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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Hayleia on May 22, 2012, 01:42:56 pm

Title: TinyCraft II (name subject to change)
Post by: Hayleia on May 22, 2012, 01:42:56 pm
Latest version here:
http://ourl.ca/16224/319575

(Since nobody answered to this post (http://ourl.ca/14748/301004;topicseen#new), I consider the original TinyCraft project as dead. So here is mine :D)
(Also note that at first, I didn't want to make that topic in case I abandon the project, because that would give you another broken hope)
(And for those who don't know me, excuse me if my sentences make no sense. This is because I am French)
(Also excuse my non-organized post, as usual :P)

So, this is meant to be (yet another :P) Minicraft clone.

The only problem about this project is that I never played MineCraft so I don't know what I should put in the game :P
This is the main reason why I made the topic.

The previous TinyCraft project was a group open-sourced project but there was no main coder, I think this is why it got stopped. So for this one, I am the main coder (and you could blame me if I give up :P) but of course, any help is appreciated ;)
For example, for now I would need to know every tile I should put in the game before continuing note that I only use 3-level grayscale).

I attached my progress so far:
ATICRAFT is the normal executable (for Ion)
ATICRAFF is the same but in Full speed mode, so you see the difference between the previous project (but Normal speed is fast enough)
(Note that those programs are outdated now. the link on the top leads you to the latest update)

The keys are
-the arrow to move
-Alpha to aim
-2nd to set a tile while aiming
-F1 and the right-left arrows to select the tile to set

(http://img.removedfromgame.com/imgs/TICraft%20Full.gif)
Title: Re: TinyCraft II (name subject to change)
Post by: Chockosta on May 22, 2012, 02:02:37 pm
Wow, this looks awesome !
The sprites are really, really pretty...

I hope this one won't be discontinued !
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 22, 2012, 02:04:33 pm
Wow, this looks awesome !
Thanks :D

The sprites are really, really pretty...
Hehe, I recycled the ones from the old TinyCraft project :P

I hope this one won't be discontinued !
Yes, but I really need help to know what I should put in my game -.-°
Title: Re: TinyCraft II (name subject to change)
Post by: Chockosta on May 22, 2012, 02:13:22 pm
Yes, but I really need help to know what I should put in my game -.-°

Sorry, I can't help you, I never played this game...
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 22, 2012, 02:14:13 pm
Sorry, I can't help you, I never played this game...
You never played MineCraft ? How can you be coding it on Nspire then ? ???
Title: Re: TinyCraft II (name subject to change)
Post by: Chockosta on May 22, 2012, 02:49:37 pm
You never played MineCraft ? How can you be coding it on Nspire then ? ???
No, I've never played Minicraft...
You said that your game was a Minicraft clone, didn't you ?

Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 22, 2012, 03:23:53 pm
wouldn't it be easyer to choose blocks just with + and - ?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 22, 2012, 03:49:33 pm
No, I've never played Minicraft...
You said that your game was a Minicraft clone, didn't you ?
Ah ok. Yes it is, but MiniCraft is some sort of a MineCraft clone so my game is also some sort of a MineCraft clone ;)

wouldn't it be easyer to choose blocks just with + and - ?
Two problems:
- those keys are already used for contrast
- pressing F1 without any arrow allows you to see which tile is selected without changing it

Moreover, I plan to change the tile selector drastically (because here you have 16 tiles but when there will be 200 tiles (it will never happen), even with + and - you have a long way to go to switch between the last tile and the first one ;))
Title: Re: TinyCraft II (name subject to change)
Post by: turiqwalrus on May 22, 2012, 03:53:54 pm
No, I've never played Minicraft...
You said that your game was a Minicraft clone, didn't you ?
Ah ok. Yes it is, but MiniCraft is some sort of a MineCraft clone so my game is also some sort of a MineCraft clone ;)
Well, Minicraft is actually a separate game released by Notch, and has little or nothing to do with minecraft other than the name...(touching ores hurts you?)
Title: Re: TinyCraft II (name subject to change)
Post by: cyanophycean314 on May 22, 2012, 07:15:22 pm
Yay! Revivedness! Hope this one works out!  :D
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on May 22, 2012, 11:37:26 pm
There are blocks like wheat, water, stone, and even stairs which lead to underground structures in minicraft..
But as a minecraft fan i'm compelled to ask you... Will you be adding any type of explosive? TNT or other sorts... :3
And as an opinion, I would wonder if this will become a "building survival game" in which you must purchase your blocks after defeating so many enemies, or if this game will be pure creativity :D. Anyways, can't wait to see where this goes ^^.
Title: Re: TinyCraft II (name subject to change)
Post by: kindermoumoute on May 23, 2012, 07:58:25 am
You can recycle more than sprite : benchwork menus, rnd map, .... it was a great work. ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on May 23, 2012, 09:48:39 am
Wha, that looks cool! BTW, which font are you using? xD
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 23, 2012, 11:04:58 am
Will you be adding any type of explosive? TNT or other sorts... :3
I don't know but why not ?
As said previously, I don't know at all what I should put in the game, and TNT is a good idea in fact.

And as an opinion, I would wonder if this will become a "building survival game" in which you must purchase your blocks after defeating so many enemies, or if this game will be pure creativity :D.
I think I'll add enemies but they won't have a very impressive AI ;)

You can recycle more than sprite : benchwork menus, rnd map, .... it was a great work. ;)
Will do :P

BTW, which font are you using? xD
I am using Spyro's font (http://ourl.ca/10110/285258) for zStart (but I modified the cursors to not get lost)

And thanks everyone for the support :D
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on May 23, 2012, 11:11:55 am
And thanks everyone for the support :D

Np :3
This is a game that I will definitely be looking forward too :D
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 23, 2012, 11:38:25 am
Me too, looks really nice
Title: Re: TinyCraft II (name subject to change)
Post by: Runer112 on May 23, 2012, 11:43:36 am
You can recycle more than sprite : benchwork menus, rnd map, .... it was a great work. ;)
Will do :P

You may want to consult with jacobly before you use the random map generator. He worked pretty hard on that and I think he may actually still be working on the original TinyCraft, although very slowly.

Other than that, keep up the good work, I'd like to see one of these projects get (at least close to) finished. :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 23, 2012, 11:45:49 am
You may want to consult with jacobly before you use the random map generator. He worked pretty hard on that and I think he may actually still be working on the original TinyCraft, although very slowly.
Well he didn't reply to this post (http://ourl.ca/14748/301004;topicseen#new) so I thought it was dead.
But people will get credits for anything I use :)

Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 25, 2012, 01:16:33 pm
Double posting for great news.
You are not alone anymore :D
Now there is a chicken with you, but he doesn't seem to like you a lot since he is always trying to run away from you :P

Note that you only have one chicken for now but there will be more later, when this one works perfectly ;)

(still running without Full speed and compiled for Ion)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 25, 2012, 02:09:15 pm
Wow, that's really amazing, chicken runs away nicely and great sprite

I'll download and try it tommorow, while i'll also upload some of my stuff

I LIKE YOUR PROJECT :P
Title: Re: TinyCraft II (name subject to change)
Post by: Nick on May 25, 2012, 02:57:58 pm
wow, that's cool :) maybe you could have it running around more randomly whe you're not chasing it. Now it's just standing still when you're far enough, but it would be nice to have it moving, just to have some more realistic and interactive surrounding :)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 25, 2012, 05:08:30 pm
Yeah, that would indeed be an absolute Plus
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on May 25, 2012, 06:41:50 pm
Wha, this is epic! I like that it runs so fluently! Great job so far!
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on May 25, 2012, 06:44:57 pm
nice!!!!!
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on May 25, 2012, 06:46:16 pm
I love this update!
+1!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 26, 2012, 12:51:24 am
Thanks all for the support :D

maybe you could have it running around more randomly whe you're not chasing it. Now it's just standing still when you're far enough, but it would be nice to have it moving, just to have some more realistic and interactive surrounding :)
Yes, I would like to do this but I stupidly based collisions on pixels so chickens can only move when they are on the screen :P
I'll try to change that.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 26, 2012, 10:16:34 am
(double posting for an update. If it is not considered as a major update, tell me and I'll use the "edit" and "modify" buttons)

Yay :D
Now chickens' collisions are based on tiles and not on pixels, so they can move even when not on the screen.
And yes, you read the word "chickens" well, with an "s" at the end :D
Now you have 5 chickens on the map !

However, I have 2 problems:
-They leave some stupid trail behind them when they are too close one from each other or when they are on the border of the screen.
-They can walk one the other and so when they are exactly one one the other, it is like if you had only one chicken.
I'll try to fix this.

(also, the game runs a bit slower when you have the 5 chickens on the screen)

edit: I forgot some very important information.
When you quit the game, it will delete your savegame except if you hold Del at the same time as Clear. If you do so, it will archive your savegame.

