RobinsonX (Game ChangeLogs)
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Oh my gosh, my mind is blown by how much I can learn from this... π¨
The HTTP Request behavior will be a game changer. I can fix all the glitches with the <null> accounts in my game, learned how to create new urls... This stuff can get very dynamic, I don't have to keep using the same urls.
This means that I can actually manage storage in a way that each account has it's own pathway and identification rather than sharing the same pathway with one another. This fixes many of the weird <null> bugs players can see in-game.
To sum it all up, game is getting an another maintence update that will fix many bugs and open up a huge variety of possibilities. ππ¬
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This is what our BotPixel servers look like right now. (We use
Google Firebaseto store content online)

You can already see awesome new features that are coming along. :)
Once we release a new update, content will be flooding like crazy. Don't worry, none of this costs any money. ;)
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The server of BotPixel Games has been
moved, so the project is not playable until an update fixes it.And here's an another peice of cake from the update:
Β» Every player will have their own ID key. Even if they change their username and password, they will still be the same player they are.This is so the servers can track which player is who, and so your data is not affected.
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Unfortunately, loading block by block (chunking) is too laggy. I might have to abandon the idea of having a block-to-block customization. However, I will still leave the map editor as it is, I will not remove the current map editing we have, but I will append a brand new editor specifically for creating
actual mapsinstead of creations. I can simplify a lot of stuff in this case.For example, instead of using so many blocks just for making the ground, we can use a terrain object instead. Placing one single object rather than a 25 by 25 block is much more conservative. π
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Unfortunately, loading block by block (chunking) is too laggy. I might have to abandon the idea of having a block-to-block customization. However, I will still leave the map editor as it is, I will not remove the current map editing we have, but I will append a brand new editor specifically for creating
actual mapsinstead of creations. I can simplify a lot of stuff in this case.For example, instead of using so many blocks just for making the ground, we can use a terrain object instead. Placing one single object rather than a 25 by 25 block is much more conservative. π
@robinsonx So it's laggy to have all the blocks loaded? What if you tried making a system where any block outside the screen gets unloaded (Destroyed)? And as you move camera around it loads other blocks in. Maybe that would be too laggy as well anyway though.
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If you would like to test the new version of the project, here you go! It's mainly the UI and performance that I am working on, there isn't much functionality yet.
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Working on full color customization.
If needed, I can publish a project with this hue selector for your games!
@robinsonx Just branched your Color Picker project from the hub.
I think there's a weird hyperPad glitch?
All the images are just folders (except for "gradient"), and the minecraft.tff also appears to be a folder.Example:

Not sure what's going on
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@Kamdroid I know what's causing it, but I don't know how it works...
I opened up a file app and copied the project, the copied project has the folder glitch thingy... I could use this bug to encrypt files that I don't want users to mess with, maybe an another feature we should have... Locking assets and stuff like that, similar to what we had in Gamepress...(The Old Days)
This is one heck of a weird bug, @Murtaza and @Hamed,
I think it's because it didn't go through the Import process. I'll put this on the Bug Report Tab.
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With your input, this post could be even better π
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