Staredit Network > Forums > Games > Topic: TERRARIA
TERRARIA
May 14 2011, 9:23 pm
By: MadZombie
Pages: < 1 « 19 20 21 22 2336 >
 

Jun 18 2011, 2:32 pm The Starport Post #401



It all makes sense now. :hurr:


Edit: also

Post has been edited 1 time(s), last time on Jun 18 2011, 4:41 pm by Tuxedo-Templar.



None.

Jun 18 2011, 5:19 pm Heinermann Post #402

SDE, BWAPI owner, hacker.

Quote
What is a shadow orb?
A shadow orb is a circular object consisting of 4 tiles that emit "dark particles". It can be destroyed with a hammer, increasing the "shadowOrbCount" by 1 in the process.

Quote
How do they get where they are? How are they linked to areas of corruption and those giant chasms?
They get where they are and are linked to chasms because of the world generation algorithm, I can probably go into more detail but decided not to research the algorithm.

Quote
Why does a meteor appear when you destroy one?
A meteor appears when you destroy one because there is a boolean value called "isShadowOrbDestroyed", and if that value is true, the meteor event will have a 1/50 chance of occuring in the day time after every 54000 "time units"(not sure what the units are).

Quote
What are meteors?
Meteors are "Meteorite" tiles that are spawned at a random location (provided it is "on the ground" and "on the surface") in a 100x100 radius following a specific algorithm(I'm not going to look it up), ignoring Chests, and destroying "Trees" and "Corrupted Thorns" (ignoring jungle thorns? Bug?).

Quote
Why do little living fire balls appear when you go near them?
When the player is near a certain number of specific tiles, the spawn will change.

Quote
Why do shadow orbs summon Eater of Worlds occasionally when destroyed?
Eater of Worlds appears after 3 orbs have been destroyed.

Quote
How many worlds has an Eater of Worlds eaten?
None, it doesn't actually eat worlds, that's just the NPC name.

Terraria is a game that doesn't need a story. Kind of like Transformers.




Jun 18 2011, 5:24 pm TiKels Post #403



Corruption has thorns.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 18 2011, 5:35 pm NicholasBeige Post #404



I preferred my explanation. Shun the non believers. Shun Heinerman. Shunnn.



None.

Jun 18 2011, 5:47 pm Heinermann Post #405

SDE, BWAPI owner, hacker.

Quote from TiKels
Corruption has thorns.
Yeah, but the meteor doesn't destroy jungle thorns, only corrupted thorns.




Jun 18 2011, 5:51 pm The Starport Post #406



@Hein That defines shadow orbs, etc. in terms of game programming. Game programming is defined in terms of gameplay goals and lore (or lack thereof...?). What I'm wondering about is what the devs had in mind for that stuff...

For one, I keep thinking things like shadow orbs and skeletron were originally ideas for some over-arching story elements...

Post has been edited 2 time(s), last time on Jun 18 2011, 5:57 pm by Tuxedo-Templar.



None.

Jun 18 2011, 5:55 pm Heinermann Post #407

SDE, BWAPI owner, hacker.

I know.

Dev2: "Why would we add orbs that you destroy? Sounds kinda dumb."
Dev1: "Because they look cool."
Dev2: "And then what, put them in giant chasms surrounded by corruption?"
Dev1: "Great idea! Let's do it. Oh yeah, let's make a boss too, a huge worm!"
Dev2: "A huge worm? What the heck, that sounds pretty lame."
Dev1: "But it looks cool!"




Jun 18 2011, 5:58 pm The Starport Post #408



Argh! Why do all the best developers have to be so schizophrenic? :hurr:



None.

Jun 18 2011, 5:59 pm NicholasBeige Post #409



True story:

There are 3 devs behind Terraria.

Redigit pretty much coded everything from scratch, man's a genius. He met up with Blue who basically is the 'idea guy' and handled the front end publicity stuff. They promptly moved in together and enjoyed being life-partners making gamez. Lol.

Tiy, the third piece to the puzzle, is responsible for all the art in the game, all the sprites, effects, etc, came from him. In addition to working remotely, he (as far as I am aware), has little direct control or influence over the design choices made by Red and Blue. He is also scouting for another indie development team so he can move on to his next project - whereas Red and Blue are committed long term to adding new shit to Terraria.

It's basically a case of Redigit making the world gen algorithm, Blue saying what 'cool items' he wants, and Tiy working to meet the demands for assets and art.

