Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: Jens_K on June 09, 2013, 02:12:10 pm

Title: Minecraft 2D for TI-Nspire
Post by: Jens_K 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:
(http://www.ticalc.org/archives/files/ss/850/85074.gif)
Spoiler For Screenshots:
Main Menu:
(http://www.omnimaga.org/index.php?action=dlattach;topic=19054.0;attach=16589;image)
Randomly generated world:
(http://www.ticalc.org/archives/files/ss/849/84963.gif)
Day/Night cycle, Farming, Fire, Lights&Shadows and Skeleton:
(http://www.ticalc.org/archives/files/ss/849/84961.gif)
Randomly generated caves and ores:
(http://imageshack.us/a/img541/4752/09062013bildschirm011.jpg)
Crafting:
(http://imageshack.us/a/img51/6753/09062013bildschirm005.jpg)
Furnace:
(http://www.ticalc.org/archives/files/ss/849/84962.gif)

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 (http://www.ticalc.org/archives/files/fileinfo/457/45729.html)
VVVVVVV
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on June 09, 2013, 02:16:02 pm
Now this is one hell of a good looking game o.o I can't wait to test this out! Many, many diamonds to you sir. I have a feeling we can expect great things from you in the future :)

Quote
- Full compatibility to OS 3.1
What's the problem at this time?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on June 09, 2013, 02:21:56 pm
Quote
- Full compatibility to OS 3.1
What's the problem at this time?

This means he doesn't use 3.2 Lua features.


On the other hand, I'm wondering how much it weight.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K 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...
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on June 09, 2013, 02:23:28 pm
Quote
- Full compatibility to OS 3.1
What'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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 09, 2013, 02:25:46 pm
Wow this one is the Minecraft clone that is the closest to original Minecraft look as possible that I've seen so far (even the menu). Most others used custom tiles. The only thing I would probably change is making the water and daytime sky slightly darker. Oh and I like the shading idea so far, since you don't have to use like an extra full set of tiles, just display a checkered pattern over the regular tiles. :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on June 09, 2013, 02:35:03 pm
Wow, that does look pretty awesome! I wish i had a nspire to play minecraft :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K 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 >:(
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on June 09, 2013, 02:37:55 pm
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K 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
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on June 09, 2013, 02:43:24 pm
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.
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 :)
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on June 09, 2013, 02:47:29 pm
That is one awesome lookin' game ! I'll be sure to download it when you release it ! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on June 09, 2013, 02:47:35 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...
I don't remember any changes in the toolpalette API from 3.1 to 3.2
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on June 09, 2013, 03:29:21 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...
I don't remember any changes in the toolpalette API from 3.1 to 3.2

Well, now (3.2), you can enable/disable elements on-the-fly, or something like that.

Anyway, good job, it really looks awesome.

I suggest you to compress your sprites using Jim's tool (http://bwns.be/jim/sprite.html) (load the string, alpha-ize it if needed, save it again), if it's not already done :)

Also, same question as Levak : what's the size of the .tns ?
Title: Re: Minecraft 2D for TI-Nspire
Post by: ben_g on June 09, 2013, 03:52:32 pm
It looks cool. Did you copy the textures for the original game of did you remake them very well?

Does it have/do you plan to add working tnt?

Maybe I should pick my minecraft project up again too...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 09, 2013, 03:52:34 pm
@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
Title: Re: Minecraft 2D for TI-Nspire
Post by: Stefan Bauwens on June 09, 2013, 04:10:21 pm
It looks awesome. Can't wait for a moving screenie/video.

I wish you the best of luck with this and hope you finish. I myself started once on the same project for the 89 but I didn't continue.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Augs on June 09, 2013, 05:52:38 pm
I am glad to see this.

After the freeze of Ncraft(Possibly even dead), it's nice to see some kind of minecraft.

Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonius7 on June 10, 2013, 07:44:29 am
Impressive graphics so far. I really like the crafting/furnace/inventory interface looks almost like the original one!
Thanks for giving the rest of us inspiration.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on June 10, 2013, 08:22:56 am
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 !
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 10, 2013, 06:35:57 pm
The size seems quite small. I guess you could eventually add much larger worlds and features. By the way, how well does it handle incredibly large stashes of falling sand?
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on June 11, 2013, 04:09:37 pm
:O :o That's na impressive job :0 i hope that you can make it compatible with the black/white nspires. maybe you will need to change the textures for that... i hope i can test it soon
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 11, 2013, 06:03:10 pm
For the old Nspires, maybe there could be an option in the menu letting people switching between two different tile set, where one of them would have a much brighter contrast, allowing the game to be easier to play on grayscale models.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on June 11, 2013, 06:39:51 pm
yes, or even caracters on the textures... a Diamond can use a texture with a "D", the stone na "S"...
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 11, 2013, 06:49:38 pm
That could be a 3rd option, but I doubt many people will be willing to play an ASCII-art-based game on a 150-240 MHz calculator :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: Spyro543 on June 11, 2013, 09:59:33 pm
Wow that is nice!!! :O Certainly beats MClite... I might have to ask you for help on block placing and crafting :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 12, 2013, 11:25:38 am
Thank you all for your encouragement, that really supports me and makes me confident to complete this huge project! :D
I'm making great progress with the saving system and I'm sure, I can upload the current version soon.
I like the idea of a non CX version, but I don't think both have to be in 1 file to change them while playing... maybe 2 files with diffenrent tile set?
@DJ Omnimaga: Sure, I think I'll do it like in the Alpha versions of Minecraft: you can choose different world sizes. How many Blocks do you think a Nspire could keep in the RAM if every block is saved as a Integer between 0 and 300 in a 2 dimensional table? Don't worry about the performance, by now, only the visible blocks get updated (except furnaces).
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 12, 2013, 01:09:00 pm
 :hyper: :hyper: :hyper: :hyper: WOOOOOHOOOOOOO!!!!!!!! :hyper: :hyper: :hyper: :hyper:
I'M FINISHED!!! Everything works fine now! I am sure there are several bugs but idc, i just want to upload it NOW! But where can I upload it? Does ticalc.org accept frequent updates?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Hayleia on June 12, 2013, 01:25:13 pm
The problem with ticalc is the waiting between the time you upload your file and the time it is being approved. Of course, you still should upload it to ticalc.org, but you can also attach a file to one of your posts (preferably the first post of this topic so the file can be found easily) so we can access it without waiting for it to be approved.

Also, there is an "edit" button to edit posts so people don't double post all the time. Double posting is allowed if your new post is 6 hours or so (or maybe one full day) after your previous post, or if you make an update. I guess this time it is okay since you made an update, but I was just telling you in case you didn't know.
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on June 12, 2013, 01:33:02 pm
/me has a smiley seizure
Yeah just upload it to ticalc or attacht it to your post :) I can't wait to test this out on my calc!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 12, 2013, 01:45:39 pm
Ok, link on first post! :D As I said, there will be several bugs, report them here or send a email to [email protected]
Title: Re: Minecraft 2D for TI-Nspire
Post by: Spenceboy98 on June 12, 2013, 03:12:56 pm
@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

Where did you get your textures(I've looked but could never find them)?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 12, 2013, 03:22:57 pm
Thy are in the minecraft.jar . You can open the minecraft.jar with WinRAR and copy them out.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Augs on June 12, 2013, 05:40:15 pm
Suggestion: You start with nothing.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on June 12, 2013, 06:07:12 pm
it's too slow on my nspire... (touchpad)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 13, 2013, 07:54:18 am
@Augs: Whoops, forgot that... Of course you'll start with nothing, those items were only for debugging! Sorry for that! ::)
@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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on June 13, 2013, 01:54:03 pm
There is indeed no delay in processing a keystroke. I tested it on my CX (nlaunched to CX CAS) and it works like a charm. The character does take some time to respond when jumping or falling, but not in a way that is annoying in my opinion. I'm having good fun playing this :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on June 13, 2013, 04:50:22 pm
Same here. :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on June 13, 2013, 06:03:50 pm
@Augs: Whoops, forgot that... Of course you'll start with nothing, those items were only for debugging! Sorry for that! ::)
@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.
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
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 13, 2013, 10:55:45 pm
I didn't have time to play this, but could anyone remind me of what is the difference between both graphics mode? Is the texture resolution lower on one of them, for example?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 14, 2013, 01:15:27 am
The only difference is at the itembar: Use Textures for the slots or dark grey rectangles and enables/disables shadows of the item numbers.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 14, 2013, 01:52:30 am
Ah I see. Thanks for the clarification. I guess it won't impact the visuals much, though, since the important part are the terrain graphics not looking like Atari 2600 material. :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on June 14, 2013, 03:14:59 am
Lol. ;D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on June 14, 2013, 04:43:38 am
First, congratulations, I just tested and it is great.
Really, well done :)

I have some feedback about the coding, though :
You may want to take a look at what you can do with some more advanced lua coding techniques, for example :
- http://inspired-lua.org/index.php/2013/05/a-new-smarter-way-to-create-a-screen-manager/
- http://inspired-lua.org/index.php/2013/05/how-to-add-your-own-functions-to-gc/

It can greatly simplify your code :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 14, 2013, 10:39:44 am
@adriweb: I started programming ~3 years ago and this is one of my first LUA projects ever, it's probably the biggest project I started yet. I still have much to learn so thank you for the links. As I said I'll clean up the code someday and I'll take your tipp into account! 
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on June 15, 2013, 11:08:27 pm
Props to Jens_K this is a very good game, from what I have seen.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 18, 2013, 02:08:29 am
Wow I didn't notice there was a download link (I am used to check the latest posts for such update rather than the first post, but I guess having it in the first post makes it easier to find :P). I gotta try this as soon as I have some time. This is easily gonna land on the Omnimaga front page as news someday, though (perhaps ticalc.org as well if it gets completed and uploaded there).

Good luck for adding the new features :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Keoni29 on June 18, 2013, 02:35:53 am
Can you make a video for those who don't own an Nspire?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on June 18, 2013, 08:26:42 am
@annoyingcalc and @DJ Omnimaga: Thanks, right now I'm fixing bugs (there was a severe bug in the save function) and I'm making good progress with the Import/Export functions :D Maybe I can finish and upload it before a 1 week trip to hamburg next week...
@Keoni29: I'll make a video when it's finished, maybe someone else makes a video by then.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on July 10, 2013, 05:16:30 pm
Hi,
sorry, that there was no update lately... I've been busy with my latest project, a on-calc skript editor: http://ourl.ca/19194 (http://ourl.ca/19194)
I'll upload a smaller update with bugfixes, improvements'n'stuff soon.
Stay tuned!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on July 12, 2013, 10:17:51 am
Ok, the updated file is now attached on the first post! But as i said there are only bugfixes and new items yet (and some other improvements)

PS: Apparently userbars.removedfromgame.com broke down?!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Hayleia on July 12, 2013, 12:15:22 pm
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Stefan Bauwens on July 13, 2013, 02:35:47 pm
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.
No, but Jens is right. Whole RFG seems to be down now.
Title: Re: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on July 14, 2013, 12:21:37 am
Yeah true. You might want to use img.omnimaga.org for now.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonius7 on July 21, 2013, 03:34:15 am
I'm trying it on an emulator at the moment because my current Clickpad is out of batteries (I really should get a CX), but how do you move the box outline that indicates where you place/break a block? I can only interact with blocks to the right of the player's head.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on July 21, 2013, 04:26:09 am
Normally you'd do that with the touchpad. On the computer software you can use your mouse. On a clickpad I don't know. :/
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonius7 on July 21, 2013, 06:50:06 am
I worked it out. Emulating on a CX, the touchpad was enabled somewhat awkwardly with the diagonal keys, which are not marked.
I've had limited experience with an actual touchpad but I remember it would be similar to a laptop touchpad, on top of the arrow keys. How's the user experience though? Imagining it sounds like it might take a bit getting used to have good control.