Download ↓ :P
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on May 26, 2012, 10:30:27 am
Wha, that's pretty cool! Great work! Now you have to make the chickens eat grass and reproduce :P
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 26, 2012, 11:50:38 am
Haha, first make sure most of the bugs are worked out, if it doesn't work you can always give the user the choice to play with no chickens, 1 chicken or 5, and just put in the read me that there are bugs with 5 chickens, i think that would be possible just by adjusying vars, but i don't know your code, but good luck, and nicely done so far
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 26, 2012, 12:38:16 pm
Wha, that's pretty cool! Great work! Now you have to make the chickens eat grass and reproduce :P
Thanks :)
And lolnope :P
At most, they will produce eggs so you can eat but not reproduce themselves (I have enough problems with 5 :P)

Haha, first make sure most of the bugs are worked out, if it doesn't work you can always give the user the choice to play with no chickens, 1 chicken or 5, and just put in the read me that there are bugs with 5 chickens, i think that would be possible just by adjusying vars, but i don't know your code, but good luck, and nicely done so far
Yes, I think I'll do that. The lack of speed is not annoying on a 84+ but it is a bit slow on a 83+ :(
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 26, 2012, 01:02:48 pm
It would indeed be nice if you could arrange that, some people say: ow i love to play without chickens, others say, i only want 1 because of the bugs, and then there's 2 more groups: people who don't mind playing with bugs and people who don't wanna play at all
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 27, 2012, 03:19:03 am
Ok, here is the code for the chickens.
I over commented it so you can understand what it does and optimise it if you want.
Of course, if you optimise it, it has to produce the exact same effect, and you would have to overcomment it too se I can see what you do (and you would get credits of course ;))

Something is also missing in that code: chickens can walk one on another.

Spoiler For Spoiler:
For(T,1,5)
   T*^^oWIDTH+V->V3
   {+2}^^r->V2-B->X
   {V3}^^r->V1-A->Y
   .V2 and V1 hold coordinates of chicken on map
   .X and Y hold coordinates of  chicken on LCD
   A+30>V1?A+30-V1,V1-A-30
   ->r1*r1->r1
   B+40>V2?B+40-V2,V2-B-40
   ->r2
   *r2+r1->r2
   .I am calculating sqrt( (A-V1)²+(B-V2)² )
   If sqrt(r2)<100
      .distance between player and chicken < 100 pixels
      !If TC^2
         .TC is a counter; the chicken only moves every 2 frames so you can run faster than him
         If X<88 and (Y<56)
            Pt-Off(X->Z,Y->theta,V3+4,L3+11)
            Pt-Off(X,Y,Str0)
            .erases the chicken on screen
         End
         .only erase it when it is on screen to not produce strange trails on the grass for no reason when its coordinates modulo something makes it appear as if on the screen
         If A+30>V1
            .can't just write Y<30 if the chicken is on the edge of the LCD
            .If the chicken is above you
            {V1-1/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1-1/8*^^oWIDTH+(V2+7/8)+V}->r1>2 or (r1=0))
            ??V1-1->V1-A->Y
            .If there is no tile to prevent him to go upwards, then he goes upwards
            V1->{V3}^^r
            .save his new coordinate in appvar
         Else
            .If A+30<V1
            .If the chicken is below you
            {V1+8/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1+8/8*^^oWIDTH+(V2+7/8)+V}->r1=0 or (r1>2))
            ??V1+1->V1-A->Y
            V1->{V3}^^r
         End
         If B+40>V2
            {V1/8*^^oWIDTH+(V2-1/8)+V}->r1=0 or (r1>2) or ({V1+7/8*^^oWIDTH+(V2-1/8)+V}->r1=0 or (r1>2))
            ??V2-1->V2-B->X
            V2->{V3+2}^^r
         Else
            .If B+40<V2
            {V1/8*^^oWIDTH+(V2+8/8)+V}->r1=0 or (r1>2) or ({V1+7/8*^^oWIDTH+(V2+8/8)+V}->r1=0 or (r1>2))
            ??V2+1->V2-B->X
            V2->{V3+2}^^r
         End
         pt-get(X,Y,L3,V3+4)
         .to erase chicken next time
      End
      If X<88 and (Y<56)
         .If on screen
         Pt-Mask(X,Y,B+40<V2*2*2*2*2+GDB1W+128)
         .draws the chicken
         .only if on screen in case sometimes with a modulo thing he appears to have coordinates "on screen" while he doesn't
      End
   End
End
Title: Re: TinyCraft II (name subject to change)
Post by: kindermoumoute on May 27, 2012, 04:18:47 am
Je vois Plusieurs choses :

Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 27, 2012, 05:21:51 am
Holy shit man, that's way above my level, i don't use axe
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 27, 2012, 05:33:54 am
Holy shit man, that's way above my level, i don't use axe
Lol, I don't code optimized so it stays readable :)

Je vois Plusieurs choses :
  • utilise la commande carré au lieu de r1*r1.
  • V1-1->V1 ==> V1-- (et pareil pour un V2+1 plus bas)
  • {V1+8/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1+8/8*^^oWIDTH+(V2+7/8)+V}->r1=0 or (r1>2)) ==>  {V1+8/8*^^oWIDTH +V->r1+(V2/8)}=0 or ({(V2+7/8)+r1}->r1=0) and (r1>2) (Il y a plusieurs opérations comme ça simplifiables)
  • Après j'ai d'autres idées mais ça rendra le code illisible. ;D
(English topic ? :P)
Thanks :)
Just a question: does the square command work for "negative" numbers ?
Title: Re: TinyCraft II (name subject to change)
Post by: kindermoumoute on May 27, 2012, 10:19:46 am
I suppose. You can try it quickly. ^^
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 27, 2012, 12:22:25 pm
I suppose. You can try it quickly. ^^
It works greatly, thanks :D
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 27, 2012, 12:35:11 pm
Good news, i'm gonna download your project soon and then i'll give you a (probably possitive) feedback
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 27, 2012, 05:47:00 pm
It rocks man, i tried it and it's just f-ing awesome, but what i noticed is: when i got close to one of the chickens it did only leave a little black trail, and that wasn't all the time
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 28, 2012, 09:02:30 am
It rocks man, i tried it and it's just f-ing awesome
Thanks :)

But what i noticed is: when i got close to one of the chickens it did only leave a little black trail, and that wasn't all the time.
A black trail or a grey trail ?
Also, I added something so that chickens can't go too close to other chickens. But there is another problem: see the poll I added.

Should chickens be transparents or white ?
-transparent is easier to make so it will not have trail problems and will be faster (I am worrying about speed for 83+BEs)
-white is a pain to code (see, they have trails) and slower to execute.

I personally vote for the fast option. If chickens are on sand, they seem white.
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 28, 2012, 11:13:38 am
I think it was grey

And idk
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 28, 2012, 11:22:17 am
I think it was grey

And idk
If it was grey, it is "normal". It is just that something (maybe you ;)) was too close to him so he somehow included it in the tile he was walking on then, when he draw the tile back, there was something that should not have been here :)
It is fixed now as chickens can't go too close each one from each other.
But I still have problems with them when they are on the border of the screen, and that would be hard to fix without adding a lot of If statements, whiwh will decrease speed a lot on a 83+. This is why I added the poll.
Title: Re: TinyCraft II (name subject to change)
Post by: Spyro543 on May 28, 2012, 11:23:51 am
I wanna see PIGGYS!!!!!1!!!!! :P
Well, the piggy's AI is kind of the opposite of the chicken's. The piggy actually wants to come toward the player.
I'm not sure about the cows or the sheep. I think they just wander around randomly, but IDK.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 28, 2012, 11:29:17 am
I wanna see PIGGYS!!!!!1!!!!! :P
Well, the piggy's AI is kind of the opposite of the chicken's. The piggy actually wants to come toward the player.
I'm not sure about the cows or the sheep. I think they just wander around randomly, but IDK.
ok but transparent or white pigs ? :P

Sorry, but there mainly two problems with pigs :-\:
-a 8x8 sprite of a pig ???
-you can't eat anything on a pig without killing him (whereas a chicken gives eggs)

Btw, here is a screenshot of what a transparent chicken would look like on sand and on grass.
You see that is is not problematic at all on sand, so you just need to put all your chickens on a sand area
(http://img.removedfromgame.com/imgs/transparent%20chicken.gif)
Title: Re: TinyCraft II (name subject to change)
Post by: Spyro543 on May 28, 2012, 01:03:34 pm
I haven't tried doing a piggy yet, but here's a sheep:
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 29, 2012, 12:51:21 am
I haven't tried doing a piggy yet, but here's a sheep:
Thanks :)
But what are sheeps meant to do ? I mean chickens give eggs but what does the sheep give ?


Also, I'll go for the transparent chickens, sorry for the one who voted white but:
-The game is a lot less slow
-I save 300 bytes in the code
-I save 8 bytes per chicken in the savegame
-Chickens are drawn wherever they are on the screen whereas they were only drawn when not on the edge when white
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on May 29, 2012, 12:52:12 am
The sheep can give you wool :O
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 29, 2012, 12:58:17 am
Tell us when it updates :p ps: saving, that was [del]+[clr]?
and if you do new, wat are the numbers you can adjust?
Title: Re: TinyCraft II (name subject to change)
Post by: Spyro543 on May 29, 2012, 08:54:13 am
Also here's a cow or something. The cow gives you leather and steak when killed.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 29, 2012, 02:29:48 pm
The sheep can give you wool :O
Also here's a cow or something. The cow gives you leather and steak when killed.
Hey, wool and leather could be useful if I add some clothes system :)
But I don't want to kill cows D:

Tell us when it updates :p
Now :P

saving, that was [del]+[clr]?
Forget about this. Now press Clear to quit with saving and press Del to quit and delete the savegame.

and if you do new, wat are the numbers you can adjust?
I didn't understand the question ???



