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  [RESOURCE][SKINS][LUA] Casual Team Skins
Posted by: Ghosty - 10-04-2012, 04:33 PM - Forum: 2DWorlds Discussion - Replies (2)

I took a few minutes earlier today to create a set of basic skins for new users / team-based games. I already had the basic template created, so I tweaked shirt and hair colors to give more variety.

[Image: 21.png][Image: 26.png][Image: 31.png]

For users:
Choose the one you want and click "Add to My Stuff" to use. Then, go to the Change Character page and click "Use Skin".


Dark brown / black hair, blue shirt



Dark brown / black hair, red shirt



Dark brown / black hair, yellow shirt



Dark brown / black hair, green shirt



Blonde hair, blue shirt



Blonde hair, red shirt



Blonde hair, yellow shirt



Blonde hair, green shirt



Light brown hair, blue shirt



Light brown hair, red shirt



Light brown hair, yellow shirt



Light brown hair, green shirt


For game makers:

This script adds 4 teams to your game: Red, Blue, Yellow, and Green. Every player who joins gets added to one of these teams, and gets a skin of their team color. You can disable any team by setting the "use[color]team = true" line to false instead.

Code:
local teams = game:getService("Teams")

local red = teams:getChild("Red Team")
local blue = teams:getChild("Blue Team")
local yellow = teams:getChild("Yellow Team")
local green = teams:getChild("Green Team")

local useredteam = true
local useblueteam = true
local useyellowteam = true
local usegreenteam = true

local redshirts = {22, 26, 30}
local blueshirts = {21, 25, 29}
local yellowshirts = {23, 27, 31}
local greenshirts = {24, 28, 32}

if red == nil and useredteam == true then
red = create("Team")
red.Name = "Red Team"
red.Color = Color(255, 0, 0)
red.Parent = teams
end

if blue == nil and useblueteam == true then
blue = create("Team")
blue.Name = "Blue Team"
blue.Color = Color(0, 0, 255)
blue.Parent = teams
end

if yellow == nil and useyellowteam == true then
yellow = create("Team")
yellow.Name = "Yellow Team"
yellow.Color = Color(255, 255, 0)
yellow.Parent = teams
end

if green == nil and usegreenteam == true then
green = create("Team")
green.Name = "Green Team"
green.Color = Color(0, 255, 0)
green.Parent = teams
end

function getEmptiestTeam()
local reds = 0
local blues = 0
local yellows = 0
local greens = 0

local players = game.Players:getChildren()
for q = 1, #players do
if players[q].Stats:getChild("Team") ~= nil then
if players[q].Stats.Team.Value == "Red Team" then
reds = reds + 1
elseif players[q].Stats.Team.Value == "Blue Team" then
blues = blues + 1
elseif players[q].Stats.Team.Value == "Yellow Team" then
yellows = yellows + 1
elseif players[q].Stats.Team.Value == "Green Team" then
greens = greens + 1
end
end
end

if greens < yellows and greens < blues and greens < reds and usegreenteam == true then
return green
elseif yellows <= greens and yellows < blues and yellows < reds and useyellowteam == true then
return yellow
elseif blues <= greens and blues <= yellows and blues < reds and useblueteam == true then
return blue
elseif reds <= greens and reds <= yellows and reds <= blues and useredteam == true then
return red
else
error("No available teams!")
end

end

function changeSkin(p)
while p.Character == nil or p.Character.Health == 0 or p:getChild("Stats") == nil or p.Stats:getChild("Team") == nil do
sleep(0.01)
end

if p.Stats.Team.Value == "Red Team" then
p.Character.Skin = "http://2dworlds.org/asset/file/" .. tostring(redshirts[math.random(1, #redshirts)]) .. ".png"
elseif p.Stats.Team.Value == "Blue Team" then
p.Character.Skin = "http://2dworlds.org/asset/file/" .. tostring(blueshirts[math.random(1, #blueshirts)]) .. ".png"
elseif p.Stats.Team.Value == "Yellow Team" then
p.Character.Skin = "http://2dworlds.org/asset/file/" .. tostring(yellowshirts[math.random(1, #yellowshirts)]) .. ".png"
elseif p.Stats.Team.Value == "Green Team" then
p.Character.Skin = "http://2dworlds.org/asset/file/" .. tostring(greenshirts[math.random(1, #greenshirts)]) .. ".png"
else
print("Improper team stat value for " .. p.Name)
end

end

function addTeam(p)
link(p.Died, function()
changeSkin(p)
end)
local stats = p:getChild("Stats")
while stats == nil do
sleep(0.01)
end
local teamvalue = stats:getChild("Team")
if teamvalue == nil then
teamvalue = create("TextValue")
teamvalue.Name = "Team"
teamvalue.Parent = stats
end
teamvalue.Value = getEmptiestTeam().Name
changeSkin(p)
end

link(game.Players.ChildAdded, addTeam)

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  Player.CharacterLoaded is in the event scripting list but does not fire
Posted by: Ghosty - 10-04-2012, 04:25 PM - Forum: Bug Reports - Replies (1)

It doesn't appear to ever be firing, either in an external script object or with the internal event scripting.

