- Full compatibility to OS 3.1What's the problem at this time?
Quote- Full compatibility to OS 3.1What's the problem at this time?
I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.Quote- Full compatibility to OS 3.1What's the problem at this time?
This means he doesn't use 3.2 Lua features.
I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.Uh ? You don't need the 3.2 physic engine in order to create great physic.
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
I'm not saying you need the physics engine, I was just curious why it didn't work. I think we shouln't turn this thread into a discussion about this point and keep it about the game :)I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.Uh ? You don't need the 3.2 physic engine in order to create great physic.
I'd say it is only for one that doesn't know how to code one, because oncalc, the Physic engine is really slow.
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...That's unfortunate, I hope you can find a way to fix it.
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...I don't remember any changes in the toolpalette API from 3.1 to 3.2
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...I don't remember any changes in the toolpalette API from 3.1 to 3.2
3) Without any saves the .tns is 29KB. Every save takes about 1-2KB. Btw every world is 200x100 Blocks large (but the code supports larger).Nice work !
@adriweb:
1) Yes, I think the problem is at enable/disable elements on-the-fly, I use that function to sort out items, that needs a crafting table.
2) I'm using this tool: http://hoffa.zzl.org/index.php (http://hoffa.zzl.org/index.php) and it looks like this compresses the images as much as possible
3) Without any saves the .tns is 29KB. Every save takes about 1-2KB. Btw every world is 200x100 Blocks large (but the code supports larger).
@ben_g:
Yes I used the original textures and for the other questions just look at the first post :P
@Augs: Whoops, forgot that... Of course you'll start with nothing, those items were only for debugging! Sorry for that! ::)i don't tried to switch the graphics mode yet... i'll try tomorrow... When i tried i was using a Ti-nspire touchpad OS 3.1
@AlexisVieira: Well thats a shame, have you tried switching the graphics mode with [V]? What device do you use? On my CX with OS 3.2 there's nearly no delay on processing of a keystroke.
PS: Apparently userbars.removedfromgame.com broke down?!Seems like you didn't read this topic (http://this topic). Only the uploader should be down though, previously uploaded images should still work fine.
No, but Jens is right. Whole RFG seems to be down now.PS: Apparently userbars.localhost broke down?!Seems like you didn't read this topic (http://this topic). Only the uploader should be down though, previously uploaded images should still work fine.
Btw. how's the performance on older devices? I only have a CX...
Hi, well it's been a while since the last time I posted somthing here, because I was working on my lua editor, but as you can see in my signature, it is nearly finished, so I'll get back to work on Minecraft soon...
About the clickpad: I haven't thought about it while developing... The best way to make it compatible now is moving the block-selection with the num-pad, I'll do that for the next update.
Btw. how's the performance on older devices? I only have a CX...
@AlexisVieira: Could you possibly send a screenshot so that I can see what I have to improve?
objFallingBlock=class()
function objFallingBlock:create(x,y,i,ID)
...
end
objList[index]=objFallingBlock()
objList[index]:create(bx,by,index,updateBlockID)
objFallingBlock=class()
function objFallingBlock:init(bx, by, index, ub_ID)
...
end
objList[index] = objFallingBlock(bx, by, index, updateBlockID)
since :init(...) is the constructor, made for that :)
@adriweb: Thank you very much for that link!! That's exactly what I needed! :D I'll read it carefully and then try to do some optimizations myself (so better wait to look through the code until the next update!)No problem :) Feel free to ask any questions :)
And about 3.6: I've already read that it will include new API features, is there already some information about the lua part somewhere?Well, there is going to be a 3.6 Lua changelog... so, when the actual public 3.6 OS comes out, we shall see in detail :)
but in 3.6, there may be advanced images APIsBut Jens will still need a fallback option, as Minecraft 2D rightfully strives at being portable across versions of the Nspire OS.
i have an idea for infinity you may or may not like it
we start at a random point (as usual) but we can have infinite world in one direction
it will solve the mixing of different environmental features such as dungeons and caves,etc
great looking game
though i wish can slowly progress for infinite worlds
That's how some other minecraft 2D do it, but it would take twice as much space for the second tileset to distinguish both layers (I already have over 50 for the blocks), it would take twice as much space when you save the world, it would take twice as long to save/load both layers, it would take twice as long to update all visible blocks and in some situations it would take a bit longer to render...
