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Troubleshooting & Bug Reports / Re: Atomic Compressor
« Last post by Enigma 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".  ;)
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Troubleshooting & Bug Reports / Atomic Compressor
« Last post by Reini on September 10, 2017, 11:30:33 pm »
Hey Blockvoxel-Team,

i was producing some machines automatically (storage1-materalizer-machine-(slow)dematerializer-storage2)
then i decided to produce some more atomic compressors with the same setup... and i discovered that the first compressor coming out of the machine will demateralize the storage2 with all items inside.
Maybe its possible to change that like you did with mining a not-empty-storage (really like that) or outputting all items from storage2 into the one which dematerializes it.

Greetings,
Reini

PS: Keep on working on that game, love it :)
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Suggestions / Re: Crafting Recipe Guide?
« Last post by Enigma 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
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Suggestions / Crafting Recipe Guide?
« Last post by ThomasMonroe on August 04, 2017, 06:51:16 pm »
an In-Game Crafting recipe guide would make the game a lot better.  :D
However it could be too simple for newer players,   :-\
but it would help for someone without a good Internet connection   :)
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Suggestions / Re: Player Physics
« Last post by ThomasMonroe on July 27, 2017, 06:54:42 pm »
Thank you Enigma for explaining that to me.
I am glad that all of what i brought to the table(so to speak) was already being or had been considered.

As for the water i had built a canal, however the map block at the edge of the black rock blue flat zone had unloaded when i got to my factory area, i know that increasing the horizontal loading helps, however it does slow the game down a little.

but i am eventually going to get to the water generators, so np after that XD.

Thanks again.

also i might consider helping with the development eventually, but i want to play through the game in order to understand what all is there and how it works.
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Suggestions / Re: Player Physics
« Last post by Enigma 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
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Suggestions / Player Physics
« Last post by ThomasMonroe on July 25, 2017, 04:21:22 pm »
Please understand that i know that the physics of a game makes the game, but i have some suggestions for the player physics.
And also i am no newbie to Voxel-based games.  ;)

I find it odd that going up stairs is a real pain if you don't have a ceiling to stop yourself from going too high, but then that same ceiling limits how fast you can go down stairs. For me i think the most annoying thing in the game is that and the next point i will make.

When I want to get from my water source in the next zone and back again, it takes me a long time, I am suggesting make a power that allows you to run when a certain key combo is pressed.  ;D

And also i am left handed, so pressing left shift while i use the arrow keys, and use the mouse is impossible, so can you make that key customizable?
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Announcements / Blackvoxel 2.1 Mac Os Port is out
« Last post by Enigma 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

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Announcements / Re: Blackvoxel is now on GitHub !
« Last post by ReigleDan on June 16, 2017, 08:08:44 am »
Thanks for sharing the source code. I'm going to have a play around with it now.
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General Discussion / Re: The tips & tricks thread.
« Last post by rajdakin on May 13, 2017, 06:30:01 pm »
I'll start with a few and then you are free to add more :)
  • You qan stick to ceilings by holding down the jump key. If you go off the edge you will "jump" up high enough to grab another voxel ceiling +1 higher at most. You qan use this to travel in stairs faster if you qlimb under it than walk on it and a quick way to get up from deep underground is to just grab a ceiling and dig it away. If there's no voxel above to grab then you'll fall down again so be qareful.
I think that last one is a bug, isn't it? (I didn't looked into the code about this but I noticed it in version 1.38)
I'm not reporting this as a "bug" since I'm not sure about if it is...
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