On a clickpad, emulating, I can confirm it does not work. On a physical clickpad I would think some similar result.
I really want a CX now...
Title: Re: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on July 21, 2013, 06:28:39 pm
Yeah I had similar issues in the emulator with the touchpad not responding, at least in Minecraft 2D and chockosta's nCraft
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonius7 on July 21, 2013, 08:58:54 pm
It's a little awkward controlling on the emulator, but here are the buttons to control the block placement/breaking with a touchpad, which is moved like a mouse pointer.
On a clickpad these do not work at all, since the directional movement and the 4 arrow keys are together on a real clickpad.

:D :D :D Post number 1800! :D :D :D

It's been a long while since my post count crossed into the next 100s of posts
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on July 24, 2013, 05:09:13 pm
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...
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on July 24, 2013, 08:53:58 pm
I hope to see a new release soon :). As for older devices, I sadly didn't have time to test on them, though.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on July 31, 2013, 10:39:24 am
Btw. how's the performance on older devices? I only have a CX...

on my ti-nspire touchpad it  works more or less nicely... but the textures are a problem
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonius7 on August 04, 2013, 10:15:09 am
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...

That would be the logical solution, but isn't the numpad already taken up by the item hotbar? (1-9)?
I thought of another idea, though I'm not sure how it would work practically. Have the user hold down shift or control to move the block selector around, and when it is not pressed, instead move the character. That is for clickpad.
I didn't realise these differences in Touchpad and Clickpad as well until these great projects of yours, Jens_K!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on August 16, 2013, 03:50:21 pm
Hay, I just finished a big part of the next updates: The basic npc "engine" is finished now :D
It includes sheeps, pigs, cows, chicken and zombies and this is how it looks right now:
(http://imageshack.us/a/img194/6839/8ma.png)(http://imageshack.us/a/img542/875/hu7.png)
But I still have some feature left I want to include in this update, so it may takes some days until I upload it, I just wanted to show that I'm still working on it ::)

@Jonius7: Unfortunately it's not possible to detect if a button is pressed or not, there are only functions which are fired when a button is pressed down, but there's not even a function like this for the ctrl/shift keys. I think the numpad is still the best option for clickpad models. About the item selection: you can switch the selected item via the +/- keys, but I noticed that is impractical for clickpad models so I could add the same functions to other keys (maybe the w/, keys ?).

@AlexisVieira: Could you possibly send a screenshot so that I can see what I have to improve?
Title: Re: Minecraft 2D for TI-Nspire
Post by: stevon8ter on August 16, 2013, 03:54:41 pm
Omg that's just beautifull :o
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on August 16, 2013, 03:56:20 pm
That update looks great, pretty impresive work you've done with this project. Maybe Alexis means a grayscale touchpad? I can see where that could cause problems.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jim Bauwens on August 16, 2013, 04:15:08 pm
There are events for the tab and esc keys, so maybe you could use those.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlexisVieira on August 17, 2013, 05:58:51 pm
@AlexisVieira: Could you possibly send a screenshot so that I can see what I have to improve?

Yes, I can.
BTW: that is the 0.7.2 version
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on August 17, 2013, 06:31:35 pm
Thanks, I see, the most is ok, but the shadow texture doesn't look right, but I have no idea why... Does anyone have an idea? Shadow texture attached.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on August 17, 2013, 10:30:28 pm
Does the GS version use the same sprite data btw or do you choose?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on August 18, 2013, 12:12:38 pm
There's no difference between the different nspire models yet.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on August 25, 2013, 04:16:20 pm
!!!Update!!!
Version 0.8 is now attached to first post

New features:
- mobs:
  - passive animals: pigs, cows, sheep and chicken:
    - they only spawn on grass at daytime
    - they move around randomly
  - aggressive zombies:
    - they spawn at night and in shadow but not in the range of a torch
    - they will run towards you and attack you (if you aren't too far away)
    - they burn in the sun
  - they can swim, drown, and take damage from falling and lava
  - click on mobs to attack them and they'll give you items
  - they despawn if you are too far away
  - they won't be saved yet
- doors:
  - click with [(-)] on them to open/close them
- beds:
  - click with [(-)] on them to sleep
  - it must be at night and the bed must be in the range of a torch to sleep
- weapons:
  - use them to effectively attack mobs
- worldsize selection:
  - you can now select small(100x100), normal(200x100) or large(400x100)

Improvements:
- you can now select blocks via the numpad (for clickpad models)
- you can now control nearly everything with a clickpad nspire
- extremely fast blockselection in fast graphic mode (toggle with [v]) via partially frame updates
- rendering nights is now much faster
- improved graphics
- various bugfixes

Please read the controls.txt, the ingame help is not complete yet!

PS: I don't know if there are still problems on greyscale models, I changed very much on the game and the textures!
Title: Re: Minecraft 2D for TI-Nspire
Post by: AssemblyBandit on August 25, 2013, 11:21:02 pm
Looks awesome!
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on August 26, 2013, 03:07:09 am
Wow awesome update thank you Jens !
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on August 27, 2013, 01:22:24 am
Wow, glad to see mobs are now in! This is truly gonna become a real Minecraft game, just in 2D. Good job! :thumbsup:
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 01, 2013, 09:28:18 pm
Wow, it looks great! Much better than nCraft even though it is in 2D. I cant wait to try it out!  :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on October 05, 2013, 04:52:46 pm
Did anyone here realize  version 0.9 was just put up for download today? (look on the first page)?
(without any info about its release)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 05, 2013, 05:03:50 pm
!!!Explosive Update!!!
Version 0.9 is now attached to first post!

Spoiler For screenshots:
(http://imageshack.us/a/img826/5898/xpv9.png)(http://imageshack.us/a/img547/3213/piri.png)
(http://imageshack.us/a/img546/7489/ghtt.png)(http://imageshack.us/a/img853/4355/41vn.png)
(http://imageshack.us/a/img14/5918/7h18.png)(http://imageshack.us/a/img689/219/xa81.png)

New features:
- EXPLOSIONS!:
  - destroy surrounding blocks which have a 25% chance to drop its item
  - processed as "explosion rays" ==> harder blocks can protect weaker ones behind them
  - harms mobs and the player
  - uneffective in water
  - leave fancy particles on fancy graphics mode
  - activate TNT
  - TNT:
    - craftable with 5 sand and 4 gunpowder
    - ignite it with [(-)]
    - activated TNT falls down and flashes
  - creepers:
    - they activate themself if they are in a 1-block-radius to the player
    - they flashe and explode
    - you can escape them and they don't explode if you get out of their explosion radius
    - they drop gunpowder

Improvements:
- improved performance: intelligent screen update system: the game tries to update the screen when you move so it wont lag while moving
- improved graphics:
  - stars at nightsky
  - the void underneath the bedrock is now black
  - better inventory GUI for clickpad models
  - debug information now only visible in the secret debug mode
  - block selection frame is now blue on interactive blocks and green on yourself if you have food selected in the itembar
  - small indicator on the top right corner which indicates the advanced crafting menu
- improved gameplay:
  - if you started a game as "creative" you can switch the gamemode with [m]
  - better creative inventory
  - less caves (less ragged surfaces and undergrounds)
  - more item drag'n'drop features with the + and - keys (too much ways to use to write here :P)
  - improved spawn logic:
    - mobs won't spawn in you
    - the probability to spawn a mob now depends on the amount of possible spots on the screen
  - crafting menu should now be visible on every OS
- the game automaticly selects fast graphic mode on grayscale devices
- slightly improved save format
- various bugfixes and other improvements

Why did it take such a long time for this small update? School started again! Sorry for that...
PS: I added a "eventually future features" section to the first post; all of them would be much work to implement so please tell me which I should work on :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 05, 2013, 05:05:08 pm
@annoyingcalc: Ha, you were just too fast for me ^^

Edit: About the OS 3.1 bug: If you mean the crafting menu then yes, I think so...
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on October 05, 2013, 05:09:23 pm
Did you fix the bugs in OS 3.1?
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on October 05, 2013, 09:35:34 pm
In OS 3.1 I still cannot seem to be able to open the crafting menu
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on October 06, 2013, 03:16:17 am
yaaay, explosives, let's cause everything to explode! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 06, 2013, 06:00:38 pm
I think farming is probably the most important of the "enventually future features" followed by fire and redstone. Also ive been having a problem. If i trap an animal, go away and come back, it disappears. Could you fix this?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 07, 2013, 12:18:25 pm
@annoyingcalc: Well damn. I'll try to fix it for the next update but I can not promise anything here
@LDStudios: Yes, that's because every mob despawns if it's more than 15 away from you... I'll try do make a better despawn logic here :)
After playing around a bit with fire in Minecraft I can say it's pretty easy to implement so I'm sure it will be in the next Update! Farming will be a bit more complicated but I'll try to finish it for the next Update. And redstone... I've a feeling that this will take another year of development  ;D
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on October 07, 2013, 12:23:42 pm
I'll try to install this on a real calc when I have some time. :) (I was busy with 84+CSE and HP Prime stuff, then got sick)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on October 07, 2013, 01:11:55 pm
Well, you could make it so that animals are generated with the map and cannot spawn afterwards. Then just make it so that they are saved and restored to /from a table. ;)
That's how minecraft itself works.
Title: Re: Minecraft 2D for TI-Nspire
Post by: ElementCoder on October 07, 2013, 01:14:53 pm
Can't these things be combined? Let the generate and also store them in a table for later reference (chunk unloading perhaps if far enough, if you're doing that).
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 09, 2013, 03:14:36 pm
I think finite Animals wouldn't be that useful in this 2D version because the world is finite and you can't breed animals yet, so if you'd have killed all animals, you couldn't get wool or leather anymore. I think the spawn mechanic could work like this: animals spawn until there are 20 animals (depending on mapsize) overall. If you kill some, new could spawn. I think monsters can spawn/despawn as they do right now (or would anyone like to have a pet creeper? ;)) I'll work on a mob store/restore system too

