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Interesting idea, has a sci-fi feel to it ... but why don't you name it properly like Octagon HUD ?
I see.. for me it has more like a casual mmorg feeling cuz of the many stats and different colors.
Yeah, the name isn't really appropriate for this one. My first prototype was an actual hexagon but I had issues to properly scale the bars so it's on hold right now. This current version is just a proof of concept to see how the game handles the ui and animations, I will definitely make an actual hexagon hud for sure.
I think too many stats would bloat up the hud, the idea with the current selected item is the best/straightforward in my opinion
I also thought about that cuz as u said too many stats would unnecessary confuse the player and make it hard to have an clear overview. So it may makes more sense to just have a single ui stat, lets see if I can get current selected item to work. And thanks for the feedback, I really appreciate stuff like this.
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Hey everyone,
I am currently working on a hexagon hud (I know technically it's not really a hexagon..), which I would like to release some day (unfortunately it's too unstable to release it right now..). The reason why I am still making this thread is because I'd like to hear some feedback about the current state and especially about the design. The images are made by me with a similiar photoshop software called affinity (it took around an hour to make them). The center of the hexagon is still empty my idea was to add numerical stats besides the visualized bars or different data like selected weapon (Not quite sure yet). The bars are also animated with interpolation for a smooth transaction (I know it can impact the performance but I added a treshold to the update interval). So far the current version indicates four different player stats, which are health, stamina (not tracking correctly tho), hunger and thirst. Anyways take a look yourself:
(Colors are kinda messed up due to the recording)
Btw. here's my first attempt to make a hud but due to limitations I couldn't implement it as I wanted it so it's on hold for now
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In that case it should be simple - you can cancel the event and then damage plant manually, for example you can use getDamage and multiply it on level (or any other system that you will implement). Event itself don't provide you the plant object, but it provides you getGlobalID method, so you can get this object from the world with getObject method and apply custom damage to it with setStrength. That should work fine (probably)
I will give it a try, thanks!
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Wait, do you mean situation when player get damage from plant or when plant get damage from player (like tree cutting)? Event in the docs is about the second one
The second one of course when plant get damage from player (i.e. to increase the speed of cutting a tree) I mean it wouldn't make much sense for a level system to handle player damage from plant.
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I think that there is no such damage for plants, most likely that they are not entities and have a separate object type. So you since you can't control thing that doesn't exist you will need to implement your own damage system for vegetation with these methods
Check the doc site, there's a GetDamage method for plants (check screenshow below). And also I've tested it locally, it tracks the damage as expected, but unfortunately I can't modify the value as I wanted :$
// Edit:
with plants I meant stuff like bushes which of course have a hitbox.. (sorry for the misunderstanding)
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Hi, I think that for other events you can use getHealth and setHealth methods in player, but I'm not sure if they will show you damage animation or not
Thanks for the fast reply, but I think there's a misunderstanding. What I'm looking for is a method which allows you to manipulate the incoming damage of vegatation entities (such as trees, plants, etc.).
Basically I wanna multiply the damage by a given factor (which depends on the level) to simulate the strength as I mentioned above.
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Hey
is there a specific reason why PlayerHitVegetationEvent doesn't have the SetDamage method? All the other hit events provide it for some reason (Check screenshot below). It would be nice to also have it for that event.
Just in case if someone's asking for a good use case:
I am currently working on a level system which supposed to give the player more strength (= damage, speed etc.) depending on their level. As you might guessed I need an method like that to alter the damage for vegatations as well.