This update is basically for you to test what transparent chickens look like on calc. You have 3 chickens, appearing right above you when you start a new game. I included a savegame if you are too lazy to build a barrier to enclose your chickens :P
You can see that they are not ugly at all on sand but a bit ugly on grass. Yet, it is not unbearable :)


Note for Leafy, Runer112 and all of the others who wanted white chickens: I tried it with saving the back buffer in an appvar. First, it didn't work (but I can make it work if I work harder on it) but most of all, it was slow as hell, and unbearable without Full speed mode.
What I may do (if I can make it work) is using conditionnal comments to make a 83+BE version with transparent chickens and a Full speed mode version with white chickens ;)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 29, 2012, 02:37:49 pm
and if you do new, wat are the numbers you can adjust?
I didn't understand the question ???

If you press new game, you get 1/4 black screen and 1/4 grass with the sprite, then there's a number which you can adjust with arrowkeys, what are those numbers for? And can't you do when you press new you can play instanly instead of first having to go back to menu and press load?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on May 29, 2012, 02:43:05 pm
and if you do new, wat are the numbers you can adjust?
I didn't understand the question ???
If you press new game, you get 1/4 black screen and 1/4 grass with the sprite, then there's a number which you can adjust with arrowkeys, what are those numbers for? And can't you do when you press new you can play instanly instead of first having to go back to menu and press load?
Ah, I get what you mean. When you press new, you are led to the greyscale calibration screen. You have 4 choices and usually, one of them is better than the other ones. Look better at the screen and you'll se that some choices show ugly grey while others show beautiful grey :)

And can't you do when you press new you can play instanly instead of first having to go back to menu and press load?
Yes, I can do that. I can even make the menu beautiful with images and all.
But I first want the game to work "perfectly" before adding things that are only for comfort :)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on May 29, 2012, 02:48:14 pm
Ok, no problem, i'll try to download your new versions always asap

*random idea: jumping on blocks?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 04, 2012, 09:45:02 am
*random idea: jumping on blocks?
Nope, it is only 2D ;)

UPDATE
Ok, I haven't done any big thing. But that menu is so awesome that you will spend all your time there, so I don't even need to make real progress :P
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on July 04, 2012, 09:47:25 am
That's amazing O.O/me downloads
And may I ask what you are planning for in the future?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 04, 2012, 10:25:30 am
That's amazing O.O/me downloads
Hehe, I can see the download count still at 0 :P

And may I ask what you are planning for in the future?
Well I need to organise my data in a logic way.
Then, I can start making real things without having problems. Like you will be able to pick up berrys on those bushes (you already can but when you pick up berries, you don't earn any berry for now).
Title: Re: TinyCraft II (name subject to change)
Post by: cyanophycean314 on July 04, 2012, 10:54:58 am
Dang, nice menu.  ;D

That's amazing O.O/me downloads
Hehe, I can see the download count still at 0 :P

That was very funny. Hellninjas was caught red-handed.  :P
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 04, 2012, 01:41:22 pm
Wow, this is really coming along quite nicely! I love the menu idea - excellent execution!
Title: Re: TinyCraft II (name subject to change)
Post by: TIfanx1999 on July 04, 2012, 09:16:51 pm
Wow, I didn't know this was still being worked on. It looks nice. ^^ Why is there a II on the title screen though? ??? I don't remember a first one being completed.
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 05, 2012, 01:13:05 am
Yeah, I feel that since the original was cancelled, go for it! Just call it TinyCraft :D
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on July 05, 2012, 01:48:28 am
Looks pretty nice so far. I hope this Tinycraft project comes to fruition, unlike the other two.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 05, 2012, 02:11:30 am
Wow, I didn't know this was still being worked on. It looks nice. ^^ Why is there a II on the title screen though? ??? I don't remember a first one being completed.
Yeah, I feel that since the original was cancelled, go for it! Just call it TinyCraft :D
Yeah, you are right, I can call it TinyCraft. But that would mean that I must change the titlescreen D: :P

Looks pretty nice so far. I hope this Tinycraft project comes to fruition, unlike the other two.
Thanks, but what are the two projects you are talking about ? I can only remember one TinyCraft project ???

edit
Also, can someone tell me what those items in the attachements are and how to get them ?
I know some but others are totally unknown so this list below needs to be completed so I can implement the items.

What's the item, where to get it

1--flower, on punching flowers
2--wood, when cutting trees
3--???,???
4--seed, when cutting trees
5--???, ???
6--???,???
7--wheat,???
8--pow glove,???
9--bread,???
10-apple,???
11-coal,???
12-???,???
13-glass,???
14-gem, ???


edited with Spyro's information
Title: Re: TinyCraft II (name subject to change)
Post by: Spyro543 on July 05, 2012, 11:38:39 am
The first one is a flower from punching flowers, the 2nd to last one is glass, not sure how it's obtained, 7th one is wheat, 8th one is pow glove, 9th one is bread, 11th one is coal
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 05, 2012, 11:44:28 am
The first one is a flower from punching flowers, the 2nd to last one is glass, not sure how it's obtained, 7th one is wheat, 8th one is pow glove, 9th one is bread, 11th one is coal
Thanks, but how do we obtain wheat, pow glove, bread and coal ?
(now you can wonder why I started to code MiniCraft if I know nothing to MiniCraft :P)
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 05, 2012, 07:08:03 pm
You are given the pow glove at the beginning. Wheat you grow or find by cutting down the grass, and bread and coal have formulas. If you check the old tinycraft thread I think I posted all the ingredients.

EDIT:
Lantern: 5 wood, 10 slime, 4 glass
Oven: 15 stone
Furnace: 20 stone
Workbench: 20 wood
Chest: 20 wood
Anvil: 5 iron ingots
Iron ingot: 4 iron ore, 1 coal
Gold ingot: 4 gold ore, 1 coal
Glass: 4 sand, 1 coal
Bread: 4 wheat

Wooden:
Sword: 5 wood
Axe: 5 wood
Hoe: 5 wood
Pickaxe: 5 wood
Shovel: 5 wood

Stone:
Sword: 5 wood, 5 stone
Axe: 5 wood, 5 stone
Hoe: 5 wood, 5 stone
Pickaxe: 5 wood, 5 stone
Shovel: 5 wood, 5 stone

Iron:
Sword: 5 wood, 5 iron ingot
Axe: 5 wood, 5 iron ingot
Hoe: 5 wood, 5 iron ingot
Pickaxe: 5 wood, 5 iron ingot
Shovel: 5 wood, 5 iron ingot

Gold:
Sword: 5 wood, 5 gold ingots
Axe: 5 wood, 5 gold ingots
Hoe: 5 wood, 5 gold ingots
Pickaxe: 5 wood, 5 gold ingots
Shovel: 5 wood, 5 gold ingots

Diamond:
Sword: 5 wood, 50 gem
Axe: 5 wood, 50 gem
Hoe: 5 wood, 50 gem
Pickaxe: 5 wood, 50 gem
Shovel: 5 wood, 50 gem
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on July 05, 2012, 07:39:56 pm
Hehe, I can see the download count still at 0 :P
I downloaded it though ???
Not kidding I really downloaded it. Weird..
Title: Re: TinyCraft II (name subject to change)
Post by: LincolnB on July 06, 2012, 07:04:37 pm
So are you going to keep the beautiful inventory screen like the last one I saw had?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 07, 2012, 01:37:57 am
So are you going to keep the beautiful inventory screen like the last one I saw had?
You mean this one in attachement ?
Well I can't keep it the way it is since it is 4-scale and I use 3-scale. But yeah, I'll try to make my menu look like this one :)
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 07, 2012, 10:16:12 am
That would be awesome :D It would be nice to know that my hard work didn't go to waste :P
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on July 07, 2012, 02:22:33 pm
Looks pretty nice so far. I hope this Tinycraft project comes to fruition, unlike the other two.
Thanks, but what are the two projects you are talking about ? I can only remember one TinyCraft project ???
Jacobly's, then when he cancelled it I think somebody else took over, but it was very short lived. I could be wrong, though.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 08, 2012, 04:26:08 am
Jacobly's, then when he cancelled it I think somebody else took over, but it was very short lived. I could be wrong, though.
Ah ok. No in fact it was one and only project, but it was a group project. This is why you have seen several people working on it and may have thought there was several projects :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 09, 2012, 07:56:50 am
UPDATE
Nothing really funny, I just started to code the crafting menu.
You can see that I tried to have it look like the old crafting menu but I was too lazy to make inverted text for all :P
You can also see that the grey is a bit ugly sometimes in this menu but I can't do better if I want the game to run on a 83+ :-\
For now, the only thing that "works" in this menu is the workbench. Selecting this option will place the workbench right above you on the map.

edit:
wait, there are some stupid things on the new update that I'll soon change so don't download this one if you don't want to download twice.

