• 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Geoshadow »
    I feel pretty stupid for asking this but, What do I do after I beat the first boss and pick up the health container? D:


    This isn't really the place for map tips, but if you're asking about the Mayan Temple map: that's the end of it. There's nothing more to do. It was kind of a quickie whipped up by Cryect to give beginners something to play, and is now pretty out-of-date.
    Posted in: Minecraft Mods
  • 0

    posted a message on [AC][r627+] AgiCraft v3.7.1 (WIP)
    Quote from Zaladarus »
    Woot! Just finished the whole game :biggrin.gif: The slime boss didnt work for me(I had to leave the game and they somehow got stuck and died), but rest of the game were *almost* flawless. Loved your little shield easter egg :smile.gif: Annoys me the ur "real armor" is unreachable without hacks(or is it?). Also, please put up a sign telling you to use the umbrella, I died like 10 times trying to use the umbrella in air in the lagg of the burning tree. Loved the elements from TLoZ, OoT which i saw alot of in the deku-tree. Your umbrella flight(by the bed) is quite useless with the hookshot, so make the wall there stone or something. Probably alot more positive and negative to say, but i dont remember it atm. Also, i loved this little green friend here :smile.gif:


    Ahh, I never caught/found the shield.

    As for the true armor -- hint: bombs, back wall.
    Posted in: Maps
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Dueler »
    I have a question, an idea was going through my head for an adventure craft map but the intro to it would involve Spawning in one location, getting killed then respawning in another location.
    Is there a way to set spawn points to other locations? So say youd walk through the door and trigger the spawn point to change to the other location on the map?

    Sorry if it's a little confusing to read.


    Yeah, fairly certain one is able to trigger a spawn block (using a trigger block, memory block or what-have-you) by selecting it with the cursor and setting it as a trigger target, as you would anything else you wanna trigger. That should set the player's spawn point to said location. Be wary that the player spawns at a corner of the spawn block defined. You'll need to play with it to get just as you like, methinks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [AC][r627+] AgiCraft v3.7.1 (WIP)
    Monologue of my playtest of 3.0.3:

    <Saber_Mage> i got in that starting minecart first try haha
    <Saber_Mage> :sleep.gif:; bats killed me during the first cutscene
    <Saber_Mage> NOOOO TREEEEE
    <Saber_Mage> T_T
    <Saber_Mage> i never got to take the outer fan route
    <Saber_Mage> lol music never got reset
    <Saber_Mage> third dungeon was definitely his finest
    <Saber_Mage> but has a lot of big loopholes
    <Saber_Mage> loved how he used invisible light sources


    So basically, here's my rundown of what's good and what's not:

    - Your dungeons are awesome. Really inventive, and they especially excel at look & feel + the classic 3D Zelda map trait of putting the player through places they saw before, but didn't notice the spot they came out at was a part of the dungeon. (obviously talking mostly about the tree here) They mostly feel very open, as opposed to pushing me along a line of what I should and shouldn't do, and that's a big part of what makes being rewarded in classic 3D Zelda maps so satisfying. You're definitely improving so keep it up.

    - Although I often knew what you *wanted* me to do, it was all too easy to get around some of those spots (usually puzzles) using other methods. This is where your technical (not artistic) map-building expertise needs to be rock solid. And that's hard to pull off when you're designing dungeons for any Minecraft mod =P.

    - This is kinda the same as above, but you're a little careless about creating loopholes, and leaving used-up + now-useless items/props behind for the player to use to exploit other things. For example, if the player wanted to they could use the silver key at the beginning of desert fortress to unlock the boss door through the hole in the bookshelves. Sure they'd get stuck then, but that too is an issue =P.

    - Use more cutscenes, and also apply memory blocks to most of them + existing ones. I accidentally saw the intro tree cutscene twice, and the desert fortress one countless times (during three of which I died, evil bats!).

    - This map implements just the right amount of fighting. Enemies are usually used as obstacles more than as the focus of play, which is how it should be with Minecraft's fairly plain mobs. You've done a splendid job at mixing up the playing field to make battles more interesting.

    - I hate to say it, but your boss battles are usually the only place I can get really lost and even disengaged on what to do. The boss rooms are always pretty, but in most of the situations the option usually exists to just hack away at the boss mob(s) until they're dead (and that's easier than the intended action). I ended up killing the tree boss with two bombs; not sure at all what I should've done. Cutscenes could help a lot at the beginning of the fights to direct the player!

    - Keep using invisible lights in great ways, and remember: they and fans can be turned on and off. 8D

    - Keep testing and finding innovative ways to use tools gained from older dungeons in the latest puzzles!

