Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Piguy-3.14 on May 31, 2013, 01:38:09 pm

Title: [Axe] Picraft 2
Post by: Piguy-3.14 on May 31, 2013, 01:38:09 pm
Hello Omnimega users, today I am here to tell you about my first ever Axe Parser program, and only my second program ever, Picraft 2. Picraft 2 is the sequel to my first program I ever made, which was made in ti-basic, called Picraft. Picraft 2 is a minecraft like game where you build things with blocks. It has a texture pack very similar to that of minecraft's, giving it a familiar feeling. The game is currently in version 2.0 alpha which folled the release on May 28. The game is still by far unfinished, but as of now the main features are:
*Building and destroying
*multiple block types
*flying
*superflat land
*ability to move your entire creation at the click of a button
*a control scheme similar to that of Terria's
*other small features
For a more detailed description look under Picraft 2 in the Cemetech forums. Unfortunetely it is only available on Cemetech at the moment, and due to Omnimega's 40 post rule, may never be available for Omnimega. If you want to help with development of the game or have any questions feel free to leave a response.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on May 31, 2013, 01:42:06 pm
Btw if you know how to tilemap and would be willing to help code that in I would greatly appreciate your help, and you would recieve credit for what you do.
Title: Re: [Axe] Picraft 2
Post by: TheMachine02 on May 31, 2013, 02:04:23 pm
If you need help, I can give some, though  :P

EDIT: and try to not double-post.
You can simply edit your message with the EDIT button =)
Title: Re: [Axe] Picraft 2
Post by: DJ Omnimaga on June 01, 2013, 01:56:46 am
Hi and welcome here. Actually around 5 posts (I think) you can attach files directly to posts so you would be able to upload it fine here too.

Seems interesting, I hope this one Minecraft project gets finished, because all others so far were abandonned >.< This is an hard project to take on, though, so if you have never done tilemap stuff this might be challenging to get it off the ground.

Also by the way it's Omnimaga, not Omnimega :P
Title: Re: [Axe] Picraft 2
Post by: Hayleia on June 01, 2013, 03:07:28 am
Btw if you know how to tilemap and would be willing to help code that in I would greatly appreciate your help, and you would recieve credit for what you do.
There are a lot of tilemappers. For example, you have tilemappers that scroll sprite by sprite (8 pixels at a time), smooth scrolling tilemappers (1 pixel at a time) and non scrolling tilemappers (they just draw the map once for all and then the player moves on it without the map moving in the background).

So which one would you like to use in your game ?

Seems interesting, I hope this one Minecraft project gets finished, because all others so far were abandonned >.<
Hey, TinyCraft wasn't, I just have no time to work on this for now, but I planned to work on this as soon as I get holidays (I don't even know when they'll come o.o°). Also, you already have a lot of things to do in TinyCraft :)
Title: Re: [Axe] Picraft 2
Post by: Stefan Bauwens on June 01, 2013, 06:53:22 am
Good luck with this! Sounds interesting. :)
Title: Re: [Axe] Picraft 2
Post by: aeTIos on June 01, 2013, 07:20:29 am
I can help tilemapping. Send me a PM.
Title: Re: [Axe] Picraft 2
Post by: TIfanx1999 on June 01, 2013, 07:57:28 am
Hello Piguy-3.14. Welcome to Omnimaga! Sounds like quite an ambitious project, so good luck! Also, if you decide to stick around, those posts add up pretty quickly. I usually average 100+ a month(on good months) myself. ;)
Title: Re: [Axe] Picraft 2
Post by: Sorunome on June 02, 2013, 03:46:43 pm
Sounds like a big project, hope you'll be able to finish it! :D

Oh, and welcome to omnimaga! :D
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 09, 2013, 12:19:07 am
aeTIos: if you are willing to help that would be great( it would not let me send Pms for some reason, also the newest version of Picraft 2 is out if anyone is interested; it is currently only out on Ti-calc.org and is version 2.1alpha,(includes a few bug fixes and one new block)
Title: Re: [Axe] Picraft 2
Post by: DJ Omnimaga on June 09, 2013, 12:58:13 am
Yeah PMs requires 5 posts, else spammers kept advertising pr0n or personal sites via mass-PM.