Done

edit:
For items in inventory, should they take 2 bytes or one ? I mean will you reasonnably get more than 255 of each (I am talking about wood, stone, etc) ?
It is not that space is a problem (I have a lot of free space in the appvar) but I need to know before coding them
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 09, 2012, 01:01:40 pm
Looks nice. :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 10, 2012, 11:58:37 am
Looks nice. :)
Thanks, but there are problems since it is not exactly how the game should work :P
But this is fixed now.

UPDATE
-Now, pressing Enter
   -opens the crafting menu if you are next to the workbench
   -opens the (empty :P) inventory menu else, and sets the workbench next to you
-There is also an ugly hud on the right, that figures the health-bar and the strenght-bar
-Pressing 2nd (without alpha pressed) now hits the object you are facing with a little star :3

Now for items in inventory, I think I'll make them 2 bytes because when I last played MiniCraft, I soon got 40 apples so the 255 limit is too close.
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 10, 2012, 12:39:19 pm
Lol, you have a new cursor XD

And that are some nice changes there :D
Title: Re: TinyCraft II (name subject to change)
Post by: NanoWar on July 11, 2012, 08:04:16 pm
I dislike having to press enter in a game. Just saying... :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 12, 2012, 02:52:08 am
Lol, you have a new cursor XD
Lol yeah, but that is not at all the point of the screenshot :P

And that are some nice changes there :D
Thanks :)

I dislike having to press enter in a game. Just saying... :D
Same for me :P
I put a random key among the logic keys (I mean that I wouldn't have put log) to test if the menus worked, but this may not be the key that will be used in the end.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 12, 2012, 03:56:48 am
Ok, I know it is not even an hour after my last post but there is something magic in that update. However, if you think it was not worth double posting, tell me and I'll use the "Modify" and "Delete" buttons.

UPDATE

- 4 shades of grey instead of 3 ;D
- Remember the poll ? Nevermind, chickens are white and not transparent. I managed to did this by not displaying them when they are on the border of the screen. You can see that the "border of the screen" is quite large (:P), don't worry, it will be reduced, I just tried with a large border to be sure that it works :)
- There is an appvar called TCTitle that you must have in archive when launching the game if you want the titlescreen to appear correctly. I did this not only to save some space in the executable, but more to save time when compiling.
- Still without Full speed mode :D
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 12, 2012, 04:09:26 am
O.o it is WITHOUT full speed mode?!?!?! that makes it even more awesome!/me downloadz
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 12, 2012, 09:19:13 am
O.o it is WITHOUT full speed mode?!?!?! that makes it even more awesome!/me downloadz
Yes, I'll try to make this fully work at a decent speed without Full speed mode. Using Full speed mode is not funny :P

Also, I forgot that I used zStart and that it doesn't have any problem to run anything, but my program needs CrabCake/Fullrene to work. So I just added this and updated the download above :)

edit: Wait, I made the same error twice :P
Please re-download again if you already downloaded.

edit 2: mini-update
- Menus were still in 3 shades of grey and were ugly. Now remade to support 4 shades.
- The HUD.

edit 3: new screenshot of the HUD
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 15, 2012, 02:39:25 am
UPDATE
Both the inventory and the crafting menu work :D
You can even set the positions of the lantern, the oven, etc :)
Well, there is just the fact that you can craft everything you want in the crafting menu without even having any resource, but that is not really a problem, is it ? :P
And don't try to cheat by buying everything now before I make a new update because your savegame will probably not be compatible ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 15, 2012, 03:09:51 pm
Looks like this is going along nicely. If this gets finished this will be a great game!
Well done.
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on July 15, 2012, 03:22:33 pm
Looks great, but on the emulator, when scrolling the grayscale effect looks like you're running at like 10 times the speed than you're actually going at XD. I hope you finish it :)
Title: Re: TinyCraft II (name subject to change)
Post by: Builderboy on July 15, 2012, 03:23:17 pm
Is the lantern going to have any effect on the game, or is it just going to be for looks? 
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 01:59:29 am
Looks like this is going along nicely. If this gets finished this will be a great game!
Well done.
Looks great
Thanks :)

but on the emulator, when scrolling the grayscale effect looks like you're running at like 10 times the speed than you're actually going at XD. I hope you finish it :)
And it it sometimes worst when are in the middle of a tile and you go downwards on a real calc. Nothing seems to be moving :P

Is the lantern going to have any effect on the game, or is it just going to be for looks?
That is a good question :P
I think it is useful in caves and such but I never went this far in the real MiniCraft :-\
Title: Re: TinyCraft II (name subject to change)
Post by: Builderboy on July 16, 2012, 03:01:59 am
I guess my real question is: Will there be lighting and such in this version?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 03:53:41 am
I guess my real question is: Will there be lighting and such in this version?
Yeah, I'll have to do this
Spoiler For Spoiler:
(But that will be in a far future :P)

edit: UPDATE
- first part of the second part of the HUD working: now, the name of the current item is displayed on the top of the screen :)
- fixed the calibration screen so it displays 4 shades -.-°
- strength decreases when you hit something, fills when you don't and is blocked a little time when empty before refilling, like in the real game :D
- you now need more than one hit to cut a tree down :P
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 16, 2012, 05:32:05 am
I think it is useful in caves and such but I never went this far in the real MiniCraft :-\
I can understand this because there isn't any saving; Once you die, it's the end.
But I once found this cool site(http://minicraftwiki.com). I think it would be probably very interesting too and it has some nice links to several modded Minicarft versions, which include stuff as respawn and iirc even save.

Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 06:30:35 am
I think it is useful in caves and such but I never went this far in the real MiniCraft :-\
I can understand this because there isn't any saving; Once you die, it's the end.
But I once found this cool site(http://minicraftwiki.com). I think it would be probably very interesting too and it has some nice links to several modded Minicarft versions, which include stuff as respawn and iirc even save.
Thanks :D
I already found a mod allowing to save but that was useless since my PC doesn't save cookies :(
But that MiniCraft Wiki will surely help me a lot for my game :D
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 16, 2012, 08:31:29 am
Just a little heads up - the real game has a hitting system that does one hit, then a bunch of hits really quickly. I'm not sure if you want to stay that faithful to the original, but just letting you know :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 11:09:03 am
Just a little heads up - the real game has a hitting system that does one hit, then a bunch of hits really quickly. I'm not sure if you want to stay that faithful to the original, but just letting you know :D
Meh, not a useful feature (or maybe I am lazy :P)
Title: Re: TinyCraft II (name subject to change)
Post by: squidgetx on July 16, 2012, 03:46:27 pm
Is the gray that flickery-while-moving on calc? It looks great when you're standing still but it seems to be a blur while moving.

Maybe play with the delays a little bit? Since axe gray doesn't use interrupts, changing the amount of cylces between screen refresh can make a big difference, especially for 4scale
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 03:50:24 pm
Is the gray that flickery-while-moving on calc?
It depends, sometimes it flickers exactly what is needed to see nothing move so the screen doesn't flicker at all :P
Which is exactly what you said when saying "It looks great when you're standing still but it seems to be a blur while moving."

Since axe gray doesn't use interrupts...
Mine do so I guess your solution is not doable :(
Title: Re: TinyCraft II (name subject to change)
Post by: squidgetx on July 16, 2012, 03:53:10 pm
Wait, you're calling DispGraph^^r^^r inside an interrupt?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 16, 2012, 03:55:49 pm
Wait, you're calling DispGraph^^r^^r inside an interrupt?
I am calling more than DispGraph^^r^^r inside this interrupt :P
Why ? Does it cause problems ? Should I remove it ?
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 17, 2012, 04:27:48 am
On a side note, maybe you should remove the poll?
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 17, 2012, 04:47:27 am
Why didn't I keep track of this thread?
I just read through all the changes and it becomes more and more awesome! :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 17, 2012, 05:09:53 am
On a side note, maybe you should remove the poll?
Yeah, the poll is now useless but it reminds me of the old times, when I had those minor problems :3

Why didn't I keep track of this thread?
I just read through all the changes and it becomes more and more awesome! :D
Thanks for the compliment :)

And thanks to both of you for posting so I can make an update without double-posting :P

UPDATE
- All menus work !!! :w00t:
By all menus, I mean oven, furnace, workbench, anvil and inventory
I had to make a lot of moves into the data and to add a lot of other things into it so your previous savegame (if any) will not work on this version. And the reason why this update is bigger that the other one is mostly the data. I didn't add a lot of code, I just routinised the crafting menu so it works with other objects than workbench, but I had to add text and sprites (even though not every sprite is done, as you can see in the anvil's menu :P)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 17, 2012, 05:45:00 am
It's looking cool as always! .D
Great work!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 17, 2012, 11:15:30 am
It's looking cool as always! .D
Great work!
:) It is always great to have support

I also have a question for y'all. I am not a good spriter and Saintrunner, TinyCraft's official spriter is not active anymore, so I tried my hand at those veins and I wanted to know if it was okay.
Title: Re: TinyCraft II (name subject to change)
Post by: parserp on July 17, 2012, 12:27:10 pm
This looks awesome! And it's not dead like *cough* certain other minecraft like games. *cough*



