![]() ![]() ![]() Isso ajudaria a efeitos individuais, ou seja, pra cada jogador, faria com que os efeitos ativados por apenas uma pessoa não interfira no jogo de todos os outros jogadores.ħ- Opção de adicionar audio novo ao jogo (isso expandiria a diversidade criativa dos jogos) Os jogadores não poderiam ter acesso a área que marca o alcance da lógica, tanto externamente quanto internamente, ou seja, os jogadores que estão fora da área não podem entrar ali, e os jogadores que estão dentro da área não podem sair.ĥ- Botão de pressão pode desligar sua colizão (isso poderia também ser temporariamente)Ĭaso o jogador esteja em cima do botão, após pressioná-lo será desativado e então o jogador cairá de cima do botão.Ħ- Ativa apenas para quem o realizou (uma opção do jogo) Não faz o menor sentido ter efeito sonoro de chuva e não ter a chuva.Ģ- Lógica de neve (uma caixa de lógica ativável, é possível alterar o alcance)ģ- Possível mudar a cor das caixas de textos e contorno (talvez selecionar o formato da fonte também)Ĥ- Área inacessível (uma caixa de lógica ativável, é possível alterar o alcance) Para melhores lógicas de efeitos e dinâmicas nos jogos:ġ- Lógica de chuva (uma caixa de lógica ativável, é possível alterar o alcance) Ladder Block (the player manages to climb climbing like a vertical ladder)ģ- Death Block (player dies instantly when leaning)Ĥ- Fake block (a block without collision, the builder could choose its color or material, the player would pass over and fall) This would help create very interesting and creative underwater maps.ġ- Block of Water (would help to create waterfalls, swimming pools etc) The builder can also choose whether the Mob will be passive or hostile, these Mobs have a life bar just like the Oculusĥ- Submarine (would look like the hovercraft, but it can not get out of the water, and can move under water) ![]() This would be a great advance to the game, being able to have sound effects of the player's choice and so on.Ĩ- Password (when opened, the player will have to write something there to activate it)ġ- Boxing glove (player can punch other players)ģ- Invisibility (player is not visible to other players)Ĥ- Teleport weapon (the player aims at his target and when firing, teleports automaticallyĢ- Path of the platform could be edited (add points where the mobile platform would pass)ģ- Hovercraft flying (this would allow the builder to create models of airplanes, helicopters) This would help individual effects, that is, for each player, would make the effects activated by only one person does not interfere in the game of all other players.ħ- Option to add new audio to the game (that would expand the creative diversity of the games) If the player is on top of the button, after pressing it will be disabled and then the player will fall off the button.Ħ- Activate only to those who performed it (a game option) Players could not access the area that marks the range of logic, both externally and internally, ie players outside the area can not enter there, and players within the area can not leave.ĥ- Push button can turn off your collision (this could also be temporarily) It does not make any sense to have a sound effect of rain and not to have the rain.Ģ- Snow logic (an active logic box, it is possible to change the range)ģ- Possible to change the color of the text boxes and outline (maybe select the font format too)Ĥ- Inaccessible area (an activatable logic box, it is possible to change the range) We really appreciate it!įor better logic of effects and dynamics in games:ġ- Rain logic (an active logic box, it is possible to change the range) Walking into the invisible cube field will trigger logic eventsġ4:19:44 GMT 1 AdmiralFjong said:Thank you all for your feedback. A hotkey for cloning anything that can currently be cloned. We've chosen the following three features.ġ. When these three features are done, we'll move on to new features. We want to implement them, but for now and a realistically near future, we've picked three things to look into. We agree on almost every single feedback and idea in this thread. Features that turn out to be difficult and more time consuming will be saved for a later time. Currently, we want to work on features that are easy to make. Also, we can't promise all the features will be implemented as we first need to investigate whether or not they are possible at the moment. Implementing these things will therefore take time. We're working on several major updates for KoGaMa, so the chosen features will be worked on as a secondary task. We really appreciate it!īased on your feedback, we've chosen a number of things to look into. ![]()
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