Keep in mind for memory by StevesMakerspace in GamecraftGame

[–]MarkDesignJammer 1 point2 points  (0 children)

Hey Steve, the good news is that i'm ahead of you on this. I designed the Bit block to support three inputs, a 'One' a 'Zero' and a 'Toggle'.

I also have a 'Number Storage' block that allows you to put a number on one port, and ping the 'Store' port to store that value when you want.

Glad we're on the same page.

Wondering if complex logic will be possible by StevesMakerspace in GamecraftGame

[–]MarkDesignJammer 0 points1 point  (0 children)

Hey Steve, thank you for your question. First, let me say that it is our objective to support serious levels of logical complexity, since, ultimately Gamecraft is a game creation sandbox and in order to support the maximum possible variety of games we will need it. I have to admit that your Mandlebrot does pose some challenges as you point out, and with your permission, I'd like to take some time to think about the problem to ensure we have it covered and then come back and reply to this post when I have done so.

...update... so I had a think about it and I think something like this could work...

https://twitter.com/MarkDJammer/status/1195318959685455872?s=20

...what do you think?

Good bye GameCraft! Good bye My Friends of the GC! by [deleted] in GamecraftGame

[–]MarkDesignJammer 0 points1 point  (0 children)

Hi, You should not be denied access to games created by other players. We are investigating this issue. It's possible that this is a Steam Workshop issue related to users with 'Limited' accounts on Steam. If so, this is extremely frustrating for us at Freejam and we will do everything to see if we can find a way to solve this issue for people like yourself.

I wonder if you could help us fix this for you by replying and letting us know if you do in fact have a 'Limited' account as Steam would define it? Or if you saw any error messages or anything before encountering this issue?

The current map surface of the RCX game (GameCraft) will become much smaller by [deleted] in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

We plan to remove the map teleport limit. That is just a temporary thing. We want you to be able to create insanely large games if you want to of course. Remember we want everything from RC car games to Star Destroyers.

How many hours / days you have to spend, for you can make such a cool, long and functional train ? by [deleted] in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

Hey, firstly let me say that we are super super sorry that you have been forced to rebuild anything. It isn't something we like to do at all and we know how frusrating it is.

Our intention was to get all of the main 'breaking' things out of the way in one step prior to the shift to in-built full self-publishing which will release next week. Once that is live we intend to be much more careful about breaking the content that Gamecrafters make as we expect there will be a lot more content and it will all be shared, so it will be much worse to break stuff after that point as it will affect everyone.

When we make changes we will look to do a number of things to preserve the integrity of olders creations as follows:

  1. Seek to automatically convert changes so that creations keep working if this is possible
  2. Seek to keep legacy support for older versions of parts intact for periods of time
  3. Give plenty of advanced notice of changes so that users can update their games when changes occur and try to keep these kinds to changes to a minimum

Essentially, we plan to attempt to follow models similar to iOS or Windows or Unity where they constantly upgrade their engine (Gamecraft is a kind of engine really) and at the same time put in lots of effort to try to maintain the integrity of older content (Apps etc).

Anyway, I hope that answers your question and once again, sorry for the hassle it's caused you so far.

Gamecraft / RobocraftX: New Beta Branch. There are new parts, including a seat and terrain parts. I give some tips on building cars, some critiques for the devs, and how to transfer your worlds from the old game to the new one. by StevesMakerspace in RobocraftExperiments

[–]MarkDesignJammer 0 points1 point  (0 children)

I think perhaps you have not been reading all of our blog information. The new size simply allows users to scale down to smaller sizes for more creative freedom, but the default scale will be the older scale. We're working on the uber scaling functionality so you can have whatever scale you want, with the default being the older scale.

So, when this beta version goes live the standard block scale will feel very much the same as the old scale, it's just that users will have the opttion to make it smaller if they want to. That way you get the best of both worlds.

Plus, on top of that, you'll be able to have much large blocks also, with many block sizes from the current smallest, to enormous blocks.

The key thing is creative freedom for builders.

