but it lead me nowhere and I quitted after a while, thinking it was not relevant maybe
I recently discovered it while setting up automatic CI tests for my "Skills & States" mod. I had tried another one, got disappointed, and thought, "Great, yet another mod I have to make myself". Then I found this one that just makes sense and works. I haven't tried it out thoroughly, but the API seems flexible enough for any reasonable Luanti test scenario. So, thank you.
I essentially agree with other people. This is a game changing mod allowing users to make maps for your own server without the need of giving them building permissions (in non-survival servers). The fact that there is an associated website makes it even more mindblowing.
Wow for the cutscenes (even tho sound was missing?), but... I couldn't get past the first room. The game doesn't really introduce you to any mechanics but breaking specific things, and that doesn't seem the way to go given that I just found myself trying to hit every node...
The game is pretty much what the description says, and it is enjoyable for what it is. With some further polishing and a few more elements, this could be even funnier and hold attention longer.
I’m not entirely sold on the cow shooting automatically, it feels like it takes away some agency. I also felt the hitboxes were a bit unclear; there were times I took damage without feeling like I actually collided with anything - even though I'm aware that Luanti not allowing to rotate hitboxes doesn't help much. Plus, the enemies being simple cubes breaks the immersion a little, though I assume that's a Jam compromise.
On the other hand, I love the cow model and the 'maculated' titles' UI style. Also, good attention to detail making the cow semi-transparent when looking directly below so it doesn't obstruct the view.
Overall, nice game!
I’m not really into puzzle games, but I decided to try this one since it had so many good reviews. Even though I haven’t finished it yet, I think it’s well made and definitely above Luanti’s usual average quality.
I really like the sound design, and the UX is surprisingly good: rotating mirrors is more intuitive than I expected thanks to the arrow overlay, and the pirate sense is actually useful in tight or disorienting areas. I also like that the ship itself works as the main menu; it makes everything feel more immersive, even if it’s a bit less straightforward than a standard menu.
The accessibility options, like patterns on lasers, are a thoughtful touch. The tutorial levels are simple and clear, and the mechanics feel intuitive: not too many, not too few. I’m not a puzzle expert, but the level design seems solid so far, and the difficulty curve feels reasonable. Any issues that might show up in later levels seem like they’d be easy to tweak.
Visually, both the UI and textures are mostly coherent. I’m not a huge fan of the font nor of some of the textures and color choices (a lot of the shading and contrast feels a bit off or too flat), but overall it works, and I do really like the custom hotbar.
The detailed in-game credits are another cool and considerate detail, they make it clear that the author has put a lot of effort into this.
Overall, it’s just nice to see a complete, polished, well-thought-out game on Luanti. We really need releases like this to keep the content ecosystem alive and growing.
Good job!
I don't know if this is what it's supposed to do, but it just makes me become Michael Jackson: https://i.imgur.com/J8xb7Dv.mp4. If so, I think it's better not to override the default animation at all.
(responding in English as I can't speak Spanish) Thank you very much! Kits are server-related, each one can configure their owns, so I guess you're referring to AES, where they have been increased in number (as you actually know ahah). About making them unlockable, it may eventually come one day when we'll have a shop and a unified minigames coins system or if I decide to put something like a battle pass - all things we won't be able to work on if not in 2/3 years from now though :(
Hey hi!
About the in-game items, they are configurable by the server owner, so I guess you're referring to the AES server implementation: there is actually a cooldown for the items used there as they're the default ones - if you spam click the damage per hit decreases. That's why some hits do more damage, it's not crits (unless default Minetest Game implements them and I'm not aware of it 😅), but fully charged punches. In the future I may add a better variety of weapons, some slower and some faster, but that is not specific to this mod so I don't think this is the right place where to discuss it. Same for for the enderpearls' drop rate and the match duration, it's a server-related / map-related configuration, so feel free to discuss about it in our Matrix room. Having spectated some of your matches I can say that, generally speaking, I think Skywars games shouldn't be overly focused on looting: both you and your opponent were trying to collect every possible piece of item in a 6 players map, but that either requires moving swiftly or to sacrifice looting in order to prioritize fighting when there's little time left, as the ultimate goal of the game is to be the last standing in the map :D
About the camping, at 2/3 or the match the game allows you to activate the Luanti minimap (as indicated by the title HUD appearing for like 4s). Using that you should be able to easily track people 😄
Thank you for taking the time to review my mod!
