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Messages - Enigma

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1
Announcements / Re: Blackvoxel is now on GitHub !
« on: March 04, 2019, 05:43:39 pm »
Thanks for the release of the source code. Can I use some of the code snippets in my project?

Hello RobertThomas and welcome to the Blackvoxel Forum ;)

The answer is fixed by the GPL V3+ Free Software Licence.

To make it simple, it depends if your project is Free Software.

If you want to re-use some Blackvoxel code for a proprietary software, the answer is No. It's not permitted at all. It would be a licence infringement.

If you want to re-use Blackvoxel code in a free software with Free Software Licence, the answer is Yes. In this case, you'll have to fully comply with GPL V3+ licence (your licence must be compatible), and make citation of the source of the Blackvoxel project and it's copyright owners (authors and contributors).

Simple conclusion : Free Software projects are welcome, others are not.

In the hope we have answered to your questions.

The Blackvoxel Team

2
General Discussion / Re: Anyone went below the green acid?
« on: March 01, 2019, 08:30:30 am »
Hi Yves,

Yes there is a way to get through the acid layer without bypassing it ;)

As you already guessed, the Falling Rock is the way to get safely on the surface of the acid layer.

There is very few blocks which are immune to green acid. But Falling Rock is one of them. That's not by coincidence.

Now, you have to find a way to make some voxels to get bellow the surface.

We'll give you one hint : when you put a  "non immune" block on the side of a block which is on the acid layer, it will react with acid and this will make a temporary hole in the acid layer.

The Blackvoxel Team

3
Suggestions / Re: Extended voxel interface
« on: March 01, 2019, 08:28:13 am »
Hello Yves,

Thanks for your suggestion.
Yes, the transfer speed is rather slow.
At origin, we didn't made the programmable robot very efficient at mining in order to keep interest to the other mining robots. That said, the item transfer speed could be made better without harming this goal. This limitation isn't very interesting to keep and could harm some good use of the programmable robot in factories. We'll think about this and it's very likely we'll retain this wish and make some improvement.

The Blackvoxel Team

4
Gallery / Re: Learning with Blackvoxel
« on: March 01, 2019, 08:26:21 am »
Hello Yves and welcome to the Blackvoxel Forum ;)

Thanks for your interesting thoughs about using Blackvoxel with Kanban.

Yes, Blackvoxel is a game about organisation. That's a good idea to experiment with professionnal organisation methods. Using such a simulation for testing and comparing approachs.

There is always some useful lessons to learn with video game which can be used in real life. And you are showing a good way on this kind of analysis.

It's well made, we'll take time to read it tourroughly.

Have a good fun with Blackvoxel...

The Blackvoxel Team

5
Hi, MUY_Belgium and Welcome to the Blackvoxel Forum  :)

Thanks for your return and comments.

Yes, it appears the manual should be improved about how to start with the programming robot. The Squirrel Robot should have an ingame status display like the assembly language one already have.

In the meantime, here are quick setup instructions :
  • In order to use the programmable robot, you should start the game in windowed mode because you'll have several programs alongside.
  • There is actually a compilation result and error output. These informations are displayed in the standard terminal. A terminal Windows is launched automatically along with the game when you use windows so you should see it when you are in Windowed mode. But if you use Blackvoxel with Gnu/Linux, you must launch Blackvoxel into a command line terminal in order to get it.
  • The choice was made to use an external editor(which can have complete features) rather to a simplified in-game one. When you click "edit", then an external editor is launched. The editor can be modified in the "Settings_Hardware.dat" file.
In the hope we have helped you :)
The Blackvoxel Team

6
Happy to have solved your problem.

We wish you a good game.

The Blackvoxel Team

7
Hello Tomaschku and Welcome to the Blackvoxel Forum  :)

Thanks for reporting this problem.

If your issue is limited to one particular universe, this can be a rare issue where the player become stuck on the edge of one block.

Try to dig or build to suppress any void block in order to make a flat ground under the player. This should restore the control.

Does this solution solved the problem ?

The Blackvoxel Team

8
General Discussion / Re: Just started using this engine today!
« on: May 23, 2018, 08:13:59 am »
I'm a new user as well. I wonder why Blackvoxel isn't more popular than it is... It offers so much freedom from what I gathered so far.

Hi Stomberg and welcome to the Blackvoxel Forum,  :)

Thanks for your positive feedback!

We are thinking about some ways to make Blackvoxel more popular.

There is also some work on the way that could contribute to that.  ;)

Also, we would be happy to know how you knew Blackvoxel.

The Blackvoxel Team

9
Suggestions / Re: Machine Interface
« on: April 01, 2018, 08:53:39 am »
I'm all for this feature, I don't know how many times I've started crafting something without knowing what is in the machine and ended up wasting materials.

Hi, ThomasMonroe

You'll be happy to hear that since this topic was opened, we made a way to know what's inside the machines.

This is the "Analyser" tool. It is very cheap and easy to build even in the early game phase. Put it in the "tools" part of the inventory. You can use the "F" key to switch between tools. This tool can also display very useful informations about molten metal.

https://www.blackvoxel.com/view.php?node=1627

That said, your comment make us to think about it.

It would certainly be better to make this feature availlable from start. Not like an option.

So, it is likely we'll change this in some future version.

The Blackvoxel Team

10
Troubleshooting & Bug Reports / Re: Mouse glitches
« on: January 20, 2018, 04:32:24 am »
Hi, ThomasMonroe.

Thanks for signaling this problem.

Yes, you are right, the actual Windows version of Blackvoxel(2.20) was working well when we released it (We are doing tests before releases).