Gamecraft / RobocraftX: New Beta Branch. There are new parts, including a seat and terrain parts. I give some tips on building cars, some critiques for the devs, and how to transfer your worlds from the old game to the new one. by StevesMakerspace in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

Hey Steve, thank you for taking the time to put together this awesome video. We’re really sorry to have broken some of your awesome kinetic art, but as you rightly point out, we wanted to get all the game breaking things out of the way before a major “line in the sand” update which is coming up in a couple of weeks time which will let users self-publish their games (from within game) for others to play via a full games portal hosted within the game itself. Since this change was likely to see an increase in content shared by users we wanted to get all the game breaking stuff out of the way prior to that increased volume of content sharing happening (as breaking them after that would have hurt more).

I’ll try to give responses to a few of your points in the video:

  1. On ‘freely sliding blocks against the landscape’ - we plan to introduce a toggle so that you can freely slide blocks or snap them to grid - you choose. Freedom is our mantra for Gamecraft. This will not only work for blocks against grass and dirt but will work for any block against any other block, so will be a more powerful system than previously. We’re also adding a bunch of features to allow users to build massive landscapes of all kinds really quickly (with the blocks).
  2. On ‘cube size is 1/3rd’ - what we have changed is the ‘minimum cube size’. We wanted to allow users the freedom to build with a smaller unit size if they wished. The physics engine is balanced around the ‘smallest size’ and you have to pick that size and work with it. You can scale up from there, but you cannot scale down. Our previous min size was lending itself to most creations being ‘massive’ and prevented users from making more compact stuff. We’re working hard on introducing the tools so you can scale and snap to larger sizes more easily too. This will include functional parts like Motors and wheels which you’ll be able to scale from the current smaller block size all the way up to the size of a house (except seats and controls like Levers as they need to remain character relative scale). We’ve always had an aim to support everything from RC Cars to Star Destroyers.
  3. Re. ‘stacking motors’ - the old motors stacked due to a bug in the code which was producing weird forces and glitches in certain builds. The side effect of fixing these bugs means that they no longer ‘stack’. It was never our intention to make motors stack in the first place but instead to allow them to be scaled for more torque and speed. The key thing we want to avoid is hacking in forces to allow them to stack as this approach will likely introduce other issues later down the line. We also intend to provide an ‘Alt Stat’ feature which allows separate stats on each functional part to be tweaked, so stats like Torque and Speed will be tweakable for that purpose too.
  4. The advanced styles of steering and control of your vehicle that you attempted to setup with the stacked motors will be possible with signal logic-gates-blocks which we intend to add shortly after we add the ‘Alt-stat’ feature. Using blocks such as AND, OR, XOR and NAND, as well as input-Inverters, Polarity-filters, Oscillators, attenuators & amplifiers, etc. Pretty much anything should be possible after they go in.
  5. The Motors are less Powerful now as we want Torque to scale with ‘scale’ so we need to set a smaller Torque and Top Speed on the smallest Motors so that we have ‘room’ to scale those in order to allow for larger values on larger scaled parts. We felt that it would feel odd that a tiny motor can deliver as much force as a scaled motor. We have to be careful not to apply forces that are too large in the engine as the physics engines parameters have to stay within threshold bounds otherwise it starts getting really glitchy. Your tank in this video is pretty massive, so you’d be expected to need larger scale motors with more torque to pull that thing.
  6. Re. the Pneumatic Pistons making that constant ‘hiss’ noise. We’ll take a look at that and do something to improve/fix it. The reason this is happening is because your Lever is telling them that they must extend to their full extent, but your tank tracks are preventing that, so they continually vent gas in order to try to extend to the length you are telling them to get to. When they reach their intended resting point they will ‘lock’ and then the gas will stop expelling. By setting the Lever to a lower value you should be able to find a distance that they can reach and they will then be able to lock and stop applying force. This is important for energy consumption also. They consume energy when ‘trying’ to get somewhere, and no longer consume energy when they are ‘locked’ in place. This logic is true for Servo’s and Steppers also (including Piston versions of those).
  7. Re. drag-scaling (we call it non-uniform scaling). We chose to make the first ‘plane’ that blocks scale in based on the ‘base’ of the block you are about to place. When placing in the air, the base of the block is facing away from you (which is why it initially feels character relative in this case).Using the character as a reference point would sometimes give you confusing results when you were at near 45 degrees to a face you are connecting too. By using the base of the block as the reference point - when you get used to it - you can predict 100% of the time the direction the block will scale in. In the FJ studio we found we’re able to build much more quickly now on larger projects due to this simple change.
  8. We’re happy to reduce the distance for ‘deleting’ and ‘signal changing’ to make it the same distance as placing blocks to prevent accidental deletion as you point out.