EDIT: it seems that I have given this post (http://ourl.ca/16224/310681) my 1000th post rating :D

EDIT2: This is my 1337 post!!!!!! :w00t:
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 17, 2012, 01:43:36 pm
It looks just fine Hayleia. :)
Also, Parserpadwan, how do you know how many uprating you gave someone?
Title: Re: TinyCraft II (name subject to change)
Post by: TIfanx1999 on July 17, 2012, 02:23:41 pm
No need to worry, those sprites came out fine. =)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 18, 2012, 02:27:14 am
It looks just fine Hayleia. :)
No need to worry, those sprites came out fine. =)
Ok thanks, I'll use those then :)
Title: Re: TinyCraft II (name subject to change)
Post by: JamesV on July 18, 2012, 04:17:11 am
This looks awesome!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 18, 2012, 07:18:51 am
This looks awesome!
Thanks :D

UPDATE
- Compiled as an app to not have problems with available ram anymore (which means I can now make a 20 000 bytes savegame if I want :P)
- Renamed the executable to TinyCrft instead of ATICRAF4
- PowerGlove works (useful if you want to move your workbench from a place to another without buying a second workbench)
- The HUD displays the current item but now also the number of copies of this item in your inventory (don't know how to say it in another way -.-°)
- Routinised some more things to save space
- Added data for objects you don't see yet :P

(also, an unusual gif, without the "Start of the gif" :P)

↓ Download
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 18, 2012, 07:28:47 am
Cool! Keep up the good work. :)
Also, if you might have a problem with a sprite I would also be glad to help.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 18, 2012, 08:21:52 am
Cool! Keep up the good work. :)
Also, if you might have a problem with a sprite I would also be glad to help.
Ok, thanks :)
I'll keep that in mind when I have problems spriting something else. It took me hours before getting those veins looking like veins -.-°
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 18, 2012, 03:36:03 pm
Ok, Runer112 told me I could double post for that update, blame him if I was not allowed to :P

UPDATE
- Maybe you were already afraid about scrolling through the long list of your inventory each time you want to equip a new item ?
Forget about this, the inventory now supports key shortcuts :D
In the inventory, press F1-F5 to set the key as a shortcut to the selected item.
Then, when walking on the map, press that key again to equip the item you selected.
Of course, it doesn't work (at least it shouldn't) if you don't have this item in your inventory ;)

edit:
Epic lol. First of all, you can see in the screenshot that you actually lose or gain health when using the shortcuts. This is fixed in the new attachement. Secondly, the two guys who downloaded might have noticed it was not an app and that executing the program did nothing. In fact it was not the executable but the source :P
So I'd like those two persons to not diffuse it since that version doesn't give credits to those who deserve some. The best would be to delete it from their hard disk but I can't force anyone to do so.
Title: Re: TinyCraft II (name subject to change)
Post by: ztrumpet on July 18, 2012, 04:07:33 pm
Wow, Hayleia, that looks amazing!  And yeah, double posts for project updates are fine.  Awesome work there!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 19, 2012, 07:01:06 am
Wow, Hayleia, that looks amazing!  And yeah, double posts for project updates are fine.  Awesome work there!
Thanks :)
And concerning the double post, the rules say that it is allowed for a major update. That update consists of 6 lines of code, so I was not sure it was major enough but Runer112 said it was a major because of the usefulness of the feature.

edit: I made an important edit to the previous post.
Title: Re: TinyCraft II (name subject to change)
Post by: Yeong on July 19, 2012, 12:14:11 pm
wow I really should try this O.O
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on July 19, 2012, 01:48:26 pm
This looks awesome! And it's not dead like *cough* certain other minecraft like games. *cough*
You mean... every other Minecraft-like games except this one and Compynerd255? :P

Anyway looks really great. Glad it is still progressing. One thing I wonder though: Can you dig and stuff now? Because all I see is the new screenshot is picking up/leaving items on the ground ???
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 19, 2012, 02:36:07 pm
Anyway looks really great. Glad it is still progressing. One thing I wonder though: Can you dig and stuff now? Because all I see is the new screenshot is picking up/leaving items on the ground ???
Hehe ;D
*Hayleia runs

In fact, I am still hesitating on the way I should handle the data. I am wondering if it is better to make the data on the tiles or on the tools or on both.
I think that making it on both is easier anyway, so I think I'll do that (I told you I was lazy ! I told you bro ! :P)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on July 26, 2012, 07:47:49 pm
Ok, i wasn't here for a long long time and waaauwww, what a major progress that you made, i was like wtf so nice
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 02:13:48 am
Thanks :D

Also, should I register on this forum (http://minicraftforums.com/) if I have questions ? Because there is a high probability that they have answers but they have something against MiniCraft on iDevices (http://minicraftforums.com/viewtopic.php?f=4&t=178) and I don't know if they will have the same problem with MiniCraft on calculators. I didn't get if the problem was the portage to another platform or just the iDevices.

edit: I registered and asked them the question.
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 27, 2012, 03:36:00 am
I guess registering there for help would probably be indeed a good idea.
Also I read that post. First I though they were making a joke, but apparently not. I contacted notch, to ask if he would sue somebody who would make an iOS port.(I wonder if he would answer).
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 03:37:09 am
I guess registering there for help would probably be indeed a good idea.
Also I read that post. First I though they were making a joke, but apparently not. I contacted notch, to ask if he would sue somebody who would make an iOS port.(I wonder if he would answer).
I don't care about the iOS port but about a calc port. I don't want him to sue me.
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 27, 2012, 03:44:57 am
I guess registering there for help would probably be indeed a good idea.
Also I read that post. First I though they were making a joke, but apparently not. I contacted notch, to ask if he would sue somebody who would make an iOS port.(I wonder if he would answer).
I don't care about the iOS port but about a calc port. I don't want him to sue me.
What? Ofcourse he won't sue you!
This picture in on the MinicraftWiki frontpage:
(http://minicraftwiki.com/images/b/b8/Notch_minicraft_future.png)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 03:46:18 am
What? Ofcourse he won't sue you!
This picture in on the MinicraftWiki frontpage:
(http://minicraftwiki.com/images/b/b8/Notch_minicraft_future.png)
Ok, then I continue working on TinyCraft but I'll sue you if he sues me :P jk
Title: Re: TinyCraft II (name subject to change)
Post by: JamesV on July 27, 2012, 04:14:53 am
I don't think he'd have any grounds on which to sue you.. You're not making any kind of profit or anything by making the game, so all you're really doing is spreading the word of Minecraft, etc :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 04:19:00 am
I don't think he'd have any grounds on which to sue you.. You're not making any kind of profit or anything by making the game, so all you're really doing is spreading the word of Minecraft, etc :)
Not false. He would sue me for advertising his games for free :P
But I still need to have a credits section, so his name appears somewhere.

edit: UPDATE
- New Title screen (which means that you need to change the TCTitle appvar) with credits in it :D
- Collisions are tile based instead of pixel based
- A lot of sprites were done (and a lot are ugly :P), press MATH to choose a tile to set then alpha to aim and 2nd to set the tile
- Crafting menus now show what is needed to craft items
- New items in the Crafting menus but some are going to change (the pie is going to become a cake for example)
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 27, 2012, 06:20:02 am
Very nice Hayleia! I like the new titlescreen. :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 12:02:57 pm
Very nice Hayleia! I like the new titlescreen. :D
Thanks :D
I thought the old one lacked a bit of black and didn't reflect enough where TInyCraft came from :)

Also, I just insert that quote here.
I dislike having to press enter in a game. Just saying... :D
UPDATE
- The pie became a cake (and it is not a lie (see what I did here ?))
- Appvar existence checking
- In Game Key Configuration (avoid Math, Del, Mode) :D (see the aim of the quote now ?)
However, the keys you'll choose don't apply in the main menu, this is why I said "In Game".
edit: meh, chickens have problems now -.-°
Fixed :D
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on July 27, 2012, 12:57:27 pm
/me likes :D
O0 I found a bug :D in wabbitemu the title screen is all garbage
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 01:30:07 pm
/me likes :D
O0 I found a bug :D in wabbitemu the title screen is all garbage
Are you sure you have a TCTitle appvar (http://www.omnimaga.org/index.php?action=dlattach;topic=13627.0;attach=13313) in archive when launching the game ?
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on July 27, 2012, 01:45:48 pm
oh thank you :D
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on July 27, 2012, 01:49:14 pm
Looks really nice. Glad this still progresses :)
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on July 27, 2012, 01:50:04 pm
agreed I havent checked it in ages and it is boss!!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 27, 2012, 01:51:36 pm
Looks really nice. Glad this still progresses :)
agreed I havent checked it in ages and it is boss!!
Thanks :D
 And don't worry, I have nothing else to do than coding during summer holidays so I still have 15 days of 10 hours of coding. That should be enough to finish it I hope :)

oh thank you :D
No problem, it is my fault: I should make a zip and a readme.
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on July 27, 2012, 05:10:24 pm
Have you any idea what you will add extra?