I love this idea. I am new to Omnimaga and I have only been on once before now. I am trying to obtain an Nspire. If I do, Please pm me when this is done! I love the idea for adding mobs. I've played a few Calcraft's and they all sucked. This one looks like it's going to get on my favorites list!You can actually hit the "Notify" button right above this topic, which will give you notifications via e-mail about new messages in this topic. This might be handy for when a new version comes out.
MC2D World Container:Wow, that's clever !
- Import worlds the clipboard
- Export worlds to the clipboard
==> Import a world, send the container to an other Nspire and export it to its Minecraft: that's how you transfer worlds!
On the other hand, you can use MyLib, but I think storing in the clipboard buffer is indeed faster than storing it in a shared string.Uh, that sounds very interesting! Where can I find some information about this?
@adriwed:On the other hand, you can use MyLib, but I think storing in the clipboard buffer is indeed faster than storing it in a shared string.Uh, that sounds very interesting! Where can I find some information about this?
loadstring(math.eval("formulaproextdb\\categories()"))()
I already know from my Script Editor Project that it is possible to import strings from documents in MyLib, but I can't find how to store something in an external document... (I'm sorry if I simply overlooked it; it is a huge code!)Define LibPub a = 42
Define LibPub setA(aa) = Prgm : a := aa : EndPrgm
Doc1\a => 42
Doc1\setA(69)
Doc1\a => 69
Par contre, j'ai noté un bug : les portes disparaissent toutes de l'inventaire dès qu'on utilise une seule ( même si on en a une dizaine ! ), et en plus, elles ne se posent plus, que ça soit sur terre, sable, pierre ou autre !- The doors all disappears of inventory when we use only one of them. Moreover, we can't put them anymore, even on dirt, stone, sand, etc...
I had an idea that I may use for my prog Minecrft (http://www.cemetech.net/forum/viewtopic.php?p=210257), which is this: to have two layers of world, while keeping it 2D. That would be handy for trees, houses, and stuff, though yes, one would often be unable to see themselves on account of the front layer getting in the way. But often, one need not be affected much, as the biome generation would generate the same world, just 2 blocks thick. I think the benefits would outweigh the nonbenefits. Also, are you interested in sharing your liquid-related code with me?
If you want to add a method to export save games or something, you could use the clipboard. Basically, when you want to export, serialize the data in a format that you can put into a string. Copy it to the clipboard and display a message to the user that he needs to open a 'save game' document in order to save. The 'save game' document is something that fetches the data out of the clipboard (and checks if it's valid of course) and stores it to a local variable.
If you want to add a method to export save games or something, you could use the clipboard. Basically, when you want to export, serialize the data in a format that you can put into a string. Copy it to the clipboard and display a message to the user that he needs to open a 'save game' document in order to save. The 'save game' document is something that fetches the data out of the clipboard (and checks if it's valid of course) and stores it to a local variable.
If im not mistaken, its what he did in the first place, look at the previous page.
@Hayleia: Ah, thanks for pointing out, I certainly would have forgotten it! My plan was to upload minecraft 2D to ticalc when it's finished but this is the first contest I'll participate! I'm so excited! :DGreat ! :D
Edit: Ok, file is uploaded and email is sent to [email protected] (?) Now let's hope that it was still in time... when is the deadline?
It's games like this that make me want to get a Nspire. Sadly I have to choose between a 3ds, a nspire and a prime. No easy choice!If you choose Nspire, choose your Nspire so it is Ndlessable ;)
When is the next update Do you think?????Well the next update will be when the author adds enough interesting features to deserve a release, so I don't see the point of asking for an update without precising what exactly you'd like for a feature in that update (for example annoyingcalc said "this needs to be fixed in the next update", not just "update") ???