Indie gaming without a plan = Terraria. A game without a goal.



None.

Jun 18 2011, 10:43 pm Heinermann Post #410

SDE, BWAPI owner, hacker.

Not a genius when it comes to file formats. There are some major issues in the game's World format.
See http://vgce.googlecode.com/svn/trunk/docs/Terraria/WorldFormat.txt
There's a "bool isActive" when they could have just used index 0 specifying no tile. Same with the wall and liquid on that tile. The rest are fine. If that was fixed, the world save/load times would be improved and the world would use less memory. I only have beef with the way the tiles are stored, and the restrictions on editing text in the game.

Something else:
House requirements: http://vgce.googlecode.com/svn/trunk/docs/Terraria/HouseReqs.txt
Example of a valid house (see document):

If there was no NPC there, then a new NPC would move in to that house.

Also, I made a glitch course on Shady's Tiny server, seen here:

The course is possible "as is" while taking 0 damage, using nothing but Ivy Whip.




Jun 19 2011, 3:51 am ClansAreForGays Post #411



Blue sounds like the luckiest man on Earth. I only hope that someday I too will find someone with Aspergers...

Heinnerman, where do you live?




Jun 19 2011, 5:19 am The Starport Post #412



I'll have Aspergers if you pay me enough. :hurr:



None.

Jun 20 2011, 1:40 am Heinermann Post #413

SDE, BWAPI owner, hacker.

1.0.5 looks like it'll be getting the largest update yet.



http://www.terrariaonline.com/threads/1-0-5-this-is-some-kind-of-voodoo.31611/




Jun 20 2011, 2:19 am The Starport Post #414



At least they're actually making progress unlike that lazy bum Notch.



None.

Jun 23 2011, 4:25 am Heinermann Post #415

SDE, BWAPI owner, hacker.

Since today I have made some progress on the GUI and loading/drawing Terraria graphics.

(Last image is most recent)
http://dl.dropbox.com/u/733696/Clipboard74.gif
http://dl.dropbox.com/u/733696/Clipboard75.gif
http://dl.dropbox.com/u/733696/Clipboard78.gif

Basically shows my lack of interface skills, with broken scrollbars and hidden status bar.
Just noticed a bug @ weeds near the end, where it assumes the height of a block is the same as the width.

If anyone wants to make a program icon that would be great.




Jun 23 2011, 8:16 pm LoveLess Post #416

Let me show you how to hump without making love.

Hosting a server to explore all the new changes since SF has not switched over yet:

75.5.241.186 port 7777 no password

Quote
Hello there guys, I told you the update was coming soon and here it is.
Please let us know what you all think! Have fun and good luck with your hardcore mode characters!

NPCs


8 New Enemies, find them!
Changed the way worm enemies spawn.
Bats, Hornets, and Eyeballs no longer enter water.
Slimes now float in water.
Only one giant slime will appear at a time.
The Guide now seems quite knowledgeable in what an item can be made into if you show it to him.
NPC shops now sell some items on certain nights, or after certain events.
Devourers should no longer gain random other enemies as its head.
The Nurse now charges the correct amount for healing.
Bats now have a death sound effect.
Talking to the old man at night will give the player a warning now before summoning the dungeon boss.
Entering the dungeon before defeating Skeletron now spawns a new NPC instead of Skeletron’s head. This should fix several issues with that event.
Enemy coin drops have been adjusted.
Man Eaters and Snatchers are no longer effected by knockback and can attack through walls.
Eater of Souls’ and Hornet AI has been improved.
Enemies now take up different amount of *slots* depending on AI style and strength. This will help balance conditions when there are lots of strong monsters spawned at once, such as Imps and Bone Serpents.
Fish are no longer upside-down when out of water.
Green slimes have been weakend so that start players can deal with them more easily.
Slimes and Flying enemies no longer make a splash sound when hitting water.
Items of “Blue Rarity” or higher no longer burn up in lava.
Burning Skull has been renamed to Cursed Skull, and given different AI.
Enemy caster’s have had their rate of fire slowed down.
Meteor heads have less health, do more damage, and move slower.
There are now slight size variations to the Eater of Souls and the Angry Bones.
Skeletron has less defense and health.