Btw the farming feature wasn't as complicated as I thought; I've nearly finished it :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 09, 2013, 06:00:04 pm
I enjoy this game way to much  :P Hopefully trees will be growable soon so you dont simply run out of wood after the first few day/night cycles.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 09, 2013, 06:24:14 pm
@LDStudio: They are, just place a sapling on Grass and wait a bit! ;) Just look for some Minecraft Tutorials; I'm trying to keep everything as close as possible to the real Minecraft so the most should work :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: zeldaking on October 09, 2013, 06:28:51 pm
This looks great! I will try it out tonight. Have you considered making a Terraria clone? Since that is in 2D, while minecraft is 3D.
Great work!
What programming language did you use to make this? I want to program for the nspire.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 09, 2013, 06:35:53 pm
@zeldaking: Thanks! :) It's written in Lua (better don't look at my code, I think it's horribly written) And yeah, maybe Terraria would've been better to port to nspire, but I don't own a copy of it :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 10, 2013, 06:06:50 pm
Hmm I tried growing a sapling, but no luck after probably about 10 day/night cycles. Perhaps it is a minor glitch?
Anyways I had some fun with the code today. The zombies are cute when theyre pink  :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 10, 2013, 09:00:37 pm
@LDStudio: Lol, I wish I could see what you did there ^^ But I just tested the saplings and they work as they sould do. There are some things you should mind:
- saplings must be placed on dirt or grass
- there must be a 4 block high space above them
- they only grow if they are on screen (global update would take too much performance :/)
- every 0.3 seconds they have a 1/2000 chance to grow
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 10, 2013, 09:09:29 pm
Ahh I wasnt keeping them on the screen very long. Thanks for that information  :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Vijfhoek on October 11, 2013, 10:00:32 am
Could someone make/link a YouTube video of it? I don't own a CX, but I am curious :P
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 11, 2013, 10:04:08 am
@Vijfhoek: I'll make a video when it's finished, maybe someone else makes a video by then.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on October 12, 2013, 08:24:50 am
Lol you have to work on the mob spawning :p
I built an beautiful house and a creeper spawned in.
And then... BOOOOOMM
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 12, 2013, 08:29:17 am
Well don't forget the Torches ;) They will still spawn in small shadows, but the propability is now lower, but you just gave me an idea here... Expect another update on the spawning algorithm!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Vijfhoek on October 12, 2013, 08:32:13 am
In real Minecraft, mobs only spawn more than 24 blocks away from you - I guess you can implement something similar?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on October 12, 2013, 09:14:32 am
Aggressive mobs also won't spawn at all in a light level that's > half of the maximum.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 12, 2013, 09:56:43 am
@Vijfhoek & Streetwalker: You're right, I've just read the "spawn" section in the minecraftwiki and it seems to be a bit different than I thought. The group-spawning seems to be a bit too much for only 2 dimensions but I'll implement that maximum constant for monsters/animals. Expect major changes in the spawning and mob management mechanics! That means more time for calculations and that means lag spike but I think I can avoid that by splitting block and mob updates to different ticks

Edit: I have a question:
Should you be able to walk through trees (as you'd be walking in front of them)?

Btw I've finished fire! I think it's very similar to the real minecraft but it would be very easy to adjust combustibility of different materials, speed, spreaing and self-extinguishing!
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on October 12, 2013, 02:18:53 pm
Yes i think would be a great idea.
It's annoying to be forced to break a tree :p
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 12, 2013, 02:51:10 pm
Ok, here is the new mob logic:
- while generating the world, each grassblock has a 1/10 chance to spawn an animal on top of it
- animals won't despawn
- every second the game checks how much animals and monsters there are
  - if there are less than 15 monsters around, the game trys to spawn a monster with the propability of (amount of monsters/20)
  - elseif there are less then worldwidth*0.1 of animals, there is a 50% chance to try to spawn an animal
  - then the game searches for good spawning spots for the selected mob type
  - the selected mob will spawn with a chance of (amount of good spots/20)
  - aggressive mobs won't spawn in a 5x5 block square around the player (monsters don't see and follow the player if he's more than 5 blocks away from them)
- aggressive mobs will despawn if they are more than 20 blocks away from him
- mobs will only update (move, take damage etc.) if they are on screen

Any suggestions are welcome!
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 13, 2013, 04:48:23 pm
Sounds good, I cant wait for this update  :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: jh0421 on October 14, 2013, 03:17:34 pm
Hi everyone!
Jens, this looks amazing so far; congrats on the progress! The mob logic seems good, though I'm happy so long as I'm not surrounded by creepers :P
Also, I was wondering, would buckets be implement-able? Although, a source/nonsource distinction for water and lava would probably have to be made so that the whole world doesn't accidentally flood...
Anyways, good job!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 14, 2013, 05:23:06 pm
@jh0421: Welcome to omnimaga! I am very honoured to be the first to welcome a new member! If I had any peanuts I'd give some to you :P
About the bucket: yes that's one major problem I have right now, I think I'll have to rewrite the whole liquids part for that bucket...

And there's still the question to all: Should you be able to walk through trees? The trees would give you wood which you can use to build and walk on!
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 14, 2013, 05:44:46 pm
Slightly confused...so you can walk through trees but not through the wood you collect from them? Either way I think itd be fine not walking through trees, im going to cut them down anyways so it doesnt really effect me.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 14, 2013, 07:10:22 pm
@LDStudios: Yes, that's the idea. I'm not sure if that would be good or not, so I'll just collect some answers...
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 14, 2013, 07:13:20 pm
I think that if you can go through trees, you should be able to go through plain wood, just my opinion. And that gives an additional purpose to crafting wooden planks right?
Title: Re: Minecraft 2D for TI-Nspire
Post by: jh0421 on October 14, 2013, 09:19:55 pm
Chiming in, I think it makes sense for players to be able to go through trees. I for one would enjoy a relaxing forest in the background :D

@LDStudios - My opinion, but I think plain wood should still be available to build with; I've always wanted to live in a big tree! Looks cool, anyways.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on October 14, 2013, 10:19:52 pm
COnsidering most NES/SNES games lets you go through trees, I guess in a 2D Minecraft it might be best to do the same. On the other hand, I don't think you should allow people to fall through the leaves. You could possibly make it so that you can jump through leaves but not fall through the top of the tree, like some platforms in Super Mario games.
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on October 15, 2013, 08:01:55 am
^I second that  :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 15, 2013, 09:42:58 am
Yep, I like that idea too, it will be a bit complicated to realise but I think it's the most agreeable option for trees :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Vijfhoek on October 15, 2013, 10:11:18 am
What about being able to place all blocks on two layers: A background layer and a foreground layer?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 15, 2013, 10:18:57 am
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 ~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...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on October 20, 2013, 11:32:36 am
!!!Huge Update!!!
Version 0.10 is now attached to the first post!

New Features:
- Farming:
  - Hoes
    - use on dirt/grass with [(-)]
    - turns dirt/grass into farmland
    - if used on grass there is a chance of dropping seeds
  - Farmland
    - hydrated if in horizontal range of 4 blocks to waterblock
    - changes to dirt if not hydrated for some time
    - jumping on it destroys it!
  - crops
    - place on farmland by pressing [(-)]
    - growing speed depends on whether the farmblock is hydrated and light
  - Bread
  - buckets are planned for the next version, use lakes for now!

- Bone Meal:
  - apply with [(-)]
  - skips 1-6 stages of affected crop
  - used on saplings, they'll grow with a chance of 2/3

- Gravel:
  - drops flint with a 10% chance

- Flint and steel
  - place fire with [(-)] next to a flammable block

- Fire:
  - spreads, destroys and extinguishes
  - Harms Mobs and player
  - ignites TNT
  - lava randomly sets fire to near flammable blocks

- Bow and arrows:
  - aim with block selection frame
  - shoot with [(-)]
  - arrows harm mobs
  - physics!
  - arrows get stuck in solid blocks
  - arrows, shot by the player, are recollectable

- Mobs:
  - new mob spawning logic (http://ourl.ca/19054/363499)
  - skeletons:
    - they shoot arrows
    - they burn in the sun
    - drop bones, arrows and rarely bows
  - zombies drop strings (no spiders yet...)

- Trees (experimental!):
  - you can now walk through them
  - you can't fall through leaves
  - tree trunks drop normal, solid wood

- Beds:
  - sleeping in a bed will set it as spawnpoint
  - when you die and your homebed was not destroyed and is not obstructed, you'll spawn near your homebed

- Graphics:
  - Grayscale optimisations:
    - Better Deathscreen
    - Material indicators (I=Iron, G=Gold, D=Diamond)
    - Lighter lava and water textures
  - burning furnaces have special textures
  - performance optimisations

- Falling Sand:
  - is now an object
    - similar behaviors as in minecraft! (torch mining etc.)

- Torches:
  - now placeable on walls
  - fancy particle effects

- World generator:
  - more sand under lakes
  - gravel deposits

- Menu:
  - "Nein" changed to "About"

- Hopefully fixed the crafting menu bug on OS 3.1 now

The world container file and the world transfer system is ready but I'll wait for the next update to include and enable it because I am running out of IDs for blocks and items, so I'll have to redefine many IDs which would break saves and cause bugs. Also I'm not too sure with the save format yet; I want to keep all saves and the world container file compatible to all versions of the game!

And as always: Look on controls.txt for controls
Title: Re: Minecraft 2D for TI-Nspire
Post by: jh0421 on October 20, 2013, 02:51:57 pm
Very nice! Impressive amount of new content; I'll be having fun with this :P
However, there still seem to be crafting menu issues in OS 3.1; after playing around I figured this out: after opening the game file the crafting menu will initially refuse to open. After pressing the 'on' button and going to the OS homescreen, then returning to the game (pressing '[4] Current'), the crafting menu will be openable. This also applies to crafting table; the extended menu won't open until I've gone to the homescreen and back.
Hope this info helps!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on October 21, 2013, 09:06:18 am
That is looking awesome! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on October 21, 2013, 09:35:36 am
Wow that looks nice, maybe I'll write a little news on TI planet about it :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 03, 2013, 01:39:16 pm
great looking game
though i wish can slowly progress for infinite worlds
oh i started minecraft just to help u in your programming ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 04, 2013, 07:44:26 pm
so i am back
about new stuff
i am thinking that since we are able to drag our inventory stuff, we can easily use dragging in our craft table and furnace. it will make quiet a experience
 :crazy: :love: :mad: :w00t:
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 05, 2013, 05:12:58 pm
@jh0421: Thanks for this information, I changed some parts of the menu activation/deactivation and I am confident that I have finally fixed that bug :)

@AnToX98: I've seen it (http://www.tiplanet.org/forum/viewtopic.php?t=13253) but unfortunately I don't understand much french. However, it seems like you are doing a good job there at TI-Planet ;)

@hking1: Most parts of the game would be able to handle infinite worlds, but the world generator isn't at all: Surface, caves, ores, plants and, for the next update, dungeons are generated from left to right once when starting a new game. That technique could be used for infinite worlds, but there would be much difficulties like later generated caves, which could make a turn and spread into already generated parts of the map and destroy everything. And as long it's just a non commercial game for a calculator, I think a 400*100 block world is enough to overcome a boring history lesson ;)
The item dragging does already work with furnaces. An advanced crafting system would be very complicated to make and very laborious to use, especially for clickpad users.