I.e. I don't think redstone is possible? ;) maybe it's an idea for a next app, only lamps and such thing supported ten, and then or gates and and gates and stuff could be 1 block

Back to topic, so what features are coming?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 28, 2012, 01:36:37 am
Have you any idea what you will add extra?
For now, I am working on making interactions with blocks, like cutting trees, etc ;)

I.e. I don't think redstone is possible? ;) maybe it's an idea for a next app, only lamps and such thing supported ten, and then or gates and and gates and stuff could be 1 block
I just looked at what it was on the MineCraft Wiki.
I don't think that will be doable at 6 MHz. So maybe after the final release, I'll add extensions for 15 MHz calcs but this is not planned at all :-\

edit: Lol, why do people still vote in the poll ? :P
(results of the poll:
- 14 persons voted for transparent chickens
- 4 voted for white chickens)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 30, 2012, 06:24:37 am
Ok, I really don't know if I should continue this, due to possible illegality. So I am making a new poll.


Here are people saying TinyCraft is not illegal

What? Ofcourse he won't sue you!
This picture in on the MinicraftWiki frontpage:
(http://minicraftwiki.com/images/b/b8/Notch_minicraft_future.png)
I don't think he'd have any grounds on which to sue you.. You're not making any kind of profit or anything by making the game, so all you're really doing is spreading the word of Minecraft, etc :)


Here are people saying it is illegal, on this forum (http://minicraftforums.com/viewtopic.php?f=4&t=178&start=10)

Quote from: Hayleia
Is it forbidden to make a portage of MiniCraft on any platform or is it only forbidden to make it for iOS ?
Quote from: Deadblade97
Both, if I remember correctly.
Quote from: dillyg10
You can't put it on ANY platform, it is 100% illegal..

Title: Re: TinyCraft II (name subject to change)
Post by: JosJuice on July 30, 2012, 06:47:08 am
It's technically illegal unless you have permission from the copyright holder, but since notch has implied that you can do pretty much anything with Minicraft, there should be no trouble at all. (And in the unlikely case that there is trouble, he'll probably ask nicely, because he's a cool guy. :))
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 30, 2012, 06:58:26 am
100% illegal? Tell them why, and where it said?
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on July 30, 2012, 07:07:16 am
You know what?

I'm 16 and even I can see that Notch doesn't has any problems with this, as long as you contact him about it and explain what platform and maybe show it to him?
And if you contact him, and he does has a problem with it, than you can stop it, but for the meanwhile, continue ;)
Title: Re: TinyCraft II (name subject to change)
Post by: TIfanx1999 on July 30, 2012, 07:34:20 am
Someone actually asked him about this personally IIRC when the other project was started. IIRC he said "it's fine, but don't call it the same thing". You may want to check the other topic and see who talked to him and what exactly was said. I think you should be fine though. If you are really concerned about it, the best thing to do would be to ask Notch himself and explain what you are doing. ;)
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on July 30, 2012, 08:25:42 am
You guys seem to be forgetting that this isn't an exact port. You aren't stealing Notch's work; you're making a clone. That being said, while it isn't exactly original, it certainly isn't illegal.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 30, 2012, 09:38:22 am
If you are really concerned about it, the best thing to do would be to ask Notch himself and explain what you are doing. ;)
I emailed him a few days ago, now waiting for the answer :)
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on July 30, 2012, 12:39:26 pm
There's a big chance you won't get a reply.
As far as I know, nobody got yet sued who made a port of stuff for the calculators, since they're so 'old'.
All those windows emulators, game ports(zelda,..) all are probably definitely illegal, but nobody cares since it doesn't really bother anyobody.
And with this "small" game, made in 48 hours I really doubt anybody see a good reason to sue you, if that is even legal.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 31, 2012, 07:58:20 am
Ok, there is an "Ask Me Anything" by Notch on reddit going on now. Eiyeron posted about TinyCraft to ask him if there will be legal issues. Go upvote his question here (http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0jp1) :D
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 31, 2012, 07:59:36 am
How do i upvote it? :P/me never used reddit
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on July 31, 2012, 08:00:49 am
Neither did I. According to Keoni29, you click on the little arrow facing upwards next to the post :)
You may need an account, but it is really fast to do (it doesn't even check your email address iirc)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on July 31, 2012, 08:02:02 am
Ah, thanks. Upvoted it ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 02, 2012, 08:27:19 am
UPDATE
- the item menu now displays how much you have of each resource.
- interactions with objects :D
Which means you can cut trees and get acorn and wood, pick stone and get stone and coal etc ;)
Only some shovel actions and apples are missing for now, all other actions are in.
You'll also note that in the real Minicraft, resources are falling to the ground and you need to pick them up. Here, they are automatically picked up.
This also means that touching a cactus will hurt you now :P
Also, the number in the top left corner is the damage you cause to the object you are hitting. In the real Minicraft, they jump from the hit object, but that won't be feasable on calc without full speed so I just display it on top :)
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on August 02, 2012, 08:35:23 am
Nice Hayleia! Looks awesome as always. ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 02, 2012, 08:37:08 am
Nice Hayleia! Looks awesome as always. ;)
Thanks :D
 Also, I forgot to say what the number in the top-right corner refers to. I'll edit the previous post.
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on August 02, 2012, 08:45:58 am
Haha, that is very awesome :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 02, 2012, 11:03:45 am
Haha, that is very awesome :D
Thanks :D
But now problems arise: there are less than 300 bytes available in the app D:
I think I'll get the New Game creator out of the app.
And talking about this creator, it needs Jacobly's map generator.

Spoiler For message to Jacobly:
Could you please make your generator follow those rules below ?
Of course you'll get credits (even if you already had with the Text Axiom :P).

- It takes an argument that is the level (for example, 0 for sky, 1 for surface, 2 for Mines, 3 for Deep Mines, 4 for Nether)
- The pointer to the first byte is PTR
- It uses two variables WIDTH and LENGTH (do I need to describe what they do ? ;))
- It puts a margin of black squares on every side of the map, as in the image in the spoiler below (the random map would be in the blue area)
forget about this one
Spoiler For image:
(http://img.removedfromgame.com/imgs/mapmargins.png)

Thanks in advance :)


Of course, you'll need the order in which I sorted my tiles, below.
0   BLACK SQUARE
1   PIT   ############################ Player created
2   SEEDLING (TREE)
3   SEEDLING (CACTUS)
4   DIRT (CULTIVABLE)
5   FARMLAND 1
6   FARMLAND 2
7   FARMLAND 3
8   FARMLAND 4
9   WHEAT
10   DIRT (NON CULTIVABLE) ########## Surface
11   GRASS
12   FLOWERS
13   SAND
14   BUISSON PLEIN .a partir d'ici, les poulets peuvent plus marcher dessus
15   BUISSON VIDE
16   TREE
17   STONE (BROWN BG)
18   WATER
19   CACTUS
20   GRANITE
21   CLOUD ########################## Sky
22   CLOUD CACTUS
23   LAVA  ########################## Mines, Deep Mines, Nether
24   IRON VEIN
25   GOLD VEIN
26   GEM VEIN
27   WALL ########################### Other
28   DOOR
29   CARPET
30   CARRELAGE
31   BED 1
32   BED 2
33   STAIRS UP
34   STAIRS DOWN
35   NOTHING (For the sky)
Title: Re: TinyCraft II (name subject to change)
Post by: stevon8ter on August 02, 2012, 11:15:03 am
Wow, nice, it becomes time that i play it again, haven't played it since the white chickens came in, or no, they wheren't white back then
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on August 02, 2012, 11:41:07 am
And talking about this creator, it needs Jacobly's map generator.
Oh, that is why you are talking with jacobly so often recently on omnomirc :P

And maybe you could compile to a program and use crabcake -> total of 23k bytes available :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 02, 2012, 12:23:24 pm
And maybe you could compile to a program and use crabcake -> total of 23k bytes available :D
And total of RAM available, 0 :-\
This is why I decided to compile as an app.
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on August 02, 2012, 12:47:26 pm
If you really need the extra space, there are ways to create two-page apps. I know this has been done before, but the process is exceedingly tricky and complicated.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 02, 2012, 12:52:58 pm
If you really need the extra space, there are ways to create two-page apps. I know this has been done before, but the process is exceedingly tricky and complicated.
Well if it is not easy, it is not interesting :P
Also, I don't think I'll need that much space. Two pages would be a waste, I guess. So I'll just put the New Game part out, that should be enough :)
Title: Re: TinyCraft II (name subject to change)
Post by: Progammer on August 09, 2012, 08:33:59 am
+1 Amazing screenie !
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 15, 2012, 04:43:52 am
+1 Amazing screenie !
Thanks :D

Also, Jacobly, for the map generator, forget about the black margin around the map. Just put the maps in the appvars.
The appvars should be called TCSKY, TCSURFCE, TCMINES, TCDMINES, TCNETHER
To get width and height, you should look for the appvar called TCsave. And if the pointer to this appvar is V, then you have the width at V+217 and the height at V+218 (one byte).
Good luck :)
Title: Re: TinyCraft II (name subject to change)
Post by: p2 on August 17, 2012, 07:03:06 am
Well, that's a nice poll!! ^^
24 guys want it to be continued, noone is against it! :D
Title: Re: TinyCraft II (name subject to change)
Post by: Eiyeron on August 17, 2012, 10:16:16 am
Faith in Internet is restored. Now go on!
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on August 17, 2012, 01:03:12 pm
Glad to see this is still alive :)
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on August 17, 2012, 01:19:36 pm
[random]this project just made me lose the game/me lost
[/random]

Good to see some progress!
This is awesome!
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on August 30, 2012, 05:12:48 pm
I too am happy this is still going on :D
I hope it will get finished :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 31, 2012, 02:31:49 am
I too am happy this is still going on :D
I hope it will get finished :)
Well for the next update I made the possibility to have different size of maps (already coded it) but I now need the map generator. And this is what takes so long ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 31, 2012, 04:55:50 am
Sorry to double post only 2 hours after the previous post but...

