@everyone that asks for release dates: we don't have them! We have for sure a timeline we would like to follow... but we want the freedom to say *screw that* and release weeks before or after without people complaining, if there are valid reasons. So, unless everything is pretty much finalized (ie. coming out in 1 week or so) you won't have a deadline from us, sorreh.
Tried to get some pics, but I don't have anything to screen capture with, and when I tried to use a camera, the quality was so bad you couldn't tell what anything was.
500ise, it might be a good idea to have a manual attached to the terrain edit, since people are having so many issues with it. I could provide some general tips if you would like/need.
500ise, it might be a good idea to have a manual attached to the terrain edit, since people are having so many issues with it. I could provide some general tips if you would like/need.
I'll put a link to this thread and I'll put links to various tutorials.
500ise, it might be a good idea to have a manual attached to the terrain edit, since people are having so many issues with it. I could provide some general tips if you would like/need.
Yeah, I can see how some people might want instructions. In this case, though, it was fun for me figuring out how to work it
@everyone that asks for release dates: we don't have them! We have for sure a timeline we would like to follow... but we want the freedom to say *screw that* and release weeks before or after without people complaining, if there are valid reasons. So, unless everything is pretty much finalized (ie. coming out in 1 week or so) you won't have a deadline from us, sorreh.
Also, I have an idea for a new feature. When you dk an analysis, would it be possible to long press on a block type and select a function(replace, set block, etc)? (I also agree with an "analyze entire world" button)
Also, how about long press on block type and select "warp to nearest" where it finds the nearest place safe to put the player that is next to the nearest instance of that block type in the selected bit. Perhaps also "warp to biggest" where it finds the biggest deposit (of the selected region) and warps you there.
Also, how about allowing a region around the user, not just a positive offset. How about this: Two checkboxes that make the region one that is around the player (or coordinates chosen) of that size rather than just in the positive direction. One for x & z, another for y. Thus, if you select "user player coords" and then put x and z size of 10 and y size of 2 and select the x/z checkbox only, you'd analyze a region 21 x 21 x 2 with the player in the center square of the analyzed region.
No, I can certainly check if the region falls outside of the world. Still, that would make watching this thread much less funny
Funny! But definitely a good idea to clip the region once you detect part of it to be outside the world. Perhaps add something on the terrain page that gives the maximum coordinates so people know the range of x,y,z. Not everyone will be reading this thread or another one to have figured it out.
Also, how about long press on block type and select "warp to nearest" where it finds the nearest place safe to put the player that is next to the nearest instance of that block type in the selected bit. Perhaps also "warp to biggest" where it finds the biggest deposit (of the selected region) and warps you there.
Not now; later.
Also, how about allowing a region around the user, not just a positive offset. How about this: Two checkboxes that make the region one that is around the player (or coordinates chosen) of that size rather than just in the positive direction. One for x & z, another for y. Thus, if you select "user player coords" and then put x and z size of 10 and y size of 2 and select the x/z checkbox only, you'd analyze a region 21 x 21 x 2 with the player in the center square of the analyzed region.
Sure, a new button that pops up a dialog, perhaps?
Funny! But definitely a good idea to clip the region once you detect part of it to be outside the world. Perhaps add something on the terrain page that gives the maximum coordinates so people know the range of x,y,z. Not everyone will be reading this thread or another one to have figured it out.
My plan: if it's outside the world, a dialog would pop up:
Your region falls outside of the world! Would you like to shrink it so that it fits inside the world?
[ Lol, Nope ] [ Oh, yeah! ]
That's awesome!! So its basically like x:y:z coordinates only a whole lot easier by using two blocks? If that makes no sense at all then well whatever xD it sounds cool anyway!
I guess it will be a couple days before the amazon update is out?
I might actually wait until the first bug reports start coming in for the Android version before I submit the Amazon update, so I'll submit it tomorrow.
@everyone that asks for release dates: we don't have them! We have for sure a timeline we would like to follow... but we want the freedom to say *screw that* and release weeks before or after without people complaining, if there are valid reasons. So, unless everything is pretty much finalized (ie. coming out in 1 week or so) you won't have a deadline from us, sorreh.
Which? Or both? I also would like to get at least a replace option on the analysis list. Kind of ambivalent about the replace all button.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI'll put a link to this thread and I'll put links to various tutorials.
Yeah, I can see how some people might want instructions. In this case, though, it was fun for me figuring out how to work it
Also, how about long press on block type and select "warp to nearest" where it finds the nearest place safe to put the player that is next to the nearest instance of that block type in the selected bit. Perhaps also "warp to biggest" where it finds the biggest deposit (of the selected region) and warps you there.
Also, how about allowing a region around the user, not just a positive offset. How about this: Two checkboxes that make the region one that is around the player (or coordinates chosen) of that size rather than just in the positive direction. One for x & z, another for y. Thus, if you select "user player coords" and then put x and z size of 10 and y size of 2 and select the x/z checkbox only, you'd analyze a region 21 x 21 x 2 with the player in the center square of the analyzed region.
Funny! But definitely a good idea to clip the region once you detect part of it to be outside the world. Perhaps add something on the terrain page that gives the maximum coordinates so people know the range of x,y,z. Not everyone will be reading this thread or another one to have figured it out.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumNot now; later.
Sure, a new button that pops up a dialog, perhaps?
My plan: if it's outside the world, a dialog would pop up:
Your region falls outside of the world! Would you like to shrink it so that it fits inside the world?
[ Lol, Nope ] [ Oh, yeah! ]
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumPlace two blocks in the world, select their type from PocketInvEditor, and a selection would be created between them.
e.g. If you only had two blocks of purple wool in your world:
Choose Purple Wool in autoselect and those blocks will all be selected.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI might actually wait until the first bug reports start coming in for the Android version before I submit the Amazon update, so I'll submit it tomorrow.
Hmmm. Does this only work in 2 dimensions (making rectangles), or will it work in all 3 (making cubes)?
Edit: Oh, and would it be possible to add the version number to the About screen?
Most likely 3D
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThat's a Mojang bug - hey, it was hidden for a reason. Force closing Minecraft PE fixes it.
3D, and why would you need the version number?
Edit: 1.6.1
seems to have a bug with editing reactorsbroke all Tile Entity editing; will look into it.-
View User Profile
-
View Posts
-
Send Message
Curse PremiumNo, I don't think there is a way to transfer purchases.
v1.6.2 is out, fixing tile entity editing.
I added that to 1.6.2.