PS: I'm making great progress with update 0.11! Planned features are marked on first post. \/ Screenshot \/
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 06, 2013, 08:01:11 am
That looks very interesting, good job :bj:
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 06, 2013, 10:16:31 am
Well, that's freaking nice :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on November 06, 2013, 10:18:08 am
Nice screenshot! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 06, 2013, 10:27:17 am
Oh yeah and I forgot to say, but there are quite a lot of optimization that you can make to the code.
It's quite huge already, so, it's going to be hard, but I believe everything would have been simpler with a [better?] screen +/ layer manager.

When/If I have some time, I'll try to take a look at the whole code in general and propose some optimization ideas :P


For now, I have seen things like :

Code: [Select]
objFallingBlock=class()
function objFallingBlock:create(x,y,i,ID)
    ...
end

Code: [Select]
objList[index]=objFallingBlock()
objList[index]:create(bx,by,index,updateBlockID)


Why not simply use a syntax like :

Code: [Select]
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 :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 06, 2013, 10:47:59 am
@adriweb: Big Thanks for that info! I've seen that init function somewhere but I didn't know that it is possible to pass arguments; that will make things much easier! :) The bad thing about the code is that I started writing it with nearly no knowledge about nspire lua and medium knowledge of programming in general. So some parts are horribly bad and some (I think) are not. I pretty much started making Minecraft to learn scripting, train programming and see how much I can do with the nspire (and fun of cause ;)). But now it's a much bigger thing than I ever expected and that's why it indeed would be good if a good programmer would give me some advice to optimize it :)

Edit: I've seen on the TI-planet article that you mentioned that the lava has no inclination. That is because the lava has a difficult texture with orange and red patches. The flowing water is rendered as a blue polygon, but how to make a polygon look like lava? As long as I don't have a solution for that, I'll use compressed lava textures...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 06, 2013, 11:46:19 am
oh, don't get me wrong, it's really a wonderful project you've done so far ;) Not a lot of people could have done that :D

General and specific advices /tricks for optimizing [Nspire] Lua scripts are available here : http://adriweb.free.fr/t3/ (either the powerpoint or the PDF - both are in English)
(Edit : well, this is also a reference ^^ : http://www.lua.org/gems/sample.pdf)

About the lava, oops, I forgot about the fact that it was an image....
I guess it'll have to stay like that if no more images are created (not sure if it is a good idea, just to get inclinations....), but in 3.6, there may be advanced images APIs, so maybe there will be something useful about that...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 06, 2013, 12:13:01 pm
@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!)
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?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 06, 2013, 12:22:13 pm
@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 :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Lionel Debroux on November 06, 2013, 01:08:12 pm
Quote
but in 3.6, there may be advanced images APIs
But Jens will still need a fallback option, as Minecraft 2D rightfully strives at being portable across versions of the Nspire OS.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 06, 2013, 01:16:08 pm
@Lionel Debroux: Yes, of cause! I've noticed that commotion about 3.6 and that it blocks ndless; therefore many peoply obviously won't install it. If 3.6 brings some useful features, I will only use them for cosmetic purposes, such as inclination for lava ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 06, 2013, 04:31:56 pm
Oh yes, but I mean that if such APIs are released, some ifs here and there to detect if it's running on 3.6 would be enough to improve the rendering of the lava, for example, with the new functions. And if running < 3.6, then, just do as it is right now :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 06, 2013, 09:28:29 pm
i think you should check this out:
http://ourl.ca/17003 (http://ourl.ca/17003)
(http://i1067.photobucket.com/albums/u440/blfngl/minelib2.png)
 this shows many possible items for minecraft
   it can also show basic outline for what items should out together in a version of your game
its in basic though


-------
ps

keep that good work up
 ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 07, 2013, 11:40:02 am
@Jens_K Why don't you simply use as water, a orange polygon. I know textures are good but don't make it hard :p
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 07, 2013, 11:46:16 am
@AnToX98: Yep, I'll try that and see what it looks like, but I'm afraid that you can't tell what it is on grayscale displays
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 07, 2013, 02:21:29 pm
@Jens_K But it's that hard to insert to lava images with inclinations ?
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 07, 2013, 04:14:26 pm
for lava, we can have 1/4 the image which will make flow easier
-------------------------------
edit

nope again jens beat my ideas
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 07, 2013, 04:44:28 pm
@AnToX98: Yes, because there are many different combinations of the height of the right end and the height of the left end of a tile. But fortunately I just came from a bar and I am creative now, which is why I just got a cool idea to solve that problem! :D Stay tuned, you'll probably see the results soon! :)

Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 07, 2013, 07:23:35 pm
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
 8) :o 8)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 08, 2013, 10:46:51 am
Hi,
my idea works perfectly: I've split the lavatexture in 16 strips and compress each to a length between 1 and 16 pixels. Later, at the rendering, I compute the inclination and assemble the strips as needed.
I haven't tested the performance on calc yet, but as long as rendering 16 times a 16*1 pixel image isn't much slower than rednering a 16*16 pixels image, it won't impact the performance much! :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 08, 2013, 11:34:42 am
Wow that looks perfect  :w00t:
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 08, 2013, 02:59:57 pm
well better than what i expected
good job jens keep it up  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
____________________________________________________________________________________________________________________________________
ps
oh and consider the post

http://ourl.ca/19054;msg=312313 (http://ourl.ca/19054;msg=312313)
Quote
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

it is better than this one

http://ourl.ca/19054;msg=311806 (http://ourl.ca/19054;msg=311806)
Quote
great looking game
though i wish can slowly progress for infinite worlds

____________________________________________________________________________________________________________________________________
when is v 0.11 coming out ??? ??? ???
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 09, 2013, 09:10:00 am
@Jens_K Conversely, there is lots of simple things you can add, like bamboos, cactus. And I approve that advanced crafting putting items one by one would be sooooo cool :)
Little question : would you mind putting redstone :D ?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 10, 2013, 08:40:52 am
@AnToX98: You're right, I shouldn't forget to add some ordinary stuff! I'm still not sure if a crafting grid would be good to use on a calculator. Maybe that will be a switchable option in the future. Redstone is huge. I feel like it would take another half year and 1000+ lines of code to cover all functionalities... but I promise to at least try to do it!

@hking1: I want to finish all basic features like armor system, proper main menu and world transfer system first to finally get version 1.0 released! Then I'll think about bigger experiments like crafting grid, infinite worlds and redstone. About version 0.11: I have nearly finished the content of the update, but I also want to optimize the game with adriwebs tipps! That will make processes like generating, loading and maybe even rendering a lot faster! I hope I will have finished it next weekend :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: jh0421 on November 10, 2013, 10:23:30 am
Very nice job! I wish you luck in your work :D

Also, correct me if I'm wrong, but the picture for gold sword seems to be a diamond sword, in the crafting menu and when crafted.
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 10, 2013, 02:34:14 pm
Sounds Reasonable

check this out
http://www.xpgamesaves.com/topic/40532-minecraft-2d-minecraft-mod/ (http://www.xpgamesaves.com/topic/40532-minecraft-2d-minecraft-mod/)

i am confident you will be able to make something like this eventually because depth for two block level is necessary. I have furnaces and crafting tables etc blocking me all the time

dont mind the extra good graphics its pc mod
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 12, 2013, 05:09:27 pm
Hi,
@jh0421: Oh, yes, thanks for the report, I'll fix that ;)

@hking1: I agree, a 2 block depth would be good, but there are reasons why I keep a 1 block depth for the moment:
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...

AAND the code optimization is looking very good! :) Thanks to adriwebs tipp, I now use a metatable to handle empty fields instead of initializing every empty field with 0! That and other optimizations makes the generating of a new world 25% faster!! I am working on the loading function now and I guess it will have similar effects! :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Keoni29 on November 12, 2013, 05:20:55 pm
Lava is looking great! Can't wait to fall in it and loose my diamond gear!
Title: Re: Minecraft 2D for TI-Nspire
Post by: PlazmaPhoenix on November 12, 2013, 07:01:53 pm
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!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Keoni29 on November 12, 2013, 07:05:27 pm
Welcome to omnimaga! Please  introduce yourself! (http://www.omnimaga.org/index.php?board=10.0)
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on November 13, 2013, 03:55:04 am
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 16, 2013, 10:43:33 am
!!!Update!!!
Version 0.11 is now attached to the first post!

New:
Water & Lava:
- Spreads and behave like in the real Minecraft
- fancy rendering via polygons/non patented strip scale method
- Destroy non waterproof blocks (like torches)
  - If destroyed by water, you get the item (for faster farming)
- Water on lava source ==> obsidian
- Lava on water source ==> stone
- Water on lava or lava on water ==> cobblestone

Buckets:
- Craft with 3 iron bars
- Pick up water/lava source block
- Place it anywhere else

Dungeons:
- 1 per 50 blocks of the maps' width
- 0-2 chests with various items
- zombiespawner in the middle

Stairs:
- walk towards them do climb without jumping
- walk off them to get down without falling
- automatic orientation

Day/Night cycle:
- Sun rises and day starts exactly at 5 am
- Sun sets and night starts exactly at 7 pm
==> More time until monsters spawn

Export function:
- now enabled to export your worlds to the MC2D world container
- don't try to paste it to the notepad on calc, it will take forever to load!

Code optimizations
- world generator is now 25% faster
- loading function is now 50% faster
- bugpreventions via metatables
- replaced some bad identifiers:
  Level==>world, menue==>menu, canWalkTrough==>canWalkThrough

Bugfixes and other improvements:
- gold sword as now correct texture
- fixed lightbugs with fire and lava
- light from lightsources is a bit smoother
- stars now twinkle a bit on fancy graphics
- another attemp to fix the OS 3.1 crafting menu bug ;)
- various bugfixes

MC2D World Container:
- Import worlds the clipboard
- See information about a world (Name, version, gamemode)
- Change the name of a world
- 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!
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 16, 2013, 10:47:00 am
Nice job, very nice :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on November 16, 2013, 10:48:04 am
Looks great  :)
Cant wait for the next update
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on November 16, 2013, 11:44:56 am
MC2D World Container:
- 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!

Wow, that's clever !

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.
Title: Re: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on November 16, 2013, 12:07:57 pm
That's really good. I like the work that has been put into this so far.
Title: Re: Minecraft 2D for TI-Nspire
Post by: jh0421 on November 16, 2013, 01:01:17 pm
Very nice work as usual! However, there seems to be a problem with opening the game file itself; I'm getting "2286: bad argument #1 to 'register' (table expected, got nil)" error. (EDIT: tested both OS 3.1 and 3.2) Otherwise, looking forward to trying this out! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 16, 2013, 01:29:23 pm
@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?

@jh0421: Oh, no! I'll change that straight away! But that's strange, I just used an information from the official Reference Guide: "Calling toolpalette.register(nil) deactivates the toolpalette."  :-\
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 16, 2013, 01:41:43 pm
i had the same problem too
but it kind works then randomly does not work and a whole lot of hard work is lost
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 16, 2013, 01:42:21 pm
@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?