    I hope to get some new music to you soon, but until then, keep it up!
    Posted in: Maps
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    For any feature junkies out there, here's a bit of an interesting almost-monologue I had with myself while messing around after finishing what's there in Agicraft:

    <Saber_Mage> Protip: Has umbrella? Has mine cart? Minecart on tracks? Stand behind minecart, face way you want to go, click mine cart with umbrella. Instant + infinite propulsion, with you in it.
    <Saber_Mage> umbrellas can push bombs an insane distance
    <Saber_Mage> who needs bomb arrows lol
    <CyborgDragon> infinite bombs + umbrella = ultimate combo
    <CyborgDragon> it's awesome
    <Saber_Mage> omg
    <Saber_Mage> sometimes the bombs just ricochet wildly and never come down
    <Saber_Mage> xD
    <Saber_Mage> omg
    <Saber_Mage> i put down like 8 bombs with umbrella in hand
    <Saber_Mage> the bombs have such an increased effect on you that you get pushed away too fast to die from them
    <Saber_Mage> am at like Y = 700
    * Saber_Mage floats gently back into town
    <Saber_Mage> omfg i'm mary poppins


    Ridiculously easy map break with this combo, yes? Imo, both tools could use a little adjustment -- and for pretty clear reasons. =P
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Shen »
    you could spawn pushable blocks with the mobspawner, if you die it will reset it or?

    or does it only reset mobs/falling Sand/boats, etc ?


    Mob spawners will only reset things that stay in their spawned/active state. When a falling block stops falling, it is no longer in that state, and thus the spawner registers its spawned entity as "destroyed." I think that's how it works, anyway. So while you can do that for vehicles, mobs, and probably items, you can't really do it with falling blocks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Kossnet »
    Hey Cryect, i have found a problem.
    When i pick up 1 heart piece, it gives me a whole heart as apposed to one heart per 4 pieces. I used /health just before i picked up the heart piece and it keeps on giving me whole hearts however the heart container still gives 1 full heart. Please try to fix this before people's dungeons become too easy with all of the possible hearts they can now get! D=


    Your bug report has been acknowledged, and will be fixed in the next update. =)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from User »
    You should make redstone circut blocks so that you can make circutry without filling giant underground chambers.

    Also, I would like teleportation blocks that would be an alternative to long hallways or to be used as secret transport.


    The latter are coming.

    Cryect hasn't said anything about the prior, but if he does decide to do it, it'll probably come after a lot of other things he has planned currently.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from BrokenCrayons »
    Where does it locate the mob skins?


    Try AdventureCraft\maps\yourMapName\mobs\(textures here), I think. You'll have to create the mobs folder yourself.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Gamka »
    Hi, I recently started to use Adventure craft and I want to make a silver key door but it just wont seem to work for me! There's only one locked door thing, and that's only for gold keys. Some help would be much appreciated. :Notch:


    The door for silver keys is called boss door. It's on the page after locked door, and is silver. You'll find it to the right of spikes.

    Edit @ Deathwalk: Hey, you can always do this as a temp fix to your problem. As long as you don't need a specific item touching those pressure plates, select the falling block option in the custom mob spawner, and spawn reeds. Actually, you could spawn just about anything which has a block form as a falling block there, and because those switches are there that thing should turn into its item form.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    @Deathwalk: Yeahhhhh, it sucks. Literally everything the mob spawner spawns, spawns at the corner (northeast i think?) of the block(s) that is defined. The only thing it doesn't spawn that way is falling blocks, which spawn directly at the selected block (it was fixed horizontally, but not vertically) -- and that's just because I bugged Cryect to death about it until he fixed it xD. Everything else spawns on the corner like that, from carts to boats to items to mobs. 'Tis bogus =\. Maybe we can get Cryect to revise that, too, and to fix them all vertically as well. 8)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from papareborn »
    Hmmm.... I can't change their skin? And there is no npc folder?


    You have to create the folder yourself, inside your map's folder in the \maps directory. Oy.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Cryect: On the subject of altering mob health (and potentially damage) -- I agree that mobs with altering amounts of health and damage should not be strewn throughout the same map. What if each map was allowed to have custom static values for those parameters, though? Perhaps as something which could be defined in a .txt in the map folder. I think that would be acceptable, no?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from agidius »
    Fairly important problem with the Customizable Mob Spawner... it cannot create mobs while the player/other mobs are standing on top of it. This may seem like a good feature, since you wouldn't want the player to be suddenly ambushed by an enemy inside them, but it creates a huge problem when, say, mob spawners are tied to activate other mob spawners on detrigger, which in turn is tied to a door. The first mob dies, the second mob is never created, and the door stays locked. The player is trapped with no way to detrigger the door. My proposal is to add a timer for the spawner to recheck if the area is cleared every so often.

    Less importantly, it'd be great if we could get a command to create a block right at your position, for creating midair platforms or tall structures.


    Easy way to overcome your issue for now: build and target a block one or two spaces above the mob spawner, and set that to the spawn location of your mobs. Player can't get up there, all is well.


    @Zabor Please, please surround the crash report with the (code) tag, and save us who can't help you lots of scrolling T_T.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from brockelmore »
    i was wondering if there is anyways to have an automated song play? besides note blocks. i mean like when u have the harp or guitar in your hand and click signs (look at video on page 1 if you dont know what im talking about) but without actually clicking the sign. If not, i definitely think it should be included if possible. i love the cutscene addition. very zelda. the music on top of that would really be the icing on the cake.


    Theee, uh, music block? Yeah, I'd say it pretty much fits the bill. Check the wiki for instructions, if you're curious.
    Posted in: Minecraft Mods
  • To post a comment, please .