I'll check out the version on Ticalc when I have some more free time to play it. I didn't know it was available for download yet actually. :)
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 18, 2013, 03:26:26 pm
Here are the planned features for version 0.3.0 if anyone was wondering:
-Jumping>done<
-jetpacks(a gravity affected flying)>done<
-acceleration and deceleration>done<
-flying>done<
-boundries>done<
-smooth movement for the player>done<
-autosaveing>done<
-a menu>in progress<
-collision with user placed blocks>need help with<
-a special 'Parkour' mini game>will only be added if I can implement collision<
-a little program to help the user memorize pi to the first 100 digits>will be added if the menu is<
-re-added dirt>done<
-maybe an inventory>not yet started<
-other small features and improvements>done<
I have no idea when I plan to release the update though, as I am still waiting for help on the collision(if anyone is intrested look at my topic Collision in a Terria like game for details) and still need to add quite a few features so I am afraid to give a release date at the moment.  If anyone would be willing to help, feel free to either email me or send me a pm; any help is appreciated:)
Title: Re: [Axe] Picraft 2
Post by: DJ Omnimaga on June 18, 2013, 03:38:15 pm
I like the Jetpack idea :)
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 18, 2013, 03:43:39 pm
Thanks:) it would be even better if I could get the stupid collision to work!
Title: Re: [Axe] Picraft 2
Post by: Sorunome on June 18, 2013, 05:47:34 pm
jetpack sounds cool indeed! any chance of screenies?
Title: Re: [Axe] Picraft 2
Post by: tr1p1ea on June 18, 2013, 06:05:59 pm
Love screenies! (I collect them :)).
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 18, 2013, 06:16:50 pm
By screenies do you mean screenshots/gifs? If so sure:) (I am going to see how right now(I've never made a gif))
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 18, 2013, 07:15:41 pm
Okay so I have a gif, but how do I add it to my post...I feel really stupid lol I should know how to add a gif)
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 18, 2013, 07:33:13 pm
http://gifboom.com/x/bfbdd2a5 (http://gifboom.com/x/bfbdd2a5)
Just click on this link to view for now; sry I do not know how to upload a gif directly to the website... Btw this is a terrible example of jetpacks, they are a lot better ingame then the gif displays.
Title: Re: [Axe] Picraft 2
Post by: TIfanx1999 on June 19, 2013, 12:39:28 am
If you click on reply, there is an attachment box at the bottom of your post. :) The jetpack looks pretty sweet btw. :D
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:46:23 am
Seems interesting, I hope this one Minecraft project gets finished, because all others so far were abandonned >.<

Ha ha, ya. I started to make a terraria clone with Axe. I got into the scrolling and had it pretty good, then I lost all my data for it and just quit XD.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 12:49:24 am
How do u add gifs to it though, all I can add are photos and videos?
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:50:22 am
A .gif is a photo. If you add it as a photo it should work, never tried it though.

Hmm didn't work. At the bottom it says you uploaded a .jpg. Did you mean to do that?

EDIT: O' Crap, now it looks like I double posted. XD
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 12:54:44 am
Well I saved the gif from my link to my camera roll, so it should be a gif... Not a jpg
Title: Re: [Axe] Picraft 2
Post by: TIfanx1999 on June 19, 2013, 12:55:00 am
You can upload any file type you like. It should work for any as long as it isn't gigantic (there is a limit, but I think it's are 4MB maybe?). *edit* and yes, gifs are photos.
Use this box (see attached jpeg)
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 12:56:14 am
I can only choose from photo or video(I am on a mobile device though
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:56:33 am
.gif upload test:

EDIT: Works for me, would you like me to upload your .gif?
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 12:57:50 am
How did u upload it?
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:58:43 am
I hit the attachments button at the bottom and found the file.
Title: Re: [Axe] Picraft 2
Post by: TIfanx1999 on June 19, 2013, 01:00:28 am
Ah, not sure about from a mobile device. I've never tired from one. when you choose to browse from attachments does it show your gif file ?
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 01:01:09 am
?
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 01:01:44 am
No
Title: Re: [Axe] Picraft 2
Post by: Runer112 on June 19, 2013, 01:03:01 am
I believe the primary issue is that your phone produces mp4 files, not gif files. I'd save taking screenshots for when you have access to a computer and an emulator that is capable of gif recording.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 01:03:36 am
Okay
Edit* this is a bit off topic but can you use the pt-test command to create a collision detector?
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 01:28:13 am
Yes, and it's called pxl-test. But I would advise not to.
By doing so you will have to create a constant black edge on all of the blocks. I would advise using an array, and checking the location of the blocks that way.