Items
New Feature : Buffs activated by Using Potions. Right click a buff to remove it from yourself.
Over 50 new items!
The Silver Short swords recipe has been corrected, it is now craftable.
Torches and candles no longer work when wet.
Destroying a placed sign while you are reading it will no longer cause your character to become frozen.
Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
The explosion animation for bombs is now correctly displayed in multiplayer.
There is now a message pop-up when the player receives an item.
Filled Buckets may no longer be emptied into solid ground.
Pots in the underworld now have a chance to drop new items
Handgun and Phoenix Blaster have been reduced in size.
Lowered the knockback of Muramasa.
Reduced the damage of the Blue Moon.
Flintlock Pistol and Musket have increased damage.
Only normal trees drop acorns.
Falling sand clumps are no longer carried by magic missiles/flamelash.
Jungle armor is no longer a drop. It is a craftable set.
Magic Mirror now requires mana to be used.
Harpoon and Maces now correctly show the player’s arm animation.
The arms dealer will sell unholy arrows at night after the Eater of Worlds has been defeated.
Space Gun does more damage, but only penetrates 2 enemies.


Server
Spam detection is less aggressive.
Increase multiplayer security.
Fixed a bug that could crash the server when the max amount of clients are connected.
Added an option to enable additional cheat protection for servers.
Servers now hibernate when no players are connected.
Blood Moons now stop correctly if time is changed to day by the server.


Misc
Corrected some spelling and grammar mistakes.
Lighting code has been optimized to increase performance.
Mud and ash now have a chance to fall like sand when struck.
World update rate has been reduced slightly.
Water now evaporates when it reaches the underworld.
Slowed the rate of plant growth.
Hardcore is now an option when creating a new player. Hardcore players are gone for good after dying.
The Jungle now has its own music track.
Vines that refused to grow longer than 1 tile in length while underwater, will now grow correctly.
Pot graphic was brightened to make it more visible.
Plants growing out of a clay pot can no longer be cut with a weapon. The new alchemy plants can be grown in these pots.
Gems, ore, and gold chests now have a sparkle effect.
Giant glowing mushrooms will now grow back over time.
The player now starts out with a copper shortsword.
Dungeon bricks and walls have had their brightness reduced.


Game Interface
Upon death, A more specific death message will appear for other players, so they know how you died.
The crafting and armor interface text will fade out when an item tooltip is in front of it.
The Hot Bar now shows the name of the selected item.
PVP now requires 5 seconds between Activation and Deactivation and visa versa to prevent PVP spam. The same cooldown is in effect for Team Changing as well.
Added hotkeys for quickly drinking healing, mana, and buff potions.The healing/mana potion you use is based on the same principle arrows are. Top-Left most item first. The buff potions are all used at once.
Holding right click on an empty space in the inventory will no longer make a sound effect as if something was there to be picked up.
Defense totals are now shown in your inventory.


World Gen
Tweaked the way sand is created during world gen. (Requires new world.)
Oceans are now slightly larger and generation layout has been improved. (Requires new world.)
Cactus now grow on sand.
Coral now grows in the ocean.
Chests can now spawn near the surface of the world. They will contain treasure that new players may find useful. (Requires new world.)
Chests and pots now contain loot based on the level they spawn in. (Requires new world.)
Gold chests will now spawn in some parts of the world. (Requires new world.)
Corrupt chasms have less of a chance to spawn on jungles. They also now have a cave connecting most of the chasms. (Requires new world.
Traces of demonite are created during world gen. (Requires new world.)
Surface jungles have been enlarged, and will override deserts. (Requires new world.)


Post has been edited 1 time(s), last time on Jun 23 2011, 9:29 pm by LoveLess.



None.

Jun 23 2011, 9:34 pm ShadowFlare Post #417



Hosted a new world on port 7776. New characters only, unless you just want to explore without touching anything.

It will be a little while until I get my server mods back up, so no shared chat or join/leave notifications for now.

Post has been edited 2 time(s), last time on Jun 23 2011, 10:19 pm by ShadowFlare.



None.

Jun 23 2011, 10:37 pm LoveLess Post #418

Let me show you how to hump without making love.

I don't think it was mentioned, but water displacing doesn't work anymore. :'(



None.

Jun 23 2011, 11:19 pm Neki Post #419



Quote from LoveLess
I don't think it was mentioned, but water displacing doesn't work anymore. :'(
No infinite water? :O



None.

Jun 23 2011, 11:43 pm Azrael Post #420



I noticed. I wish I'd made my storage areas larger now.




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