ID:105633
 
Keywords: craftfolk, update
I've been working, quite hard, on a game called Craftfolk. It's not in any condition to play or to be publically tested, but it is something. It has a hub, right here where it will be hosted. Although hosting it is a ways away, the hub does have a link to the development logs on the game so far, and I try to update those daily.

There are twothree Youtube videos with some demonstrations of some features and things, and more videos will be coming eventually. The first one is commentated, the second one isn't commentated because of my throat being extremely sore.

Video 1 - Inventory Management
Video 2 - Crafting System
Video 3 - Crafting Recipes & Fishing Preview

Hope you enjoy the videos. Make sure you give feedback or suggestions either here or on the video comments on Youtube.

Thanks to the awesome that is Kaiochao, I now know how to right-click. Yay!

Thanks for reading!
~Gary
Nice :) , The Inventory looks really nice.
Kozuma3 wrote:
Nice :) , The Inventory looks really nice.

Thanks! Glad to see people that still reply within 5 seconds of the post. Haha! :)
Oasiscircle wrote:
Kozuma3 wrote:
Nice :) , The Inventory looks really nice.

Thanks! Glad to see people that still reply within 5 seconds of the post. Haha! :)

One of the last few that still do and in good favor too. :P
Truthfully, it reminds me quite a bit of minecraft.
DivineTraveller wrote:
Truthfully, it reminds me quite a bit of minecraft.

I was waiting for someone to say that.
I really like the Minecraft crafting system because it's so versatile. I had a similar idea before Minecraft was released where you would arrange items to form different things, but I didn't have a project going on.
I still really like the idea, and I'm trying to make the crafting "recipes" themselves as different from Minecraft as possible.

Edit: New video, you should watch it as it is pretty awesome!
It looks more like Runescape than Minecraft. It's too detailed to be Minecraft.
Oasiscircle wrote:
Edit: New video, you should watch it as it is pretty awesome!

I love your crafting system , it makes me want to die , It's so freaking kewl :P
Kozuma3 wrote:
I love your crafting system , it makes me want to die , It's so freaking kewl :P

Thanks so much! :3

...How do you not know how to do right click on grid? For shame.
Commentary's hilarious. Pretty much everything looks sweet.

Edit: Oh, that's not a grid. Still, you do the same thing for maps. Just check the "Send right-clicks to mouse procs" option in the map control and you won't be able to have the BYONDy popup menus when you right click something with a verb attached to it, while the params of the mouse event will contain "right".
Kaiochao wrote:
...How do you not know how to do right click on a grid? For shame.

That isn't a grid. That's HUD.
Atom/Click() doesn't support right clicking, but Client/Click() does.
Makes no sense.

Kaiochao wrote:
...How do you not know how to do right click on a grid? For shame.

Fail shame is fail.

And , could you give us an idea when this will be playable? o.o

Kozuma3 wrote:
...could you give us an idea when this will be playable? o.o

I have no idea whatsoever. Progress is going well so far, and I'd rather not muck it up by making promises, or even estimates.
My development process is funny that way. All I can say it it's going good and look at all the stuff I've done! (:
Kaiochao wrote:
Edit: Oh, that's not a grid. Still, you do the same thing for maps. Just check the "Send right-clicks to mouse procs" option in the map control and you won't be able to have the BYONDy popup menus when you right click something with a verb attached to it, while the params of the mouse event will contain "right".

Oh! I'll try that!

Commentary's hilarious.

Thanks! <3

Edit: WORKS LIKE A CHARM THANK YOU SO MUCH! :)

Oasiscircle wrote:
Kozuma3 wrote:
...could you give us an idea when this will be playable? o.o

I have no idea whatsoever. Progress is going well so far, and I'd rather not muck it up by making promises, or even estimates.
My development process is funny that way. All I can say it it's going good and look at all the stuff I've done! (:

Can't wait to play , and why isn't there over a hundred comments yet? D:
Oasiscircle wrote:
Kaiochao wrote:
Edit: Oh, that's not a grid. Still, you do the same thing for maps. Just check the "Send right-clicks to mouse procs" option in the map control and you won't be able to have the BYONDy popup menus when you right click something with a verb attached to it, while the params of the mouse event will contain "right".

Oh! I'll try that!

Commentary's hilarious.

Thanks! <3

Edit: WORKS LIKE A CHARM THANK YOU SO MUCH! :)
If you've played Hazordhu(I can't remember, I know a couple of the Bethlehems have), you'd know that it can be done. I programmed it, including all the horrible "ctrl+shift+right double-click" events because of the huge lack of game structure :D

Also. You're using F_People for your player icons? I know from experience(though it may not be vast, it seemed considerable) that one-directional icons don't attract as many players on BYOND as icons with 4 directions(and I haven't seen any RPGs like this that aren't full top-down with 8 directions, or any full top-down RPGs at all). Hazordhu Total Remake(there was many versions before Hazordhu II and after Hazordhu Classic) had 1-directional icons and I'd received pretty convincing feedback that pleased many people, other than F0lak, who had to redraw all the equipment and the base.
Oasiscircle wrote:
Thanks to the awesome that is Kaiochao, I now know how to right-click. Yay

Looking through the comments below, Kaiochao explained/showed you the same exact same thing for right-clicking I did, 'cept I made you a demo. xD

Glad to see you got it working and all now though. :P
TheLionsRoar wrote:
Oasiscircle wrote:
Thanks to the awesome that is Kaiochao, I now know how to right-click. Yay

Looking through the comments below, Kaiochao explained/showed you the same exact same thing for right-clicking I did, 'cept I made you a demo. xD

Glad to see you got it working and all now though. :P

He did the same thing you did except he told me about the var that shuts off right-click verb showings but also allows for right click to be seen in the params of atom/Click().

I forget the exact var, but it's something like Client/show_popups.
client/show_popup_menus does the same exact thing, I'd imagine, but I didn't use right click in anything until after 4.0 came out.