If you wish to create a collision detector this way you must detect for the pixel's under the players feet, to his right, to his left, and to his head.
I have used this method in the past, but it gets in the way later.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 19, 2013, 07:56:02 am
What do you mean by "gets in the way later" as depending on how it gets in the way I may be willing to use it... Of course if I did I would give you credit:)
Title: Re: [Axe] Picraft 2
Post by: Streetwalrus on June 19, 2013, 11:17:59 am
Really Piguy, a tilemap is definitely the way to go. I don't know how you could do it in any other way.
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:36:01 pm
The reason it gets in the way, is that you need a tilemap/array to be able to break/place blocks anyway, otherwise I have no clue on how you are going to do that. To make the game feasible, you will need to make more space than just the screen that you are on, so you will need a bigger, not confined "screen space", thus a scroller. And to make a scroller, You should really make a tile map (because it takes less space, and IRL time to make) if you want random generation, I could not possibly think of a way to do it by hand (Random generation) :o. Since you must scroll the screen and you will need relatively small blocks, thus they will all have to have black borders which don't look the greatest. :-\

Trust me, I have done this project before, and I have created pxl-test collision MANY times before, in the long run it's just not that feasible. If you want I can help you with the tile mapping part, I have some pretty good understanding of it all. :) Not to mention all of the other great people on this forum, which are infinitely time better at this than me. ;)
Title: Re: [Axe] Picraft 2
Post by: Hayleia on June 19, 2013, 12:39:24 pm
I agree with XiiR3CR34T10N, pxl detection is not a good idea. I made that in TinyCraft at first, and it worked well... before the mobs came. And when mobs are off-screen, how do you pixel test ?

Also, as other said, you need a tilemap with a map in array anyway to draw and edit your map, so that said, just use that array again for collisions.
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 19, 2013, 12:41:23 pm
I agree with XiiR3CR34T10N, pxl detection is not a good idea. I made that in TinyCraft at first, and it worked well... before the mobs came. And when mobs are off-screen, how do you pixel test ?

Golly I remember trying to do that in mine, what a nightmare!  O.O

But yeah, If you have any questions on tilem mapping, search or ask around. Everyone here is quite helpful.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 20, 2013, 12:37:02 am
I don't know I have attempted tilemapping soooooo many times its rediculous; unless someone could literally do it for me I really do think it is impossible; I've gotten tilemapps to work, but they make future coding so much harder, as I am just not use to how they operate even though I have done every tutorial and studied them for weeks...
Title: Re: [Axe] Picraft 2
Post by: Runer112 on June 20, 2013, 12:40:20 am
I've gotten tilemapps to work, but they make future coding so much harder

I believe that the truth is actually quite the contrary. Tilemaps are used to make 2D game graphics easier and usually lend themselves to implementing actual gameplay aspects more easily as well.

What about tilemaps is holding you back? If you have specific questions, hopefully someone can help you through them.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 20, 2013, 12:51:22 am
Lots, mainly placing and removing tiles, movement,changing the size, and some of the code are just a few...
Title: Re: [Axe] Picraft 2
Post by: Runer112 on June 20, 2013, 12:55:57 am
I thought you had a scrolling tilemapper working? That should handle most of the general code and the movement. To place/remove tiles, just change the value of the tile byte in the tilemap that you want to replace. As for changing size (I assume you mean size of tiles), I wouldn't really even recommend doing so, at least until you fully understand how the tilemapping engine works and can write your own.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 20, 2013, 12:59:28 am
I did but it was real buggy and had many issues
Title: Re: [Axe] Picraft 2
Post by: Runer112 on June 20, 2013, 01:00:35 am
You can always post the code and ask others for help with debugging it if you're having trouble doing so alone.
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 20, 2013, 01:49:10 am
I never figured out how to change data values in the array after it was created :/. But I can get dynamic movement down for it pretty good. That's what I had on Fallen and it ran great. :D
Title: Re: [Axe] Picraft 2
Post by: DJ Omnimaga on June 20, 2013, 02:20:02 am
Really Piguy, a tilemap is definitely the way to go. I don't know how you could do it in any other way.
Without tilemaps, you pretty much have to do one if conditional for each obstacle in the map, and worse, you end up with dozens of If blocks per map, meaning that your game will take 10 KB fast. I did that in my Team Demo game in 2002 (before I learned tilemaps) and look at how large it is x.x