We found the cause of the problem, it appeared with a Windows update.

Fortunately, we were working on it since a few days. The fix is now ready and we'll push all the new files in few minutes. This v2.30 come along with some other bug fixes.

In fact, this bug was not related to Blackvoxel code. The Windows update brings a change in a function which triggered a problem in the underlying SDL library.

https://discourse.libsdl.org/t/win10-fall-creators-update-breaks-mouse-warping/23526/2

Strangely, only the latest versions of the SDL library are affected. So we reverted back to an unafected version of the SDL as a temporary fix.

The Blackvoxel Team

11
Troubleshooting & Bug Reports / Re: Atomic Compressor
« on: September 13, 2017, 08:47:13 pm »
Hi Reini and welcome to the Blackvoxel Forum  :)

Yes, producing atomic compressors with factories may be tricky in the actual game.

Modifiying factory orientation could help in such case as it will change the order of the
active voxels processing.

Anyway, the team will think about what you said in order to improve future releases.

Thank you for your comments and encouragement. Of course, the development of Blackvoxel will continue in order to make a better game.  :)

The Blackvoxel Team

Ps: Blackvoxel with "a", not "Blockvoxel".  ;)

12
Suggestions / Re: Crafting Recipe Guide?
« on: August 08, 2017, 10:25:30 pm »
You'll be happy to hear that this feature is already in our todo list.

No, we don't believe it would make the gameplay too easy : there is more interesting challenges to offer to players than just switching between game and browser for manufacturing instructions.

About the offline play, that's a good argument.

Anyway, thanks for your return, this is always useful for us.

The Blackvoxel Team

13
Suggestions / Re: Player Physics
« on: July 27, 2017, 10:42:52 am »
Hi, ThomasMonroe and welcome to the Blackvoxel Forum  :)

We understand what you said about the left handed users. So, the team decided to make something. A customisable input system is already in the todo list, but taking in account the priorities, it may take some time. In the meantime, what we can do is adding the right shift key as a "quick fix" for an upcomming version.

For the points related to travelling time, we are not surprised that players accustomed to other voxel games can be slightly lost. Blackvoxel is a very different game with very different paradigms and gameplay. Much more different than most player could think at first sight.

What we mean is that a different game means some different gameplay choices. In Blackvoxel, the travel time is one of the problems we decided to put strongly in the player's way. So, it's part of the problems the player will have to think about in order to find solutions. This have a strong influence on player's gameplay.
When displacements have a strong cost, this incitate the player to avoid unnecessary travels. So, the player will develop some kind of organisation in order to avoid these. That's what we want.

Blackvoxel provide Vehicles, Automation and Massive voxel interaction as base paradigms. A slow travel time reinforce the need for vehicles, organisation and automation.
There is also other game orientation reasons in favour of that choice that would be long to explain. This kind of choice is also common in adventure games.

A "power" for walking faster was already discussed in the forum. After some thinking and consideration, it's unlikely we'll add it. For the same reason, we won't retain suggestions to include some "teleportation portal" or any similar paradigm that would eliminate the distance.

For the example you given about water, here are some example I would suggest in order to solve it in a "Blackvoxel gameplay way".

* Automation way : Use more pumps, so you'll have more water per time unit. You'll bring back much water per travel, so much less travels to do.
* Building way : In Blackvoxel, water can flow from a relatively long distance. Some players dig horizontal tunnels to get water near their base.
* Exploration way : There is some infinite water generators in the Canyons (https://www.blackvoxel.com/view.php?node=1640). Why not bringing one at home ?

About "Stairways pain", you'll be happy to hear that this will be improved : some planed elements are missing and remains to do like a vertical transportation system.

For the actual game, there is some ways to avoid making a very long staircase. Some players use the airplane to travel vertically in order to reach deep locations. Robots can dig large vertical access pits and horizontal caverns where you can build runways. The Z0 airplane can be used, but when you reach high tier of the game, the Z1 airplane and it's short landing distance is very good for that.

In the hope we can have helped you, thank you for your interesting return, feeling and thoughts. :)

The Blackvoxel Team

14
Announcements / Blackvoxel 2.1 Mac Os Port is out
« on: June 18, 2017, 03:08:08 am »
The Blackvoxel Team is proud to announce Blackvoxel V2.1 : now compatible with MacOsX.

All thanks of the team goes to Joshua Olson, the contributor who made this port.

This first experimental version is released in source code form.

To run blackvoxel on MacOs, go to the Blackvoxel Github and follow the instructions.
  • Open a terminal
  • Execute `xcode-select --install` if you don't have Xcode's command line tools.
  • For the GLEW and SDL dependencies, make sure Homebrew is installed.
  • `brew install glew sdl`
  • Download the Blackvoxel source tarball (or zip file) here and extract it to somewhere in your home directory
  • Use something like `cd blackvoxel_source*` to open your terminal to the root of your Blackvoxel source folder.
  • `make`
  • `./blackvoxel`
Once this is done the first time, you will then only have to repeat steps 1, 6 and 8 to launch Blackvoxel.

Report any difficulties in the Troubleshooting and bug reports section in this forum.

The Blackvoxel Team


15
The first "bug" can be converted into an option: when enabled, it stops the sound after the first block, but not if the option is disabled.

The second "bug" may be resolved by changing the sound of the footstep (maybe less loud?).

Hi, Rajdakin and Welcome to the Blackvoxel forum. :)

Yes, we think these are good ideas for making it better. :)

The Blackvoxel Team

Ps: About your message on github, as the private messaging system is disabled because of some spammer issues, we sent you an email address on your email.

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