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  Wait, this was made in 2002?
Posted by: TheSmartChicken - 10-03-2012, 05:46 PM - Forum: 2DWorlds Discussion - Replies (7)

Jesus Christ...

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  i'm quitting
Posted by: bikop - 10-01-2012, 01:38 AM - Forum: General Discussion - Replies (3)

hahahaha NO I WIL NEVR QUIT CUZ I GOT 2 MUCH SWAG XD

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  am i awesome
Posted by: bikop - 09-30-2012, 11:18 PM - Forum: Debate - Replies (4)

vote pls


mods r dum

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Wink kogama
Posted by: rjadeykid - 09-30-2012, 01:20 PM - Forum: Current Games - Replies (15)

here's an link it's an good site sandbox just like this game but with graphic http://us.kogama.com/ well its not an link but u know what to do copy and paste

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  Tutorial: Basic Editor Usage
Posted by: Jacob__mybb_import1 - 09-29-2012, 08:33 PM - Forum: Help - No Replies

To make games on 2DWorlds, you use the Game Editor. There are two ways to access the editor:

  • Go to your profile, and find an empty game. Click "Build."
  • Click "Launch Editor" in the top right corner of your screen.

Once you're in the editor, you'll notice a row of buttons at the top of the screen, called the toolbar. Here's what it should look like:

[Image: Labeled_Editor_Screenshot.PNG]

  1. New game
  2. Open game
  3. Save game to your computer
  4. Copy selected objects
  5. Cut selected objects
  6. Paste the objects that you have copied
  7. Group/ungroup selection
  8. Arrow-select/move parts
  9. Hand - grab parts (only works when physics are running)
  10. Resize - change the size of boxes that you have already placed
  11. Rotate
  12. Build box
  13. Build circle
  14. Place hinge
  15. Place weld
  16. Place rope (click then drag)
  17. Place water
  18. Place ladder
  19. Place seat
  20. Create terrain
  21. Start/stop physics simulation
  22. Show/hide grid
  23. Enable/disable snapping parts to grid
  24. Draw in front of parts

Buttons 8-20 control the mouse mode; only one can be selected at a time.

To place boxes, circles, water, or ladders, click and drag your mouse.

To place a weld or hinge, click where two parts (and ONLY two parts) intersect.

To place a rope, click and drag the mouse from one part to another.

You can move the camera by clicking your right mouse button and dragging. If you want to zoom in or out, use the scroll wheel or press the +/- keys.

A: If you wish to test your game, click the Add Character button. Make sure physics are running (button 21). Click again to remove your character.

B: You can change some more properties of parts by using the advanced tools; click the pencil icon on the left to access them. Select the parts you want to change by click them, or select multiple ones by clicking the left mouse button and dragging. The table at the bottom lists all of the properties you can change. If you don't understand what a property means, go to the Object List on our wiki.
Some useful properties to know:
  • Fixed: If this is set to 'true', the part will not be affected by physics. It won't rotate and it won't move.
  • Collidable: If this is set to 'true', parts can hit and bounce against this part. If 'false', other parts will go though it and it will fall through other parts -- including the ground, unless it is Fixed (see above).
  • CharacterCollide: If this is set to 'true', players can hit and bounce against this part. Collidable must be set to true for this to work though. If it is set to 'false', players can go through this part, even if Collidable is set to 'true'.
  • MaxForce: If you change this value to something higher than 0, then impacts with enough force will 'shatter' this part into many smaller parts.

C: The Lua icon opens up the Scripting Console, which is a grey bar at the bottom of the editor. Type in a one-line Lua script and click "Run".

D: The box opens the Model Showcase, which contains several premade items that you can add to your game, such as lava, a spawner, a helicopter, a gun, or a chasing NPC.

As with any other programs, you should save often to ensure that you don't lose much work. To save to 2DWorlds.org, use the appropriate item in the file menu. However, it's a good idea to keep a copy on your local computer as well; to do this, use the save button. You can open saved games by using the open button and navigating to where you saved the file.

More relevant guides: Scripting, Welds, Textures

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  The first 250 skins now available to download
Posted by: Leonartist - 09-29-2012, 02:00 AM - Forum: Creations - Replies (6)

http://www.filedropper.com/archivedbuildismskins

These are the first 250 skins ever uploaded to Buildism. Don't worry, I gave credit to everyone.

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  I quit.
Posted by: Archived_Latinxassassin - 09-29-2012, 01:07 AM - Forum: 2DWorlds Discussion - Replies (9)

Buildism isn't what it use to be.

See ya guys...

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  hello , i am new ,i am here
Posted by: rebeccaone - 09-28-2012, 07:04 AM - Forum: Archive - Replies (1)

hello , i am new ,i am here

my name is rebeccaone

this is my site http://www.boutiquebatterie.fr

Batterie / Chargeur pour / Batterie outillage électroportatif

you can find me

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