The other way is pixel test, which isn't as bad, but for a Minecraft-type game it won't work without a tilemap.
Title: Re: [Axe] Picraft 2
Post by: Hayleia on June 20, 2013, 02:49:45 am
I never figured out how to change data values in the array after it was created :/.
If you compiled as an app and used an array "inside your program", of course you couldn't change the array since you "can't" edit your app. But if you compile as a program, or if your array is in an external var (like an appvar), there should be no problem.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 21, 2013, 06:38:29 pm
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Title: Re: [Axe] Picraft 2
Post by: Hayleia on June 22, 2013, 02:52:31 am
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Creating an array has nothing to do with tilemapping. Tilemapping is just a method to render a world on the screen. So your question should be more "is there a way to have the array outside the app ?", and then the answer is this (http://ourl.ca/8294).
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 22, 2013, 01:57:10 pm
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Creating an array has nothing to do with tilemapping. Tilemapping is just a method to render a world on the screen. So your question should be more "is there a way to have the array outside the app ?", and then the answer is this (http://ourl.ca/8294).
I think I understand more now, but I'm still quite overwhelmed :crazy:! Lol, I might get back into calc programming later.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on June 29, 2013, 03:17:41 pm
Hmm... Unless I can get someone to help with implementing collision detection while not using tilemap... If you would be intrested in helping please say so as I could definitely use some... If I do not get a response for collision I may be forced to release 0.3.0 without collision which would be very bad... If you think you can help please do; any coding you do will be credited toward you, thanks:)
Title: Re: [Axe] Picraft 2
Post by: XiiDraco on June 30, 2013, 08:48:30 pm
Actually since I'm not working on anything at the moment (Starblaze doesn't exactly count atm), I could help.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on July 01, 2013, 02:29:45 pm
Ok if you would help me I'd love it, give me your email so I can send you the code and some instructions for what I need help on.
Title: Re: [Axe] Picraft 2
Post by: Piguy-3.14 on July 18, 2013, 07:49:27 pm
Hey, I'm back, sry for the lack of posts, just wanted to let you know I have released Picraft 2 version 0.3.0 and then about a day after that I released version 0.3.5 . I released the latest version(0.3.5) yesterday so it's still pretty new. The features added in 0.3.0 were:
•physics
-acceleration and deceleration
-jetpacks
-gravity
•other small features
-map boundries
-now includes source code
-a few other tiny add-ons
In version 0.3.5 I added:
•new blocks
-re-added dirt
-added snow
-added ore
-added ladders
•game improvements
-placing a block now displays its name
-autosave
•the beginning of survival
-health bar
That is both 0.3.0 and 0.3.5 features so if you want to try them out, go ahead! The game is available on ticalc and Cemetech, enjoy:) Also if you have any requests for version 0.4.0 I'd love to hear em, as your opinion matters the most, so please do tell me what you would like me to include in the next version and Ill do my best to include them. That's all I have to say for now; have fun!
Title: Re: [Axe] Picraft 2
Post by: DJ Omnimaga on July 27, 2013, 06:17:13 pm
Ok I'll try it out when I have time. I would recommend putting a link to both the ticalc and Cemetech downloads in the first post next time, though, so we don't have to search through the sites. ;) (Also some people are lazy and might not even try the game for that reason)
Title: Re: [Axe] Picraft 2
Post by: stevon8ter on July 27, 2013, 07:02:17 pm
well i actually got a question... in what way do you store your map? and is it finit or infinit..?
pm me if you'dd like to tell me..