This is *.* AMAZING *.*
function returnToMenu()
toolpalette.register({})
end
function on.deactivate()
returnToMenu()
end
function on.escapeKey()
returnToMenu()
end
function enableAdvCraft(state)
-- called with state=true when clicked on Crafting Table
-- called with state=false when the player moved or destroyed the Crafting Table
if state then
toolpalette.register(advCraftMenu)
else
toolpalette.register(craftMenu)
end
end
function resumeGame()
-- is called after a new world was generated, a game was loaded or when clicked on "Resume Game"
enableAdvCraft(false)
end
craftMenu={
{"Structures",
{"Torch", translateCraft},
{"Wooden Planks",translateCraft},
{"Sticks",translateCraft},
{"Crafting Table", translateCraft},
{"Wool", translateCraft}
}
}
advCraftMenu={
{"Structures",
{"Torch", translateCraft},
{"Wooden Planks",translateCraft},
{"Sticks",translateCraft},
{"Crafting Table", translateCraft},
{"Chest", translateCraft},
{"Furnace", translateCraft},
{"Bed", translateCraft},
{"Ladder", translateCraft},
{"Door", translateCraft},
{"Wood Stairs", translateCraft},
{"Stone Stairs", translateCraft},
{"Wool", translateCraft}
},
{"Pickaxes and Shovels",
{"Wooden Pickaxe", translateCraft},
{"Stone Pickaxe", translateCraft},
{"Iron Pickaxe", translateCraft},
{"Gold Pickaxe", translateCraft},
{"Diamond Pickaxe", translateCraft},
{"Wooden Shovel", translateCraft},
{"Stone Shovel", translateCraft},
{"Iron Shovel", translateCraft},
{"Gold Shovel", translateCraft},
{"Diamond Shovel", translateCraft},
},
{"Axes",
{"Wooden Axe", translateCraft},
{"Stone Axe", translateCraft},
{"Iron Axe", translateCraft},
{"Gold Axe", translateCraft},
{"Diamond Axe", translateCraft},
},
{"Weapons",
{"Wooden Sword", translateCraft},
{"Stone Sword", translateCraft},
{"Iron Sword", translateCraft},
{"Gold Sword", translateCraft},
{"Diamond Sword", translateCraft},
{"Bow", translateCraft},
{"Arrow", translateCraft},
{"Flint and Steel", translateCraft},
{"TNT", translateCraft}
},
{"Farming",
{"Bread", translateCraft},
{"Bone Meal", translateCraft},
{"Bucket", translateCraft},
{"Wooden Hoe", translateCraft},
{"Stone Hoe", translateCraft},
{"Iron Hoe", translateCraft},
{"Gold Hoe", translateCraft},
{"Diamond Hoe", translateCraft}
}
}
function on.create()
toolpalette.register({})
end
Here is the simplyfied code of the menu, maybe someone else can find the problem:
So, I've been monitoring this thread for a while, and I'd like to say this:
Jens: You rock. Making a 2D minecraft is no small task, and making a great 2D minecraft is, in fact, a rather large and daunting task. You did it though, and it is amazing. This is one of the many reasons I want an Nspire. Thank you.
^^ Same here, except wanting the Nspire, I'm pretty comfortable with the +C! Once again, you rock!That reminds me, I wonder if a 84+C version of Minecraft 2D would be possible? My only worry is about how worlds would be stored when loaded, since there's only 128 KB of RAM.
Thanks! :D
@annoyingcalc & DJ Omnimaga: Yes, I think I finally fixed it for 0.12: Now I only register the full crafting menu once during initialization and then enable/disable elements of it as needed! But as always I can't guarantee it because I have no Nspire with OS 3.1 ;)
hay. i havn't heared any thing latly is this program still up/running?Last update is one week old, is that your definition of "lately" ?
@Piguy-3.14: Wow, thanks for the encouragement! :) Well, "final version" was probably the wrong expression; I meant v1.0, which means that it includes all initially planned features. When v1.0 is finished, I'll try to do some crazy stuff like infinite worlds, redstone, 2 layer system, dimensions, minecarts etc. But all of those features would take a very long time to develop and debug, so I want to finish all basic features first; but I think infinite worlds and redstone will be the first features I'll try to realize then ;)
I can't say yet how long I will continue working on MC2D and Nspire projects in general, because in 1 year I'll have finished high school and I intend to proceed to PC game/app development sometime...
