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Minecraft 2D for TI-Nspire

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Jens_K:
Hi, I am Jens Kolbinger and I'd like to introduce Minecraft 2D for the TI-Nspire (No Ndless required!)
I've been working on it for more than one year now and this is the current progress:

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

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

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

Screenshots:

Spoiler For Screenshots: Main Menu:

Randomly generated world:

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

Randomly generated caves and ores:

Crafting:

Furnace:


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

Current version: 0.13


Current preview version: v1.0 Pre 2 (might contain bugs)
Spoiler For Features:
infinite worlds:
- implemented a new chunk system that generates the world procedually
- chunks are generated


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


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


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


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


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


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

Download or here on ticalc.org
VVVVVVV

ElementCoder:
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

--- End quote ---
What's the problem at this time?

Levak:

--- Quote from: ElementCoder on June 09, 2013, 02:16:02 pm ---
--- Quote ---- Full compatibility to OS 3.1

--- End quote ---
What's the problem at this time?

--- End quote ---

This means he doesn't use 3.2 Lua features.


On the other hand, I'm wondering how much it weight.

Jens_K:
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...

ElementCoder:

--- Quote from: Levak on June 09, 2013, 02:21:56 pm ---
--- Quote from: ElementCoder on June 09, 2013, 02:16:02 pm ---
--- Quote ---- Full compatibility to OS 3.1

--- End quote ---
What's the problem at this time?

--- End quote ---

This means he doesn't use 3.2 Lua features.

--- End quote ---
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.

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