There are some (lost/old) topic in this forum, but you can find an example here :
https://github.com/adriweb/EEPro-for-Nspire/blob/master/EEPro.big.lua#L1517

In there, it's a actually calling a function so that the actual retrieved content can change based on other stuff, but you can recall directly a string, if needed.
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 16, 2013, 04:13:25 pm
i think water is still an issue
in creative i tried the water and it does come to cover the paths to dungeons
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on November 16, 2013, 11:40:45 pm
This program looks stupendous.  It singlehandedly makes me want an Nspire.  Great work!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 17, 2013, 07:02:04 am
Update!
If you downloaded 0.11 yesterday and it crashed with the message "2286: bad argument #1 to 'register' (table expected, got nil)", please download it again to get the fixed version! (thanks to jh0421!)

@adriweb: thanks for the link, but I only found
Code: [Select]
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!)

@hking1: I don't understand what you mean, The water is now exacltly like in the real Minecraft! But feel free to write an algorithm that considers correct physical behaviours of liquids ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Adriweb on November 17, 2013, 07:14:43 am
In fact, create a "setter" in the external doc, it'll work.

Like :
a function that saves to a doc variable what's passed in argument.

Then call that functino from another .tns
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on November 17, 2013, 07:29:27 am
Adriweb, I think we forgot something in our test the other day.

This concept isn't reset proof. I've just tested it.
Any modification will occur on the dynamic instance of the MyLib folder and won't be saved in the filesystem.


To my knowledgde, there is no way to save back the libraries.

Anyway, if someone finds how to store it back, here is the trick :

Doc1 in MyLib :
Code: [Select]
Define LibPub a = 42
Define LibPub setA(aa) = Prgm : a := aa : EndPrgm

Doc2 elsewhere :
Code: [Select]
Doc1\a           => 42
Doc1\setA(69)
Doc1\a           => 69
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 17, 2013, 09:32:48 am
@Levak: That's a pity, that would have been a useful feature :-\

@adriweb: I just found your link of the screenmanager agin. I did't understood the concept of metatables at that time and didn't know what to do with it, but now I understood it at that will be very helpful! I'll try to apply it to my code... thanks for that (better late than never ;))

And I point it out again: The crash on OS<3.2 should now be fixed, just download it again!
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 17, 2013, 10:05:34 pm
hmm my mistake i meant that when i deployed water on one spot and the water would spread but when a straight down path comes it jumps over it. like this: w=water g= ground

        w
      www
wwwwwwwwwwwwwwwwwwwwwwww                wwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwww                wwwwwwwwwwwwwwww
ggggggggggggggggggggggggggwwwww                 gggggggggggggggggggg
ggggggggggggggggggggggggggggggggg               ggggggggggggggggggg
ggggggggggggggggggggggggggggggggg               ggggggggggggggg
ggggggggggggggggggggggggggggggggg               gggggggggggggg




it maybe that only happened with me
but then everyone gets the same code
its in creative at least do check that
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 18, 2013, 04:03:38 pm
@hking1: I think you mean caves that are generated into lakes. That's right, in previous versions, the game generated dirt around flying water but I disabled that to make the generation faster, but that particular feature didn't impact the generation time much, so I can enable that again...
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on November 20, 2013, 10:42:24 am
@Jen's_K : a bug was noticed by a member on TI planet :
Quote
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...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 20, 2013, 02:38:16 pm
Indeed, thanks for the report, I'll fix that for tomorrow! :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 22, 2013, 04:57:40 pm
 *.* This program is amazing  *.* but i have a problem with the doors you cant place them??? Please help
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 22, 2013, 07:10:55 pm
@nspireguy: Thanks! The doors are bugged and I should have already fixed them, but I had to play dark souls... I think I can fix them tomorrow :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on November 22, 2013, 07:59:43 pm
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?
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 22, 2013, 08:40:08 pm
Don't know if you know this, but crafting in 3.1 sorta works, you can craft, just not anything using a crafting table D:
Title: Re: Minecraft 2D for TI-Nspire
Post by: willrandship on November 22, 2013, 08:49:58 pm
Caleb, Lua is all text, so you should be able to just open up the files and read the source.

I'm not saying you should just use his code without permission, but if you need a reference, it's there.
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on November 22, 2013, 10:47:49 pm
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?


I think you can have a semi transparent version of each tile so when you are behind tile you can tell what is back there
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on November 22, 2013, 11:58:52 pm
Possibly.  That'd be less realistic, but more utilitarian.  At least (I think would be better) you could have the blocks in the back row shaded to avoid confusion.

Willrandship: Oh, okay, didn't know!  So I'm asking his permission.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jim Bauwens on November 23, 2013, 05:42:50 am
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on November 23, 2013, 05:56:37 am
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jim Bauwens on November 23, 2013, 06:16:01 am
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.

Oh, indeed. I seem to have missed that part.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 23, 2013, 08:47:05 am
! Update !
Version 0.11.1 is now attached to the first post!

Fixes:
- Doors fixed
- Generated flying water is now surrounded by dirt again
- Attemp to fix advanced crafting menu bug on OS<3.2

@CalebHansberry:
The program is open source, but if you don't have a student software, you can't extract the lua code... I'll pm it to you!
About the 2 layer system: You are not the first who asked for it, but there are several difficulties to translate it to the nspire:
It would take twice as much space for the second tileset to distinguish both layers (I already have more than 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 longer to render.
I want to finish the main features of the game first, then I'll think about advanced features ;)
Btw: It's written in the header of the script that everyone is allowed to read the code and use parts of it.

@annoyingcalc:
Thanks for the information, you are the first who mentions it! Well, it's something that the crafting menu works anyhow. What exactly doesn't work now? I changed a bit about the menu-switching in 0.11.1 so it maybe works now.

@Jim Bauwens & Levak:
Yep, that's indeed exactly how I did it; it's easy to miss updates here... Good to hear that a professional programmer has the same idea as me :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on November 23, 2013, 01:08:03 pm
Thanks Jens, I'll appreciate it!
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 23, 2013, 05:21:20 pm
I can't seem to craft at all now -.-
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 26, 2013, 05:01:37 pm
You still cant craft stuff on 3.1 but it all seems to be great on anything 3.1<.
I suggest that if you have time you should add more things to make/craft. Like armor,red stone,fishin pole.
this looks like a good list http://www.minecraftxl.com/crafting-recipes/
this is  *.* AWESOME *.* best of luck. hope I helped  :angel:
Title: Re: Minecraft 2D for TI-Nspire
Post by: Hayleia on November 28, 2013, 06:09:40 am
The POTY is coming and your program still wasn't uploaded to ticalc.org ;)
So yeah, Lionel thinks (and he's not the only one) that it would be a pity not to have your program entering that contest, so if you want to, you can upload your program (this one and others) to ticalc and send an email to ticalc admins saying why your program deserves to be featured. And be fast, the deadline is really close.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on November 28, 2013, 07:39:03 am
Fix! If you have OS < 3.2 please download the file again, now you should at least be able to craft without crafting table again ;)

@nspireguy: You can look at the first post of this topic to see what's planned; Armor is defenitely planned for the final release, redstone is a feature that will probably be added after the release.

@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! :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?

Edit 2: The ticalc staff is very fast today: The file is already uploaded and you can find it here: http://www.ticalc.org/archives/files/fileinfo/457/45729.html

Title: Re: Minecraft 2D for TI-Nspire
Post by: Hayleia on November 28, 2013, 10:53:56 am
@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! :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?
Great ! :D
Yeah, that seems to be the right adress. And the deadline is December the 1st (you must be featured before this date, not just upload before this date, but I guess it is ok).
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 29, 2013, 02:45:51 pm
Later today when my new computer arrives, I will test out the new version to see if crafting works, I think this project should be featured on ticalc.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jim Bauwens on November 29, 2013, 04:06:35 pm
It's featured on ticalc.org :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 29, 2013, 05:08:17 pm
Congratulations on being featured!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on November 30, 2013, 09:17:50 am
Yup, congrats on the feature! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on November 30, 2013, 09:28:59 am
Congratz ! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Keoni29 on November 30, 2013, 09:57:24 am
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!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on November 30, 2013, 09:59:13 am
I have to chose between a new bike and a Prime. Talk about a deal. :/
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 30, 2013, 01:53:06 pm
When is the next update Do you think?????
This is  *.* AMAZING  *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 30, 2013, 01:54:53 pm
Jens_K, I installed the latest Minecraft, on OS 3.1 and even after you said you think you got crafting to work again, the crafting menu still does not appear.
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 30, 2013, 01:58:23 pm
your write you cant craft stuff on os 3.1 (yet) but u can use nlaunch to switch os. it works on 3.2
Title: Re: Minecraft 2D for TI-Nspire
Post by: Hayleia on November 30, 2013, 02:00:34 pm
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 ;)
And nothing prevents you from getting a 3DS and coding emus for both calculators on it :P

When is the next update Do you think?????
This is  *.* AMAZING  *.*
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") ???
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 30, 2013, 02:04:39 pm
Does any body know what happened to Ncraft?????
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on November 30, 2013, 02:05:42 pm
I believe it was discontinued
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on November 30, 2013, 02:07:00 pm
that stinks. that was gona be awesome  *.*  *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 01, 2013, 03:23:12 pm
Thank you all for your congratulations on the feature! :D

@annoyingcalc: Not again D: But I really don't know what to do against it now, It has to work!
Here is the simplyfied code of the menu, maybe someone else can find the problem:

Code: [Select]
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


@nspireguy:
To be honest, I have barely started working on 0.12 *.* I am busy with school and friends and stuff, so I think the next update will be not until next year *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on December 01, 2013, 07:51:07 pm
Can you PM me the entire source of this game? I have a bit of lua experience, and 3.1 OS.
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on December 03, 2013, 03:03:10 pm
That's kool :w00t: cant wait until next year...  :thumbsup:
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 03, 2013, 04:51:30 pm
btw send it to me too

I want to make a texture pack for the minecraft
the very first
so if you can it will be great
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on December 04, 2013, 10:43:14 am
Quote
Here is the simplyfied code of the menu, maybe someone else can find the problem:

What is the "problem" ?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 04, 2013, 10:48:21 am
@annoyingcalc & hking1: Ok!
@AnToX98: The problem is that the crafting menu doesn't show up on OS 3.1

Does anybody know when the voting for POTY for nspire starts?
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 04, 2013, 09:29:40 pm
Funny how this game looks a flash version of jens minecraft

THE GAME (http://scratch.mit.edu/projects/14110619/)
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on December 05, 2013, 02:32:14 pm
Can you make it so you can craft when you are in your inventory?
Or did you do that on purpose?
 *.* THX  *.* 
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 05, 2013, 04:45:13 pm
@hking1: Indeed :D but for some reason it's very laggy on my computer...
@nspireguy: I could, but it would be much work and I think it's more handy that way, especially for clickpad model users *.* *.*

And while we're on it: I am porting the whole game to a screen manager system, which allows to do some fancy stuff like an initial loading screen (I'm planning a fancy 3D animation here (for a 2D program *genius* :P)) and a better main menu. It also makes the whole code much easier to read, undestand and modify. Thanks again adriweb for the suggestion! :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on December 07, 2013, 09:37:20 am
I'll respect you when you'll add redstone here :p
And maybe horses :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 07, 2013, 12:56:49 pm
i dont think horses would help too much in 2d format

and redstone is supposed to come after v1 comes out.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 09, 2013, 04:40:11 pm
Fix! Version 0.11.2 is now attached to the first post!
- bug which prevented loading creative games fixed
- light bug fixed

Btw: I am making progress with the screen managing system. It is much work to seperate all functions to seperate screens, but that is a chance to rewrite and revise bad parts of the code. And the intro 3D animation loading screen looks great! :D (it's just a test 3D model, I'll probably change it ;))
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 09, 2013, 05:00:35 pm
great
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on December 10, 2013, 02:24:34 pm
Seems very cool. Do you have a video of the game by chance by the way? I am curious about how it looks like in action, since I can't play it I think (OS 3.1).
Title: Re: Minecraft 2D for TI-Nspire
Post by: pimathbrainiac on December 10, 2013, 03:34:43 pm
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AssemblyBandit on December 10, 2013, 05:51:47 pm
^^ Same here, except wanting the Nspire, I'm pretty comfortable with the +C! Once again, you rock!
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on December 10, 2013, 06:13:03 pm
Awesome This fix works perfectly this really is amazing!!!  *.*  *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 10, 2013, 06:17:21 pm
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.