EPIC UPDATE *.*
- random map generator :D

For now, it is included in the main app but this is very likely to be changed ;)
This is not Jacobly's map generator but a temporary solution I made, while waiting for Jacobly's map generator.
I based my work on a modified version of this noise generation by BuilderBoy (http://ourl.ca/4129/135999) (and it seems he coded it a while ageo, even I was able to optimize it :P). I say I modified it because for some reasons this noise generation had problems with the left and bottom edges ???
However, I broke the saving system :P

(x.x I forgot to add Builderboy in the credits, it will be done)

edit: additionnal notes.
- your previous savegame will completely not work with this one (but there would not be any advantage of upgrading to this version that only adds a map generator if it is to keep your old savegame ;))
- map generation happens in Full mode for capable models
Title: Re: TinyCraft II (name subject to change)
Post by: Hot_Dog on August 31, 2012, 12:21:05 pm
Quote
EPIC UPDATE *.*

Ditto!
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on August 31, 2012, 12:42:17 pm
Well done! This is really shaping up quite excellently, and I can't wait for the map generation to finally work :D
Title: Re: TinyCraft II (name subject to change)
Post by: annoyingcalc on August 31, 2012, 12:44:40 pm
HOLY SHIT! NICE UPDATE!!!
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on August 31, 2012, 12:54:47 pm
wow, that is epic! :D
Does it still run without the full command? O.o
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on August 31, 2012, 01:11:21 pm
Quote
EPIC UPDATE *.*
Ditto!
Well done! This is really shaping up quite excellently :D
HOLY SHIT! NICE UPDATE!!!
wow, that is epic! :D
Thanks all for the support ^^


I can't wait for the map generation to finally work :D
It already works. I broke the saving system on purpose because the way I used to do it was not compatible with the way I do it now. But I guess that if I manage to load, I can easily manage to save :P
And I completed the program to be able to generate the other maps ^^
(now I need stairs to work too I guess :P)

Does it still run without the full command? O.o
Yes and no :P
The game still works without Full speed but I added the Full command to the generator to not waste too much time. But I tried on my 83+ (without Full speed). Generating the surface map only took 20 seconds and it is the map that takes the longest time to generate ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 02, 2012, 05:31:36 am
UPDATE
- Press [Sto▶] to save your progress. There should not be problems with pointers, even if Garbage Collection happens after you save, since I called the loading routine just after the saving routine. However, if such problems happens, please tell me.
- Map generation is now in an external program (called TCGEN) that only gives credits to Builderboy ;)

Also, has anyone found where the hell the chickens went ? I thought I fixed them but I don't find the on the map ???

edit: seems like I am lucky on the map generator: got all the stairs at the same place :P
(http://img.removedfromgame.com/imgs/12-wabbitemu.gif)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 02, 2012, 12:51:17 pm
Stop.making.it.so.AWESOME!
XD
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 02, 2012, 01:04:57 pm
Stop.making.it.so.AWESOME!
XD
Ok.
jk, thanks :P
Also, don't know if you notice but the game now ask you to free 20 000 bytes of RAM when launched if you don't have them. This to avoid failing the creation of a temporary appvar and RAM corruption caused by writing to random places :P
Title: Re: TinyCraft II (name subject to change)
Post by: Builderboy on September 02, 2012, 01:05:59 pm
Glad to know that my map generation is getting some awesome usage!  :D Everything is looking great!  What kind of modifications to the generator did you have to make?  How many different kinds of tiles can it generate?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 02, 2012, 01:20:39 pm
Glad to know that my map generation is getting some awesome usage!  :D
Well, thank you for this generator ^^

Everything is looking great!
Thanks :D

What kind of modifications to the generator did you have to make?  How many different kinds of tiles can it generate?
No, to generate different tiles, I just launch your routine several times :P
But your generator seemed to stretch the map towards the bottom-left corner while cropping the top-right corner. Which resulted in a beautiful map on the right and on the top but a flat thing on the bottom and on the left.
What I did was just to not put squares on the bottom line and on the last column, so the map can be stretched there :)
There is another problem that I didn't manage to fix. There are always pixels appearing on the top of the buffer ???
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on September 02, 2012, 01:21:41 pm
Darn the map generation is pretty nice. Awesome update in general as well :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 02, 2012, 01:30:22 pm
Darn the map generation is pretty nice. Awesome update in general as well :D
Thanks :D

Also, I just tried it on my calc (instead of Wabbit) and saving works but for some reason it then waits for me to press the down key (others don't do anything) then quits ???

That is not a big problem, I just have to relaunch the app and load my game, but I don't know how to fix it if it works on Wabbit. People who try it, please tell me if that happens on your calc or not :)
Title: Re: TinyCraft II (name subject to change)
Post by: Builderboy on September 02, 2012, 01:41:10 pm
Quote
No, to generate different tiles, I just launch your routine several times :P
But your generator seemed to stretch the map towards the bottom-left corner while cropping the top-right corner. Which resulted in a beautiful map on the right and on the top but a flat thing on the bottom and on the left.
What I did was just to not put squares on the bottom line and on the last column, so the map can be stretched there :)
There is another problem that I didn't manage to fix. There are always pixels appearing on the top of the buffer ???

I'm not sure, since that routine was made such a long time ago and is probably a little weird :P I think I will explain what the routine is actually doing so you can maybe have better luck fixing it and/or make it better for your needs.  So the generator first starts out with a course version of the map (as you can see in the screenies) say 8x8 or 16x16 blocks of a solid color.  After that, it halves the resolution, and loops through all of the newer smaller blocks.  For each block, it adds up the sum of it's neighboring cells.  The max value for this sum is 7 where the smallest is obviously zero.  We then take a random number from 0 to 8, and if the random number is less than the sum, we set the current chunk to solid, else we set it to empty.  This ensures that blocks inside of a large terrain will not spontaneously turn into empty blocks, and the same way for blocks not being created in the middle of empty space.  You then keep doing this routine until you get down to a resolution of 1x1.  

I don't remember how I did the greyscale, but I think it was a little hacky and not exactly what you would want for a map generator , since the grey areas are only generated on the edges of areas.  A better idea would maybe be to have the algorithm start with tiles of all different types, and instead of computing the sum, you take a random number from 0 to 7, and your cell becomes the type of the neighboring cell specified by that random number.  And then of course you would probably do another couple passes to add things like trees in grassy areas, sand where land and water meet, and other things like that :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 03, 2012, 02:35:29 am
Ok, I think I understood but I'll let it like that (I don't want to break anything :P)

Also, I fixed that problem with saving. I added some "DelVar" before some "GetCalc" and now everything works perfectly :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 03, 2012, 05:56:23 am
Double posting again, but for another epic update :P

EPIC UPDATE NUMBER 2
- As said in the previous post, there is no longer any problems with saving
- Level changing *.* I mean that walking on stairs lead you to the next/previous map (it saves before doing so)
- TCGEN updated to support aligned stairs. If you already generated maps that aren't the surface map, please regenerate them or you'll have problems with stairs. Please also note that the currently doesn't check if the map you are going to is created. But if you arrive in a garbage map, you'll guess that you didn't generate the map you are into, you'll quit, you'll generate it and when re-launching the game, there should be no problem ;)
Title: Re: TinyCraft II (name subject to change)
Post by: nxtboy III on September 10, 2012, 03:51:02 pm
That's just too good.
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on September 10, 2012, 05:17:45 pm
That title screen is epic. Do want.

