Posted by on March 12th, 2015

Hello!

Cambo here and it’s time for a little fun after the past few busy weeks. We are super happy to finally get an update to you guys yesterday and hope you had the chance to try it. Don’t forget to let us know what you think through our forum and social media.

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Now onto the fun stuff, I want to introduce everyone to Johny. He is a long time modder and caught our attention when he started creating mods for TUG. We were blown away with the work he was doing so we asked him to join us.

 


 

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What games have you modded in the past?

I have modded few games before, first one was Open Tibia Server it was really popular back then, ran on almost any PC and used Lua for scripting, making it easy to learn. The only problem was that there was no way to modify the client and playing using the official client wasn’t exactly legal.

Later on I was tweaking Diablo 2 mods, adding custom recipes and increasing the level cap.

Then I was modding Minecraft for a good while, the modding options are limitless, making almost everything possible. I have made my own dimension, tool, machine and something really cool. Link Blocks that extended any block they were attached to, providing access to inventory and liquids in that block.

I have also tried to make my own game, few times to be honest, but I couldn’t make good looking models and textures. Working on my own made it really hard to work on and test things at the same time. It was a very good experience regardless.

How long have you been in the modding scene and why do you do it?

I have started back in 2007, school was boring and games were limited. I wanted to make my own game, obviously back then I couldn’t program but I could learn how to mod. Once I have started to mod games, I kept coming back to it. I like making things work the way I want them to.

What mods have you done for TUG so far?

I have started with Conveyor Belts, but it quickly turned into Steam Power mod, with help from Sigil, we were able to get stuff to work and look good. It includes things like Item Elevator and custom crafting systems. For instance, casting and in-game constructions using Frame.

Since I like to keep compatibility with other mods I’m also working on the CommonLib which provides all of the systems and hooks (core changes).

How’s the overall experience been so far in modding TUG?

Really good, the thing about TUG is that the whole core of the game could be replaced, which is extremely important for modding, and it also means that all of the content you can see in the game is just a mod.

What are some of the things you are looking forward to mod in TUG?

I’m looking forward to mod a lot of things, I will definitely want to mod the world gen, inventory interactions and NPCs.

What is your experience working with the team since joining Nerd Kingdom? (We already know we’re cool, thank you very much!)

Working? huh? I’m just officially modding the game 🙂 and I really enjoy it.

A fight between a steampunk Bruce Lee and cyborg Chuck Norris, who will win? What kind of special attacks would be used? Please make a mod for this, haha!

Hmm… steampunk Bruce Lee and cyborg Chuck Norris, they would fight indefinitely and all of the attacks would be special attacks.

 


 

I guess we can assume Bruce Lee with a monocle using nunchucks infused with steam is a safe bet. Let’s not forget Chuck Norris dangerous round house kicks launching missiles from his toes. Yup, an endless battle indeed!

You can check out Johny & Sigil’s Steam power mod thread here http://forum.nerdkingdom.com/viewtopic.php?f=41&t=1626

Got questions about modding or general ideas? Hit up @JohnyCilohokla

 

Until next time, @Cambo Out!

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Posted by on February 12th, 2015

Greetings Ladies n Gents!

Cambo here, with another blog post to give you the inside scoop on what we are working on in the kingdom. Yesterday, we released a prototype video showcasing some triggers in action. They were created using Lua scripts from one of our code wizards, Anthony (@scriptslol). Triggers are a way to automate gameplay based on physical location in the world. We don’t want to dive into the technical details about triggers (you can thank us later). Let’s focus on the fun stuff that triggers can do for TUG instead.

Here are a few examples of us using triggers in TUG!

 

Plant Trap

 

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We introduced our plant trap prototype a few weeks back but there were some minor quirks due to our code rewrite for multiplayer support. The code is being reworked and we are real close to having it work in the next build.

 

Mushroom Trampoline

 

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This trigger activates a constant upwards impulse which can be used for many sweet things. The gif above shows how the object is constantly bouncing when it’s within the trigger box. That’s right! You can now have a mushroom trampoline bounce party with your buddies.

 

Fan

 

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The fan prototype trigger activates a pushing force which can be adjusted within the Lua values. The image above demonstrates on how the force is used when jumping from one platform to another. Imaging this force being applied to magic spells, oh yea!

 

Pit Trap

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Pit trap you say? Yup! You can bet it has always been part of our ambitious goals to give players the ability to trap animals *cough* friends *cough* for resources. A damage over time effect is triggered once the player or object falls into the pit and well, you know the rest. Just don’t send us rage tweets when you accidentally fall into your own pit traps because you were stalking a cute cub.

 

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What does this mean for modding?

These were completely scripted using Lua.  Using the same tools, you can make your own trigger driven gameplay elements. It opens up a lot of possibilities, from firing world events to having doors.

 

 

Are you interested in seeing a tutorial on how to utilize triggers for your mods? If yes, let us know what would you like to see in a comment or tweet to us @nerdkingdom

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Posted by on September 25th, 2014

Zach, wizard coder, took some time off to write about the Integrated CEGUI for today’s Dev Blog. We want TUG to be completely moddable and that includes giving modders the ability to create their own UI. 

You may have noticed a phrase in the latest patch notes “Integrated CEGUI”. For those that do not know, CEGUI is an open source framework for user interface that we have decided to use so we can present modders with an easy way to make changes to TUG’s UI. In an upcoming patch we will be pushing out the beginnings of moddable UI. One of the reasons we picked CEGUI is because of it’s exposure to Lua, each CEGUI element can be created, modified and destroyed directly through CEGUI’s own Lua interface, which you can access in any TUG script. In addition to CEGUI’s Lua interface, I have also written some short Lua wrapper classes to help with some of the more abstract or mundane tasks. If you’re a programmer, that means you can create your own custom UI elements and tie them to just about anything you have script access to. For those that are more interested in the art side of things, we haven’t forgotten about you. CEGUI comes with it’s own layout editor and we were careful to maintain its functionality during the integration process.

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In the above image you can see TUG’s Survival UI layout in CEGUI’s editor. With this tool you can rearrange the UI elements to be anywhere on the canvas, and those changes will be reflected the next time you run TUG. But what if you want to make your own art? CEGUI has that covered too.

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CEGUI’s editor also lets you modify imagesets, their name for a texture atlas. Using this tool you can load a .png that you created using your software and section it for easy access to your own UI images.

In both cases, layouts and imagesets, you are free to alter the assets that come with TUG or, if you’re feeling adveturous, create your own. At this time, the UI framework is only partially complete, so while we continue making modifications, there may be some UI elements that are locked from modification, including the Bag, Beltbar, and Equipped item slot. These elements will become available as soon as I can finish writing and testing the new inventory system.

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This is just the first step in the UI overhaul, hopefully with much more to follow, including tutorials on best practices and how to get the most out of CEGUI via Lua script.

If you have any questions, feel free to contact me on twitter @Zachisalsoking

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