Thank you! Yes, a team mode would be interesting but way too time consuming (making a class takes months and the ones we have right now are made to allow autonomous playing), but I'm planning on making the current FFA a little more interesting in the future
It's basically Minetest Game with some procedural dungeons (nothing incredible, stacked empty tight mazes with no rewards or anything interesting until you get to the last floor), and added mobs and weapons. Art style of the added content is programmer-level, and sound design of things tends to be poor (bad quality of SFXs, weird sounds max hear distances, and so on...).
(Luanti 5.11) I don't know whether it's normal or not, but shooting at mobs with fireguns, crossbows, or everything that relies on entities collisions doesn't work: they take no damage. So the epic fights are not epic at all for me, and that should be the mod's priority according to the title :\ (also, as a sidenote, Minecraft has a mod with the same name, and the screenshot suggested that it also had the same function, but I got very disappointed in learning that it was not the case - idk if the author is aware of that).
So from what I experienced, this should have been a modpack at best, thumbs down
Such a handy library! I love how it simplifies getting country names and flags with just a few functions, and using ISO alpha-2 codes makes it super intuitive. This could be really useful for projects that need a to show localization info in-game.
Fantastic mod, it allows to neatly organize skins into collections which are displayed in an aestethically pleasing way, and with a simple and well-thought UI. I also love the tiering system which makes it possible to create things like legendary skins!
oh, this has been reported already but right now I don't have the time to look into it unfortunately; anyway, one day I'll have to drop the custom map reset system, 'cause it's too buggy and performance draining. If you want to use Skywars right now, I guess that the best thing you can do is download the 1.4.1 version, along with the 6.4.0 arena_lib version.
It should now be fixed with the new version release
Thanks for your review! You're right, I will add more player hits sound effects
I love the animation and they are very easy to use, especially during the Pride month!
Thank you ❤️
It's very useful because it tells you how much time each function takes. Thanks to this I've been able to optimize my mod's performances by a lot :D
Such a lovely minigame!
I have so much fun whenever we organize a tournament on the AES server :D
Callbacks are soo handy, keep working on this 😃!
While not perfect in my opinion (e.g. I don't really like the leaves) it has some really good looking textures. I like the fact that it's not pixelated: sometimes people want to try something different or just don't like the minetest "noisy" pixel art.
Good job👍
It's useful for maintenance.
I'm glad you like it!
It has room for improvements, but it has been made for a game jam after all. I hope this will be further developed and polished improving UI and animations, and adding powerups - just like the original game.
It is very easy to use and seems to work quite well. Good work!
There's not really a lot of gameplay and the tutorial isn't shown right away, but I love being able to fly above my little city and interact with it: it is waay more immersive than just clicking on the buildings (as it happens in classic city builder games); I can imagine how funny it would be to fly on people/vehicles walking on the streets. It also has some good-looking assets. I hope this game will be further developed, 'cause right now there's not enough content to play around with.
This mod, basically, does what /msg should do by default, but you can customize colours :D
Thanks for your feedback, I really appreciate it :D
#Changelogs
##1.4.0
##1.3.0
##1.2.0
| 1. it automatically clears every node inventory;
| 2. the drops get now removed much more precisely (there are still some rare situations where they can't get removed);
| 3. various improvements and bug fixing
##1.1.3
##1.1.2
##1.1.1
##1.1
A definitely needed mod, players feel more alive :D
A simple but needed mod