BUT dont we all think of jens that way??
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 11, 2013, 09:23:41 am
Haha, thank you all! :)
I love this project too; its fun trying to get as close as possible to the original minecraft on this limited platform and its great to see that other people like it too :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on December 16, 2013, 12:03:15 pm
Hey @Jens :D

A TI-planet member recently found a online 2D version of minecraft :)
Here is the link :) : http://scratch.mit.edu/projects/10128407/
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on December 17, 2013, 01:58:13 am
^^ 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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on December 17, 2013, 11:42:56 am
Ask AssemblyBandit to port it :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 18, 2013, 09:13:56 am
@DJ Omnimaga: It would be difficult; the game needs ~1500 kilobytes right now (which is still a tiny amount of the 64MB of a/an (?) Nspire ;)). But I think it would be possible if only the visible part of the map and only the required textures would be loaded into the RAM...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 23, 2013, 10:51:06 am
Hallo again!
Yesterday finally the voting for the Nspire POTY on ticalc.org started! Good luck to all competitors! :)

I am working on the new menu, and the title screen will look something like the attached screenshot! As you can see, I'm planning to implement some random (more or less) minecraft 2D related phrases, but I don't have many yet... so if you have a good one, feel free to post or pm it ;)

Here are all I have yet as an example (They are seperated by the exclamation marks, so every phrase have to end with "!")
Spoiler For splashes:
The teacher is watching you!2D > 3D!Your calculator is evil!Physics!Beautiful dirt!Your grades are suffering!Hello, my name is Jens!Huge worlds!Watch out for the creepers!Mostly bugfree!Perfekt Englisch Language!Donaudampfschiffahrtskapitänsmütze!Herobrine removed!This is the title screen!4x4=12!x=(-b±√(b²-4ac))/2a!This sentence is wrong!Made in germany!"..locale.name().."!Lua is great!Now with metatables!Runs (almost) smoothly!Minecraft on a calculator!Who needs the 3rd dimension anyway?!Day and night!Diamond hoes!You had the 3rd dimension in the intro!Nspired gaming!Diversionary!Exclamation mark!Years of development!
Title: Re: Minecraft 2D for TI-Nspire
Post by: TheCoder1998 on December 23, 2013, 10:52:35 am
looks good  :thumbsup:
makes me wish i had an nSpire  :(
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 23, 2013, 05:43:45 pm
it seems that jens has a lot of tricks up his sleeve for minecraft

Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on December 24, 2013, 01:17:30 pm
Jens_K from what I read in the Ti nspire Lua reference guide found on the ti website here (http://education.ti.com/downloads/guidebooks/ti-nspire/3.2/TI-Nspire_Scripting_API_Reference_Guide/TI-Nspire_Scripting_API_Reference_Guide_EN.pdf) You cannot call change the menu more then once in 3.1, so you might have to write a 3.2 and a 3.1 version, with 3.1 having a different way to craft.
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on December 24, 2013, 02:45:53 pm
What a pretty title screen. Some dumb ideas:
Have you checked out the TI-Nspire CX?! Uses floppy discs for world saves! Have you checked out the TI-83+SE! Music not by C418! Out of RAM! You are not connected to the internet! You must login to play! Same price, bigger size! Turn around! Try the nether! Almost dragon free! robot found kitten! Better than MineCrft! MineCrft is better! Merry Christmas!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on December 24, 2013, 06:33:15 pm
@hking1: Ha, I'm far away of running out of ideas for minecraft! ;D But I think I'm getting better with the nspire programming
@annoyingcalc: Thanks for that info! I still used the Reference Guide for OS 3.2 and that wasn't mentioned there... But it seems like the enable/disable function works in OS 3.1 so this might be an option...
@CalebHansberry: Thanks! I like them! :P

And of course: Merry Christmas to all christians here and all who celebrate it anyways ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on December 28, 2013, 07:28:23 pm
btw u can set out for 3.6 method of handling images. its more efficient and faster. although check its official updates
Title: Minecraft 2D is POTY 2013!
Post by: Jens_K on January 06, 2014, 04:36:55 pm
:w00t: !!Minecraft 2D is the POTY for Nspire of 2013!! :w00t:

Big Thanks to all who voted for me! :) And special thanks to Hayleia, if you had not reminded me, I would have definitely missed to participate!

Now that it's a POTY I stop developing I think it needs a proper animated gif, but how to make one? It may be a stupid question but I have no idea how to make one... :-\

About v0.12:
I finally finished porting the game to the screen management system; the code now looks much clearer, it has far less global variables and the game handles less buggy at dialogues. I also finished the new main menu; it's now much easier to understand and has a fancy title screen. I also wrote some new gui drawing functions with which the gui looks better and a bit 3D like.
Now that I finished this technical stuff, I can focus on new game content again! :) I'm not sure when this update will be finished but I think it will be within this month.

About OS 3.6:
What do you think, should I update to OS 3.6? I want to maintain that there's only one game file that's compatible to every Nspire calculator...

Thanks again to all around here for keeping me motivated this long time!
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on January 06, 2014, 07:16:53 pm
Did you fix the 3.1 OS crafting issue?
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on January 06, 2014, 10:00:37 pm
Congratulations Jens! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on January 06, 2014, 11:00:19 pm
Congratulations for winning Jens_K. :D


Also Jens_K has compatibility with OS 3.1 been added yet?
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on January 06, 2014, 11:01:56 pm
congratz jens
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on January 07, 2014, 12:12:27 am
Oh wow I just saw the result, you really deserve this award, this program is crazy good.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Sorunome on January 07, 2014, 04:41:37 am
Yup, congrats for the award! :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 07, 2014, 10:40:53 am
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 ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on January 07, 2014, 11:21:45 am
Ok thanks. I'Ll have to get this installed on my calc eventually :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on January 07, 2014, 01:34:38 pm
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 ;)

Apparently for testing you can use nlaunch and have 3.1 and another os so testing on 3.1 is easy for u
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 07, 2014, 04:42:23 pm
That is so cool you won!!! Good job!!!   *.* !  *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 10, 2014, 06:13:30 pm
I think v0.12 is mostly finished and works perfectly on OS 3.2 but there's one really big problem:
I wanted to test v0.12 on OS 3.1 to ensure that it works, but something unexpected happened:
When opening the file, it loads for about 4-6 seconds (which is normal) but then, without any error message or anything, the OS completely reboots! I tested it multiple times on 2 different Nspires. Are there any known reasons for such a behaviour?
Here are the only reasons I can imagine:
- All Textures are strings in the code and get converted to TI-images during the 3D loading screen animation
- The screen management system with event distribution via metatable for 'on'
- The first image that has to be rendered has the sky as background and 129 different colored squares with the size of 6*6 pixels for the 3D model. Is that too much? It works great on OS 3.2
- garbagecollection during initialization

Please help me, I don't want to release something that crashes your calculator; but this update was very much work! :-\
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on January 10, 2014, 07:52:28 pm
try to separate the see if there is a section that depletes the entire memory because lua on iOS has shown that
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 14, 2014, 02:49:03 pm
I think that I found a glitch/error with v0.11.2.
If you select the crafting table and dig straight down you will still be able to use advanced crafting.
Hope I helped

ps if you can PM me the source code i might be able to help!  *.*   *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 14, 2014, 05:39:05 pm
@nspireguy: Thanks for offering your help, but I was able to fix the crashing :) but now the crafting menu won't open again... I changed a some stuff now and I'll test tomorrow if it works. If it does so I think I can upload it tomorrow! *.*   *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 15, 2014, 03:45:06 pm
!!!Update!!!
Version 0.12 is now attached to the first post!

New:
- New Menu:
  - Loading Screen with 3D animation
  - Title screen with randomness
  - Whole different structure
  - Ingame menu
  - Fancy buttons

- Settings Menu:
  - You can manually turn the ore indicators on/off
  - You can set spawnable mobs to "All", "Animals", "Monsters" or "None"
  - Graphics fancy/fast
  - Enable/Disable and reset help

- Graphics:
  - Dialogues look better
  - New Mobdamage texture

- Help:
  - Situation-dependent ingame help
  - "Help" button message improved
  - Get the help message any time with [ctrl]+[?] or via the crafting menu

- Gameplay:
  - Progressing blocks like saplings and crops will now progress even if off-screen

- Generator:
  - It's now possible to set a seed that produce the same world on same game version

- Improvements:
  - Explosions are more realistic and more like in Minecraft
  - Better block breaking progress calculation algorithm
  - Shadows are now over objects, mobs and player

- Fixes:
  - It's now possible to craft on OS 3.1 (tested ;))
  - Various bugfixes

- Code Improvements:
  - Screen Management System ==> much clearer code
  - Far less globals
  - Major code revision


PS: This version may includes some bugs because I changed very much on the game! To ensure that it is bugfree I would have had to test every single feature again, so if you find one please report it! ;)
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on January 15, 2014, 05:31:15 pm
yay

*hking1 wishes he knew more code so he could challenge Jens :P

btw can u send the code for 0.12 since it is very different for textures
Title: Re: Minecraft 2D for TI-Nspire
Post by: AzNg0d1030 on January 15, 2014, 09:35:52 pm
Actually before the update, I was able to craft after hitting Scratchpad, Esc, then Tab, and then the craft menus would finally pop up. Had to do it when I turned on advanced crafting as well, but good to see that there is no more need to be so roundabout XD
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 17, 2014, 03:18:55 pm
this is..... amazing  *.*  *.* (Thats all i can say!!!)
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 17, 2014, 03:26:52 pm
I do have one question though. HOW DO YOU GET RID OF STUFF LIKE EXTRA ITEMS?    *.*  *.*
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on January 17, 2014, 03:28:22 pm
Double post! :O
Anyways, most items you can just use up, for things like buckets, im pretty sure the only thing u can do is put them in a chest
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 17, 2014, 03:34:57 pm
If U R on the options menu it doesn't let you press SHOW ORE INDICATOR of the DONE button
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 17, 2014, 05:44:10 pm
@nspireguy: There's currently no other way to get rid of items than putting them into chests or dying ;) And thanks for the report! You can still get out of the menu with [esc] (saves the settings anyways), but clickpad model are not able to turn the indicators off now :/ I'll fix that!