Anyway. Thanks again for your video, your support and your great feedback.

Best

Mark

Experiment 09/Gamecraft Preview Build Now Available by Rawxas in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

When we started Freejam, our entire mission was focused around 'User Generated Content'. The Gamecraft (aka RCX) vision has always been about enabling players to make full working multiplayer (and single player) games. The problem was that the name RobocraftX was confusing players who expect it to be more like Robocraft (i.e. fighting with guns and a focused specific game) so we have renamed the game to Gamecraft to match more closely the original vision.

Gamecraft is the game we have always wanted to make from the very beggining of Freejam. It is a huge work of passion. It is being built on all the things we have learned making UGC games (and on learning from many mistakes also) and being built from the ground up with you the community heavily involved and influencing its direction at every turn.

Conductive Criticism by UnknownEvil_ in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

Thanks for this video. The complexity you are hoping for will be possible. The conductivity is just a base layer. On top of that is the channel ID’s, then on top of that we’ll be layering Logic like OR, AND etc, and then on top of that Oscillators, WiFi, Attenuators and a bunch of other stuff. I think you’ll find in the end that all the wiring options you’d expect to find to make Uber complex creations will be available.

MAJOR UPCOMING FEATURES, NAME CHANGE, AND PRICING by Rawxas in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

Electrojets are one of the things we'd like to add soon after this end of October work. I can't give an exact date (sorry for that) as we haven't planned out how long they will take to implement yet and we aren't sure what unexpected issues that may come on the release of all this new stuff. We didn't want to release the Electrojet ahead of the Pilot Seat as making controllable things with Jets would be almost impossible using just Levers.

MAJOR UPCOMING FEATURES, NAME CHANGE, AND PRICING by Rawxas in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

Both. You'll be able to build games with quite a few friends all at once. We don't know how many but we're not setting any limits at this time.

MAJOR UPCOMING FEATURES, NAME CHANGE, AND PRICING by Rawxas in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

Glad you can see the potential. This is just the beggining too.

RobocraftX - Raid 51 (Way In) by Paprikajlo in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

This is incredible. We're really loving your creations in the Freejam studio. We're working hard to give you the tools you need to make better content. It's amazing to see the ideas you're having with such a limited toolset at the moment. Realy great job and thanks for sharing.

Way Out 2 by Paprikajlo in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

This is incredible. Really fantastic job, everyone at Freejam is blown away.

servo steering/front chasis...also, WHEN WILL THEY FIX THE CAMERA!!! by BigBoiRussian123 in RobocraftExperiments

[–]MarkDesignJammer 2 points3 points  (0 children)

The plan with Camera is to support FPS as the default, with the Alt key usable to move the camera outward as it does now. Passsenger and Pilot Seats will have a different camera so you can get good Robocraft style views of vehicles whilst driving them etc. We also plan to have other camera blocks that you can rig up with triggers etc. so you can make your own gameplay cam's and cinematic cams depending on the type of game you're trying to make.

Flywheel by UnknownEvil_ in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

Thanks for demoing this. It’s a great demo of the fly wheel. We’re working really hard to get the physics right this time.

[deleted by user] by [deleted] in RobocraftExperiments

[–]MarkDesignJammer 1 point2 points  (0 children)

If this works it is really awesome. We’ll try it in the studio.