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Messages - Jens_K

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181
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: June 09, 2013, 02:39:34 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
Thats what I ment there, I don't use the physics engine

182
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: June 09, 2013, 02:36:57 pm »
@DJ Omnimaga: Yeah, my first Idea was to cover the tiles with a transparent, black rectangle, but they removed the Alpha function >:(

183
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: June 09, 2013, 02:22:50 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...

184
News / Re: Blow nethams in Bomberman Rush!
« on: June 09, 2013, 02:13:16 pm »
Ok, here is the Post: http://ourl.ca/19054

185
TI-Nspire / Minecraft 2D for TI-Nspire
« on: June 09, 2013, 02:12:10 pm »
Hi, I am Jens Kolbinger and I'd like to introduce Minecraft 2D for the TI-Nspire (No Ndless required!)
I've been working on it for more than one year now and this is the current progress:

Main features:
- Break and place Blocks
- Randomly generated world, caves, ores, lakes, trees, flowers and dungeons
- Day/Night cycle
- Survival/Creative Mode (with flying)
- Mobs: pigs, sheeps, chicken, cows, zombies, skeletons and creepers
- Flowing water and lava
- TNT
- Fire
- Bow and arrows
- Fishing
- Farming
- Falling sand
- Inventory with moveable items
- Itembar with selectable item/block
- Tools with all functions of the real Minecraft
- Functioning furnaces, chests, doors, beds, buckets and stairs
- Crafting (without crafting grid)
- Functioning Saplings
- Shadows and Lights (by far not as complex as the real Minecraft)
- 5 savegame slots
- 2 graphic modes (not that much difference)
- Health and Breath
- Export/Import world with the World Container!
- Modsupport
- Armor

Planned Features:
- World size selection  Done in 0.8
- Mobs  Done in 0.8
- Doors  Done in 0.8
- Beds  Done in 0.8
- EXPLOSIONS!!!  Done in 0.9
- More item drag'n'drop functions  Done in 0.9
- Export and import saves by copying them to the clipboard  Done in 0.11
- Minecraft world files to transfer saves  Done in 0.11
- Better water and buckets  Done in 0.11
- Dungeons  Done in 0.11
- Settings menu  Done in 0.12
- Better main menu  Done in 0.12
- Full compatibility to OS 3.1 (problems with the crafting menu)  Done in 0.12
- Armor system Done in 0.13
- System to manage full inventory (maybe a slot where the overdue item goes in and will be deleted after some time) Done in 0.13
- Signs
- Biomes and underworld
- Infinite Worlds
- Spawn eggs
- More

Eventually future features:
- Particles  Done in 0.9
- Fire  Done in 0.10
- Farming  Done in 0.10
- Arrows  Done in 0.10
- Stairs  Done in 0.11
- System that updates progressing stuff (like growing crops) correctly off screen Done in 0.12
- World generator seeds Done in 0.12
- Texturepacks/Mods (yes, actually possible!) Done in 0.13
- Redstone
- Weather
- Boats and Minecarts

Screenshots:

Spoiler For Screenshots:
Main Menu:

Randomly generated world:

Day/Night cycle, Farming, Fire, Lights&Shadows and Skeleton:

Randomly generated caves and ores:

Crafting:

Furnace:


By now the Minecraft2D file is 89KB in size and it has about 6500 lines of code

Current version: 0.13


Current preview version: v1.0 Pre 2 (might contain bugs)
Spoiler For Features:

infinite worlds:
- implemented a new chunk system that generates the world procedually
- chunks are generated


spawneggs:
- spawn mob with [(-)]
- only 1 texture is needed; the individual textures are created via image manipulation


the underworld/nether
- starts at -50 blocks height under a 3 block obsidian layer
=> to get there you'll need a diamond pickaxe (or very much time ;P )
- generated out of netherrack, lava and fire
- ghasts
  - fly around, follow you, shoot you with explosive fireballs
- as useless as the minecraft beta nether used to be ;P


optimizations:
- faster way to draw shadows on "fast" graphics (flickers on color displays for some reason)


code cleanup:
- rewritten crafting implementation (easily moddable now)
- rewritten block updating (easily moddable now)
  - every block can register own updating functions now
  - world updates are now temporarily written into a buffer (using a fancy, metatable-driven catcher/distributor table (not the best way to implement this buffer, but I didn't have to rewrite everything that way :P))
- rewritten water/lava behaviour implementation (actually kind of understandable now)
- rewritten whole block/item system:
  - implemented Block/Item classes, which instanciate all various blocks/items and contain all properties of it
  - game now handles pointers to the block/item objects instead of id numbers (which isn't as memory extensive as i thought)
  - all block/item-related handlers (like "use", "update", etc.) are now owned by the item/block classes
  ==> actually extensible code!


other improvements:
- graphics menu
- improved sky visuals
  - clouds (which are somewhat 3D rendered with light shading (I spend way more time on this than I should have :P))
  - day sky color is now a bit darker but more blue
  - bright stars
- slightly improved inventory navigation on clickpad models
- new splash texts
- leaves now decay without wood nearby


fixes:
- fixed all sorts of saving/loading issues that came with OS updates
- fixed an issue that crashed the game when generating a random world on a calculator that were on standby for a long time
Sorry for language errors :P

Download or here on ticalc.org
VVVVVVV

186
News / Re: Blow nethams in Bomberman Rush!
« on: June 09, 2013, 11:50:46 am »
Sure, but I'd like to make a new Thread about the development, but... where ???
And yes, it really IS a huge project: I have about 60% finished with 2200 lines of code and half a year of work... *.*

187
News / Re: Blow nethams in Bomberman Rush!
« on: April 27, 2013, 05:10:55 pm »
Hi, I am Jens Kolbinger
Well first of all thanks for your nice feedback, it is my first Nspire game ever so that is really important for me!
Now I'll answer some of your questions:

chickendude: Yes, there's nothing more to do than blowing up all the Brick blocks. I intended to add enemies but I had no idea how to make an AI, but I thought the game is fun already without enemies so I just added the stopwatch :P. Maybe I'll make a full Bomberman game some day...

DJ Omnimaga: I'm quite sure the video was made in the emulator because of the offset of the borders of the blocks at simple graphics that's caused by the zoom function of the emulator. I've regularly tested the game on emulator and two Nspire CAS CX OS 3.2 and 3.1

ElementCoder: Which device do you use? On my CAS CX with OS 3.2, the "Textures" mode is even faster than the "simple": "Textures"~10FPS  "Simple"~9FPS. You can increase the FPS a bit by pressing the "-" button a few times. That reduces the time between each frame update.

Now I have a question: How is the performance on other devices? I only had the opportunity to test the game on the CAS CX with OS 3.1 and 3.2.

Thank you for your support and sorry for my english (I am german  ;) )

PS: Btw my next Nspire game will be Minecraft 2D!! I'll upload the first versions sometime somewhere somehow...  ;D

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