And about the furnace bug: Yes, that was a stupid typo in the code which I fixed in v0.12.2, which I should have already uploaded if I wasn't that lazy... I'll do that soon :P
Can you eventually add more monsters like spiders? and what about the nether?Yes, I think I'll create spiders for v0.13 and as I said to Piguy-3.14 dimensions such as the nether would be a post v1.0 feature
If you do attempt infinite worlds, there should be an option to have a limited world as well, i kind of like it, and it would probably have a lot less lag.Yes, I'd keep the option of a finite world. I think the mapsize wouldn't affect the performance much; the engine is built to handle very large worlds; the lag is only because the Nspire LUA is so slow at drawing, but v0.13's fast graphic mode will be really fast (but only at moving the cursor ;)). But I'm a bit worried about the maximum length of a saveable string and the clipboard buffer... a large world already has about 17000 characters!
Thanks for quick reply, when do you estimate to release the update?v0.12.2 now :P And v0.13 will take a while... I guess I'll take about a month
That's awesome but I'm sad because you don't work at all on Jen's Script editor :(, there's so much to do and fix on it :(
Was crafting in 3.1 ever fixed? You should just have the gui show up for crafting and be able to scroll though them with arrow keys.yes it was fixed in v0.12 (I think).
jens made one menu with all commands, the crafting table ones are only activated after activating the table :DWas crafting in 3.1 ever fixed? You should just have the gui show up for crafting and be able to scroll though them with arrow keys.yes it was fixed in v0.12 (I think).
- Why are my saplings disappearing? Can they only grow on grass? Why do they dissapear even when they're on grass?
- Will movement items be added (like Terraria)? I know you're trying to be MC in 2D, but without that 3rd dimension, moving around without hooks/larger jumps is annoying. (Especially on those 2-high hill things. I don't want to destroy it, but I can't get around if I don't!)
- Why do mob spawners disrespect light levels completely? I could get it if they required a light level within 2 blocks of a torch, but making them only stoppable by blocking off/destroying is annoying.
- Why are the checks for hostile light level at spawn at head level? (Just curious about this one.)
Was crafting in 3.1 ever fixed? You should just have the gui show up for crafting and be able to scroll though them with arrow keys.Yep it was fixed in v0.12
yay. i cant wait!!!!same here bud :D
And by the way: v0.13 is mostly finished, I estimate that the release date will be around end of this month :)is it not the end of the month?
Could you please post, create and/or link some sort of list of mods for the game? Thanks :D And btw I love the game, it has almost all of the regular features of minecraft, even with texture packs and mods, and reminds me of the good old days (Minecraft Alpha-Beta)Hi, well since I haven't implemented the planned modding API yet, it would be pretty exhausting to make a mod that actually modifies game mechanics, which is why there aren't any really any mods for MC2D other than the included ocdpack and CinusMinus' resourcepack converter (https://www.omnimaga.org/ti-nspire-projects/minecraft-2d-for-ti-nspire/msg381718/#msg381718).
Jens_K are you working on it right now ? ???Yep, I was just recently contacted by my former alpha-tester again, who got me to do a major rewrite on the awfully written old code, to make it readable and modifyable. I'm also experimenting with some cool stuff like perlin noise generation and chunk management, to make infinite worlds possible. But I'm not sure about how much time I can invest in this project, as I'm now studying on a university and doing serious business :P
Jens_K are you working on it right now ? ???Yep, I was just recently contacted by my former alpha-tester again, who got me to do a major rewrite on the awfully written old code, to make it readable and modifyable. I'm also experimenting with some cool stuff like perlin noise generation and chunk management, to make infinite worlds possible. But I'm not sure about how much time I can invest in this project, as I'm now studying on a university and doing serious business :P
So just out of interest: Who's still around here and freaking hyped for a possible new update?! No one? Huh... well then who's still around here anyways?
So just out of interest: Who's still around here and freaking hyped for a possible new update?! No one? Huh... well then who's still around here anyways?
Omnimaga is practically dead. :(
Not really dead. Most of the staff just have very busy lives. That said, please just stick to continuing the conversation instead of asking people to post on other sites instead of this one.
I created this account just to say please keep updating this game as I love it and would hate to see such a great game go to wasteHi!
Hello, where can we find mods ?The only way you can is if you modify the game yourself.
How can I make a mod?as far as i know, the mod loader can only change vars
To Jens_K that made this thing:
I installed your new version and started playing it. About 20 minutes later this appeared:
Error
Page 1.1 has encountered an error.
Please contact the author with the following information.
Line 2504:
bad argument #2 to 'random' (interval is empty)
How about that? Was this a me problem or what?