@LDStudios: I lost the private IRC channel...
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on January 17, 2014, 06:30:03 pm
@Jens_K, haha thats alright, i got it figured out now.  :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 21, 2014, 05:35:35 pm
One other thing is that when you have the help on one of them says:" Use[enter] do break and place blocks!"
I think you meant  Use[enter] TO break and place blocks!
And some times it just freezes for 10-15 seconds and then resets  :w00t:
I know that that doesn't really help but i just thought you should know!!!

ps. everything other thing works awesome(so far)
hope I helped,
 -NspireGuy
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 25, 2014, 08:13:05 am
hay. i havn't heared any thing latly is this program still up/running?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Levak on January 25, 2014, 08:26:24 am
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" ?
Just look one page before this one, seriously ...
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on January 25, 2014, 12:27:33 pm
!Update!
Version 0.12.1 is now attached to the first post!

Fixes:
- Help Text: "Use [enter] do to break and place blocks!"
- Now all buttons in the settings menu are accessible via the arrow keys
- Added manual way to let a wait screen execute its action (to at least be able to save a world when the timer stops working for some reason (when nothing moves anymore))

Thanks @nspireguy for reporting those bugs! *.*  *.* (And yes the program is still up, I was just busy last week ;))
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on January 26, 2014, 09:11:00 am
yup. glad i could help!
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on February 14, 2014, 08:05:14 am
hi jens. i think i found a glitch. if you press the "o" key on the keypad a monster will spawn ware the courser is. even if you kill one you can still do it again(unlimited bones?).
Well anyways i hoped i helped!!!!
~nrpireguy
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on February 22, 2014, 06:46:50 pm
Hello again!
It has been a while since my last post; I didn't have much time and lost a bit motivation lately, sorry. But now I'm back!

I want to give you a quick overview of the current state of development and preview of the next update. v0.13 will defenitely be a big update and apparently one of the final ones! :D

Inventory overhaul: progress:50% (screenshot attached)
- The inventory will have two additional sections: the armor section and the trash section, where superfluous items go in and will be destroyed after some time
- better creative mode inventory: it will include a permanent list of all blocks and items (like in the real minecraft)

Armor system: progress:5%
- You'll be able to craft and equip armor similar to the real minecraft

Alternative Controls:
- If you don't like to break an place blocks with the same button (I don't :P) you'll be able to choose more minecraft like controls

Modding system: progress:100% finished (screenshots attached)
Yes, that's true: I made a fully functional modding system, including a manager to add, remove, view tags and arrange mods in the load order and a modloader that loads, assembles parts and applies the mods in order!
How does/will it work?
A mod if basically a script that will be exectuted after initializing, before loading the textures. This script is saved as a public string in a library file in the MyLib folder, together with informations about the mod like author, description, modversion and compatible gameversions. But because the length of a saved string is limited, the script can be split up in multiple strings, wich the modloader then assebles when loading it.
With this system it is very easy to install mods: You can just download a mod file, place it in the MyLib folder, refresh libraries, add the mod to the list in the game and with the next restart it will get applied.
The modcreator is also very free in his opportunities: He could overwrite the whole game code and has no limit in length! I'll write some guides on how to make mods and texturepacks when I finished the update ;)
With this system I already ported discos oCd Texture Pack (http://www.ocddisco.com/ocdpack), which you can see on the last screenshot :)

More mobs, items and blocks

As you may noticed those are pretty much the last planned features (except redstone :P) for the final version, so if you want a (not too extensive) feature to be added for the final version feel free to post it!
Title: Re: Minecraft 2D for TI-Nspire
Post by: bb010g on February 22, 2014, 06:47:49 pm
OCD! \o/
Looking awesome, Jens. :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on February 22, 2014, 07:09:40 pm
Is there going to be an API or something for the mods?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on February 22, 2014, 07:18:08 pm
@annoyingcalc: Yes, I'm planning to implement some special functions and querys for easier modding and I'll write a guide for the api
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on February 22, 2014, 09:07:40 pm
Ok thanks :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Piguy-3.14 on February 24, 2014, 11:25:59 pm
Hey just saying this game is AMAZING!!!! You sir did a unbelievable job here this time, I literally have spent entire classes on this game and still am not bored, just a few things that I think you should add tho are infinite worlds as I have literally mined every single ore out my main world, more building blocks as there is not a very big section to choose from, villages to make the game more interesting, more biomes definately would be a huge improvement, fix the glitch where mining a furnace in survival crashes the game, and I wouldn't stop updating this game, it has the potential to be nearly equivalent to a 2d version of minecraft on the CPU, why stop this games a hit!!! So exited for update, can't wait great work I see great things for your future:)
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on February 24, 2014, 11:41:25 pm
Ooh I love the mod idea. I would like to play this Minecraft game with Super Mario Bros tiles just for fun :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Streetwalrus on February 25, 2014, 03:37:05 am
Well you could already modify the source. :P
It would be fun indeed.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on February 25, 2014, 01:23:57 pm
@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
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on February 25, 2014, 02:23:56 pm
Can you eventually add more monsters like spiders? and what about the nether?
Title: Re: Minecraft 2D for TI-Nspire
Post by: LDStudios on February 25, 2014, 06:51:02 pm
@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

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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Piguy-3.14 on February 25, 2014, 09:54:58 pm
Thanks for quick reply, when do you estimate to release the update?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on March 01, 2014, 08:28:17 am
!!Update!!
Version 0.12.2 is now attached to the first post

Fixes & Improvemets:
- Probability of a freeze vastly reduced (still not sure why the timer stops so often for no reason)
- Fixed crash when destroying a used furnace
- Some minor fixes and improvemets

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
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on March 01, 2014, 08:41:26 am
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 :(
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on March 01, 2014, 09:45:51 am
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 :(

Oh no, you're right; I totally forgot that I was working on an update there... Can you please pm me all the things you found I have to do to make it solid until I have the time to work on the big v2.0 update?
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on March 06, 2014, 01:31:37 pm
Good job Jens!!! I can't wait for v0.13!!! do you have an estimated month of even a day of the release?

Your amazing keep up the good work!!!

-NspireGuy
Title: Re: Minecraft 2D for TI-Nspire
Post by: CalebHansberry on March 07, 2014, 07:55:25 pm
You'll need to really keep on your toes with updates to stay ahead of the nGL Minecraft (was it CrafTI?). :P Just kidding.
Title: Re: Minecraft 2D for TI-Nspire
Post by: bb010g on March 16, 2014, 12:37:41 pm
I've been playing this now that I have 3.6 (\o/) and you've done a great job. However, I think that the Piggy Bank from Terraria would go well here. Both Minecraft 2D and Terraria have limited world sizes, and the universal player inventory, though small, helps make up for the size so you can keep progressing despite running out of space.
EDIT: After more playing, I've got a couple of questions:
Title: Re: Minecraft 2D for TI-Nspire
Post by: annoyingcalc on March 16, 2014, 11:24:04 pm
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on March 17, 2014, 06:45:52 am
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).
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on March 17, 2014, 12:32:05 pm
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 :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on March 17, 2014, 05:46:05 pm
  • 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


And by the way: v0.13 is mostly finished, I estimate that the release date will be around end of this month :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on March 17, 2014, 06:15:39 pm
yay. i cant wait!!!!
Title: Re: Minecraft 2D for TI-Nspire
Post by: The_King on March 17, 2014, 08:17:38 pm
yay. i cant wait!!!!
same here bud :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on March 31, 2014, 09:19:36 am
Quote
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?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on April 01, 2014, 10:00:12 am
@nspireguy: Yes, v0.13 is finished but I still have to fix a very strange bug... I'll upload it later this day or tomorrow! :)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Aspiring on April 01, 2014, 12:44:01 pm
Nice! I don't have an nspire yet but I will soon!
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on April 02, 2014, 03:36:38 pm
!!!Update!!!
Finally, after 2 months of work and over 1000 new lines of code, here it is: v0.13

Version 0.13 is now attached to the first post.


New Features:

Dungeons
- Skeleton spawner
- Disable spawner with torch on top


Optimizations
- graphics "fast" are now incredibly fast
- block-breaking-progress-frame-updates are now much faster with both graphic modes (less lag-placed blocks)
- world generation is a bit faster
- Compressed some compressable textures


Improvements
- Using arrowkeys in the inventory or number keys in the main game will hide the cursor
- More random phrases
- More detailed help message


Settings
- New: Alternative controls: Break blocks with [enter] and place blocks with [(-)]
- New: Option to save the game each time the player sleeps in a bed
- Helptexts for every setting
- [ctrl]+[del] resets all settings


Modding system
- ocdpack included
- Put it inside the MyLib folder, refresh libraries, add it to the mod list and restart the game


Inventory
- trash section
  - press [del] on an item to throw it into the trash
  - every 100 seconds, 1 stack gets destroyed
  - Trash will not be saved
- armor section
  - slot for helmet, chestplate, leggins and boots
- dragging an item around is now much faster


Creative Mode
- Proper inventory
  - lists for blocks, items and tools
  - page for the survival inventory
  - search function
  - press [(-)] on an item to get a stack of it
- items like tools, buckets and bonemeal won't run out now in creative mode
- toggle flying with [F]


Fishing
- Fishing Rod implemeted
  - Use [(-)] to cast and reel it (aming works like with the bow)
  - When the bobber submerges, a fish has bitten
- Fish added
  - can be cooked
  - gives health back


Armor
- Leather, Iron, Gold and Diamond
- Absorbes damage, but takes the damage it absorbes
- Right now, it absorbs any type of damage but I'll fix that soon


Fixes
- The drops of wheat and crops are now correct
- You can now only get hit by zombies on same height
- Item health bars are now correct (and colored!)




Yay!
The Modding system is ready, but unfortunately, I didn't have the time to make a proper API. You can of course write mods for this version, but I'll make the API and guides and stuff soon with v0.13.1, so you probably should wait for that.


PS: Because of a very strange bug, I had to add the item "<nothing>" in the armor crafting menu. By clicking on it, a weird message appears (at least on my calc), but apparently it has no effect.
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on April 02, 2014, 03:38:21 pm
Awesome update. This is definitively going to become a full Minecraft clone, but in 2D and without the online part. Good work :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: Aspiring on April 02, 2014, 03:48:30 pm
Awesome!  :thumbsup:
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on April 03, 2014, 02:17:58 pm
Yes!!! This is awesome!!! Thx for adding the fishing pole!!
Title: Re: Minecraft 2D for TI-Nspire
Post by: AnToX98 on April 04, 2014, 12:04:10 pm
Wow, awesome work Jens ! You deserve the POTY ! Now I hope you'll work a little bit on the editor :/
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on April 16, 2014, 08:43:24 am
Hi!
Changed plans: v1.0/0.14 will have many new features, such as infinite worlds and biomes, and will probably change great parts of the code, so I'll wait with the mod api stuff for the next version. I don't know when it's finished, I seem to be lazy these days :P


@AnToX98: Yes, I work a liitle bit on the editor, but I want to finish the next version first, which I'll finally call v1.0 :) Then I'll have more time!
Title: Re: Minecraft 2D for TI-Nspire
Post by: GinDiamond on April 17, 2014, 04:52:33 pm
wow! This has massively improved from 0.12!
Title: Re: Minecraft 2D for TI-Nspire
Post by: CinusMinus on April 20, 2014, 06:15:48 pm
I took the liberty to create a nice converter with gui for "normal" resource packs.  ;)

Features
Converting a Resource Pack
 1:   Choose the zip-compressed resourcepack file for real Minecraft
 2:   Select the version of the pack or leave it as-is
 3:   Name the original author of the pack
 4:   Choose the compatible versions of Jens' MC2D
 5:   Give a short description of the pack
 6:   Hit the 'Generate Lua Script' button and choose your destination file
 
 7:   Use luna like this 'luna <mypack.lua> <mypack.tns>' to generate a working .tns file. 'mypack' should be the same for both files
 8:   copy <mypack.tns> to your MyLib folder on the calc
 9:   open <mypack> on the calc (or in the emulator) and wait until it prints "ready" on the screen
10:   save your file and access it in Jens' MC2D as <mypack>


Download now
VVVVVVVV
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on April 20, 2014, 08:05:13 pm
@CinusMinus: :o  WOW! This is awesome! :D  I feel very honoured that you created a tool for this game, thank you very much! I thought about a program like this too, but I didn't have the knowledge to implement it. That is really great! I'll immediately try it out!  :)  If you need any support with development, feel free to ask!
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on April 21, 2014, 02:15:52 am
Oh that might become handy, thanks CinusMinus :D
Title: Re: Minecraft 2D for TI-Nspire
Post by: CinusMinus on April 21, 2014, 02:52:35 am
After Jens found some bugs here is the new working version of the converter. It didn't work yet because I forgot to remove some of my testing stuff in the code  ::)
Fixed:
- only loading packs named "painterly.zip"  ::)
- transparency problems with stairs
- name of JFileChooser
Title: Re: Minecraft 2D for TI-Nspire
Post by: GinDiamond on May 12, 2014, 05:54:56 pm
when is redstone going to be added?
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlmightyPotato on September 09, 2015, 10:00:02 pm
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)
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on September 11, 2015, 08:49:07 am
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).
I don't know if I'll do another update for MC2D, but since people seem to still have interest in it (even with Crafti as "competitor") and I still have some free time left until study, it's not even that unlikely that I'll finish v0.14/v1.0 some day.  ::)
Title: Re: Minecraft 2D for TI-Nspire
Post by: AlmightyPotato on September 16, 2015, 09:56:18 pm
Okay, thanks! Looking forward to any new features.
Title: Re: Minecraft 2D for TI-Nspire
Post by: CleanUser2020 on April 20, 2016, 02:15:55 pm
.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on April 22, 2016, 09:07:03 pm
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?
Title: Re: Minecraft 2D for TI-Nspire
Post by: nspireguy on July 19, 2016, 03:03:30 pm
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?

I would love an update!
Title: Re: Minecraft 2D for TI-Nspire
Post by: kitten on December 16, 2016, 03:56:45 pm
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?

I know I'm a tad late, but I personally would be very hyped. :)
I've been playing Crafti a lot, and while that's cool and all (with 3D and stuff), it doesn't have survival, which makes it quite boring (building at 10fps is still pretty fun though :P ). Meanwhile, this does have survival! I've never actually used this, except maybe once, but then I stopped using it, for whatever reason. But what's planned for this seems really exciting.
I doubt that no one wants a new update... You already have two people excited, and I'm sure there are many more people who don't have an account that want an update, too. :)
By the way, I would suggest reposting this on a different site, like Codewalr.us; it's a lot more active there. Omnimaga is practically dead. :(
Title: Re: Minecraft 2D for TI-Nspire
Post by: Eeems on January 02, 2017, 02:55:15 am
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.
Title: Re: Minecraft 2D for TI-Nspire
Post by: kitten on January 07, 2017, 11:33:38 am
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.

Yes, I suppose you're right. If this project will only be updated in the one forum I don't get push notifications for, then so be it.  :P
And now: back on topic. Not that there's much to discuss, anyway...
Title: Re: Minecraft 2D for TI-Nspire
Post by: stevepetoskey on May 06, 2019, 03:52:30 pm
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 waste
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on May 06, 2019, 04:29:42 pm
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 waste
Hi!
To be honest, I guess I moved on from programming calculators as I got into university and I'm now involved in other projects. Turns out, programming calculators is apparently an excellent entry to programming and a great preparation for studying computer science!


Anyways, i had planned to release version v1.0 some day, but never got to finish it. But reading through the changelog, I did apparently put a lot of work into that update so it would be a shame to never release it. So I guess I'll just attach it here.


It has infinite worlds, 3D clouds and some kind of nether which is actually pretty cool.


Spoiler For Changelog:

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 some time and dedication)
- generated out of netherrack, lava and fire
- ghasts
  - fly around, follow you, shoot you with explosive fireballs
  - only spawn using a spawn egg at the moment
- as useless as the minecraft beta nether used to be


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 behavior implementation (actually kind of understandable now)
- rewritten whole block/item system:
  - implemented Block/Item classes, which instantiate 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


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


It still has some bugs, feel free to post them here, I might even get around to fix them  ;)


Edit: I remember putting a lot of time and effort into the 3D clouds, so please enjoy them!
Title: Re: Minecraft 2D for TI-Nspire
Post by: stevepetoskey on May 06, 2019, 06:05:34 pm
Thank you so much!
Title: Re: Minecraft 2D for TI-Nspire
Post by: TIfanx1999 on May 06, 2019, 07:59:14 pm
@Jens_K Thank you for taking the time to reply and post the most recent version. I have to say I'm pretty surprised you responded. Usually, topics that are this old never get replies as the author has usually moved on and doesn't keep up with their old accounts. So again, thanks.
Title: Re: Minecraft 2D for TI-Nspire
Post by: stevepetoskey on May 07, 2019, 08:58:24 pm
So while testing the game I came across a bug that after you use a furnace and save and quit, an error message pops up and the world resets to its previous save. But so far thats the only noticeable one I found.
Title: Re: Minecraft 2D for TI-Nspire
Post by: elf on January 30, 2020, 11:24:54 am
Hello, where can we find mods ?
Title: Re: Minecraft 2D for TI-Nspire
Post by: ClainBill on January 31, 2020, 09:51:33 am
Simple answer, you can't
Title: Re: Minecraft 2D for TI-Nspire
Post by: NonstickAtom785 on January 31, 2020, 11:49:04 am
Hello, where can we find mods ?
The only way you can is if you modify the game yourself.
Title: New version and I can’t move
Post by: Java on April 27, 2020, 06:07:26 pm
Will you release v1.0 anytime in the future. Jen’s Minecraft was and still is the best ti game in my opinion.... also when I try to move, the pointer shows up and I can’t move anymore... how can I fix it?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Eeems on April 28, 2020, 12:59:23 pm
He released v1.0 in this thread. You can find the post here (https://www.omnimaga.org/ti-nspire-projects/minecraft-2d-for-ti-nspire/msg407057/#msg407057).
Title: Re: Minecraft 2D for TI-Nspire
Post by: stevepetoskey on May 07, 2020, 11:01:11 am
Not that playing it will matter if you want to play survival, as the furnace breaks the game
Title: Re: Minecraft 2D for TI-Nspire
Post by: Java on June 03, 2020, 08:15:31 pm
How can I make a mod?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jonson26 on June 04, 2020, 05:09:35 am
You would need to modify the source code itself. Maybe you could also open it in the student software to get to the code. In any case, this wouldn't be as much of a mod as it would be a modified version.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Jens_K on September 28, 2020, 11:01:07 am

!!! New Preview Version: v1.0 Pre 2 !!!

While I'm still working on some features like nether mobs and world importing, I fixed some of the most annoying problems of Pre 1 to make it actually playable:

Fixes:
- fixed furnace save/load
- world seeds are working again
- fixed door not being craftable
- fixed sheeps not dropping wool

Optimization:
- optimized RAM usage for traveling far
- dungeon chests now don't create a chest inventory until opened for the first time

Other improvements:
- leaves now decay without wood nearby
- adjusted the menu for infinite worlds


As always, feel free to report any bugs and issues you find here!
Title: Re: Minecraft 2D for TI-Nspire
Post by: I_use_TI_nspire_cx on October 20, 2020, 10:30:27 am
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?
Title: Re: Minecraft 2D for TI-Nspire
Post by: Minitube 5601Xd on March 08, 2021, 04:52:17 am
i love this version of Minecraft, please update it!  ; )
Title: Re: Minecraft 2D for TI-Nspire
Post by: Nobi on June 16, 2021, 09:37:38 pm
Do you think we'll ever get a hunger bar?
Title: Re: Minecraft 2D for TI-Nspire
Post by: DJ Omnimaga on June 17, 2021, 06:57:33 am
I don't know if the original author will add it, but somebody else has been modding the game at https://www.omnimaga.org/ti-nspire-projects/chalex's-mc2d-mod/
Title: Re: Minecraft 2D for TI-Nspire
Post by: lolpro11 on July 21, 2021, 06:37:49 pm
Hi! Just made the 3rd mod for this game. It is a texture pack. Here's the link!
https://hypixel.net/threads/defrosted-by-looshy-on-a-calculator.4409768/

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?

no, it is a bug with dmg calculation
Title: Re: Minecraft 2D for TI-Nspire
Post by: Noobiu on November 12, 2021, 12:34:31 am
Hello, I am on the cx II CAS and I cannot move in the game whatsoever, all of the arrow keys that should move Steve have the same functionality as the enter button and mine/place blocks. I have tried pressing the corner buttons as one comment suggests but it still doesn't work.
I am also new to this calculator so it might not be an issue with the game at all.
Title: Re: Minecraft 2D for TI-Nspire
Post by: lolpro11 on November 12, 2021, 12:45:17 am
What keys are you using? (also are you using the touchpad?)

EDIT:

nvm I think I know what is wrong. The touchpad is controlling the cursor, which is used to break things. Clicking the touchpad while the cursor is shown on the screen makes you left-click (enter, break, or attack) the selected entity.

To hide the cursor, press any key on the keypad.
Title: Re: Minecraft 2D for TI-Nspire
Post by: Noobiu on November 12, 2021, 05:20:36 am
Thank you, problem solved. Too bad it's like that any slight movement brings the cursor back and it gets very annoying. Other than that, everything seems to work fine, thanks.