The game is also coming along really well!
Title: Re: TinyCraft II (name subject to change)
Post by: epic7 on September 10, 2012, 07:36:07 pm
(http://i0.kym-cdn.com/photos/images/original/000/199/693/disgusted-mother-of-god.png?1321272571)
That was awesome.
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 10, 2012, 07:37:13 pm
too true XD
Title: Re: TinyCraft II (name subject to change)
Post by: V1mes on September 11, 2012, 06:11:44 am
how did i miss all these epic updates?  :banghead:
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 11, 2012, 12:31:59 pm
Lol thanks all for the support :)
And have fun with this while enemies are not here yet :P
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 11, 2012, 07:49:05 pm
make the enemies awesome :P
And good luck with the ai ^^
Title: Re: TinyCraft II (name subject to change)
Post by: blfngl on September 11, 2012, 08:07:02 pm
Question: is the z80 "runnable" on the 84?
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 11, 2012, 08:39:37 pm
yes, z80 is the assembley language of the 84/83, as the prozessor is a z80 :P
Title: Re: TinyCraft II (name subject to change)
Post by: Ki1o on September 11, 2012, 09:47:12 pm
Is this game in Axe or Asm?
Title: Re: TinyCraft II (name subject to change)
Post by: Yeong on September 11, 2012, 09:57:24 pm
Axe.
Title: Re: TinyCraft II (name subject to change)
Post by: Ki1o on September 11, 2012, 09:59:59 pm
Oh ok cause I saw a couple pages back that there was a way to make two page apps which I thought was impossible.
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 11, 2012, 11:15:55 pm
O.o i thought two-page apps in axe are at this point not possible?!?!?!?!
Title: Re: TinyCraft II (name subject to change)
Post by: TIfanx1999 on September 12, 2012, 11:33:42 am
They are not directly supported by axe, but it is theoretically possible. You'd have to have the data arranged a specific way and be able to page swap (I think).

*Edit* I think someone here may have even been playing around with this idea, but I don't remember if anything materialized from it.
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on September 19, 2012, 11:58:50 am
Did you need an axiom for that?
Title: Re: TinyCraft II (name subject to change)
Post by: nikitouzz on September 19, 2012, 12:17:44 pm
is very good :) how do you have for grayscale are as well? intteruption?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 19, 2012, 01:31:14 pm
Did you need an axiom for that?
If such an Axiom exists, I want it ! *.*

is very good :) how do you have for grayscale are as well? intteruption?
Thanks :D
And yes, I use interrupts for my greyscale :)
Title: Re: TinyCraft II (name subject to change)
Post by: leafy on September 19, 2012, 05:23:38 pm
If you feel like it, you should definetely share that interrupt code with us! I'd love to know how it works :D
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 20, 2012, 12:38:42 pm
If you feel like it, you should definetely share that interrupt code with us! I'd love to know how it works :D
Yeah, I think I'll make a little tutorial for it when I have time, giving the code and explaining how it works :)
(maybe during October holidays)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on September 20, 2012, 11:01:26 pm
lol, i just looked at the poll, 100% for continue, 39 ppl, that shows how popular this project is :D
Title: Re: TinyCraft II (name subject to change)
Post by: ZippyDee on September 21, 2012, 03:09:25 am
What are you using for sprites in this? Are those original? Or modified versions of the sprites used in the original TinyCraft thread?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on September 21, 2012, 11:30:04 am
What are you using for sprites in this? Are those original? Or modified versions of the sprites used in the original TinyCraft thread?
It depends. I recycled some (read: a lot :P) of sprites from the original thread and drawn the ones that were missing (like the iron ore for example). I gave credits to Saintrunner because I thought they were all from him, but if you have to be credited, tell me and it will be done :)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 03, 2012, 11:23:24 am
If you feel like it, you should definetely share that interrupt code with us! I'd love to know how it works :D
Done (http://ourl.ca/17145/318621).
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 13, 2012, 01:43:38 pm
I'm sure you didn't expect an UPDATE here before ages :P

- Chickens are back :w00t:
If you don't want to make a new game, simply run CHICKFIX (compiled for Ion) and it will set 3 chickens on the left of the map.
And creating a new game sets them correctly. However, if your map has a hight of 32, I fear that you won't see all of the chickens. It works well with 64 though :)
- If you are lost while playing, press ON to display a map. You are the blinking pixel among the non-blinking pixels. Well, it is a bit hard to see this blinking pixel, this can be improved ;)
- The MATH key was broken, it is now fixed.
- There is a new appvar with data inside (called TCdata2)
Title: Re: TinyCraft II (name subject to change)
Post by: Stefan Bauwens on October 13, 2012, 03:56:29 pm
Can you kill the chickens as well? :P
Looking good, Hayleia. :)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on October 14, 2012, 05:46:01 pm
looking epic as always :D
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on October 14, 2012, 06:07:33 pm
Lol very nice and the speed is still good even with new stuff being added.

I don't play Minecraft often but can in Tinycraft chicken attack you when you attack them, like in Zelda when after stabbing chickens for a while about an hundred arrive from nowhere?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 15, 2012, 02:29:36 am
Looking good, Hayleia. :)
looking epic as always :D
Lol very nice and the speed is still good even with new stuff being added.
Thanks all ^^
And there is no real "new stuff", just fixed stuff :P (except for the map)

Can you kill the chickens as well? :P
Lolnope, why would you attack chickens ? They will produce eggs sometime so there is no point killing them ;)

I don't play Minecraft often but can in Tinycraft chicken attack you when you attack them, like in Zelda when after stabbing chickens for a while about an hundred arrive from nowhere?
You can't attack them so they won't respond ;)
All they do for now is run away from you. And all they will do at the end is run away from you and posing eggs at some random time :)
Title: Re: TinyCraft II (name subject to change)
Post by: hellninjas on November 17, 2012, 12:37:47 am
I haven't checked on this in too long, let alone me being away so often.
I'm loving the project Hayleia ^u^
This has yet to leave my bookmarks :3
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on November 17, 2012, 10:10:47 am
I haven't checked on this in too long, let alone me being away so often.
I'm loving the project Hayleia ^u^
This has yet to leave my bookmarks :3
Thanks for the support, and welcome back ^^
Title: Re: TinyCraft II (name subject to change)
Post by: Eiyeron on November 19, 2012, 01:20:41 pm
I don't play Minecraft often but can in Tinycraft chicken attack you when you attack them, like in Zelda when after stabbing chickens for a while about an hundred arrive from nowhere?
/me is calling Cucco's Revenge Squad.

But Tinycraft will be certainly the first thing I'll add to my "future" 84
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on November 19, 2012, 02:32:16 pm
I don't play Minecraft often but can in Tinycraft chicken attack you when you attack them, like in Zelda when after stabbing chickens for a while about an hundred arrive from nowhere?
/me is calling Cucco's Revenge Squad.

But Tinycraft will be certainly the first thing I'll add to my "future" 84
Lol, thanks for the support :D
But don't buy your 84- too soon then, else you'll get an unfinished project on your calc :P
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on November 20, 2012, 02:04:42 am
You might want to wait for the 84-C, even.
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on June 02, 2013, 12:16:13 pm
Question, is the TI-Planet update of Tinycraft uploaded today a new version you just finished working on for release? Just wondering since it just appeared in the new files list there now but there was no new post here nor the other thread. ???
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on June 02, 2013, 01:16:35 pm
Question, is the TI-Planet update of Tinycraft uploaded today a new version you just finished working on for release? Just wondering since it just appeared in the new files list there now but there was no new post here nor the other thread. ???
No, not at all. On the contrary, I noticed that I forgot to update the topic on Cemetech when I posted the last update here, and that I never uploaded it to TI Planet ;)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on June 02, 2013, 02:59:52 pm
Is there at all still progress on this or is it 'on hold'?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on June 02, 2013, 03:24:08 pm
Is there at all still progress on this or is it 'on hold'?
Well it is "on hold" until I get holidays to get back to work on this. I had time to work a bit on Pokemon as you may have seen but not much was done, and it was easy stuff. But then, when I wanted to get back to work on TinyCraft, I was like "dafuq is that supposed to do ?" so I really need a lot of time to work on this one.
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on June 02, 2013, 03:26:18 pm
Maybe you should start adding comments to your code then? (I have problems with comments (as in idk what to put there) so my code is always commentless -.-)
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on June 02, 2013, 03:29:27 pm
Well the problem is that the source is already 18577 bytes large and I hate doing subprograms. But yeah, maybe I should put in a subprogram some "obvious routines" that I never edit so I can comment the code.
Also, there are some comments on the "real tricky parts" where I had optimization flashes or something. It is just that some parts that seemed obvious to me when I coded them are not so obvious now that I read them again.
Title: Re: TinyCraft II (name subject to change)
Post by: DJ Omnimaga on June 02, 2013, 06:51:54 pm
Comments can be annoying in Axe and TI-BASIC because it makes it harder to manage the code, due to the low RAM. (You need to archive/unarchive more often). From what I remember, one of Runer112's program barely even fit in RAM with comments, yet the no comments version only took 8 KB of RAM.
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on June 02, 2013, 10:49:26 pm
In other words, we need a direct-to-archive editor, that Axe supports :P
Title: Re: TinyCraft II (name subject to change)
Post by: Streetwalrus on June 03, 2013, 04:23:03 am
Which is impossible because NOR flash. :P Using extra RAM is possible though.
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on June 03, 2013, 05:53:13 pm
That doesn't sound impossible to me....

I meant a text editor that loads parts of the files into RAM at a time (Specifically, the part you're looking at) and automatically writes back modifications either once a block is unloaded or when the alteration buffer is full.
Title: Re: TinyCraft II (name subject to change)
Post by: Streetwalrus on June 04, 2013, 03:34:57 am
Wouldn't that imply file fragmentation ? That'd be pretty hard to implement.
Anyways zStart already has an archive editor (it copies to RAM then archives back when you quit). You just need enough RAM to open your code.
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on June 04, 2013, 04:07:57 am
Anyways zStart already has an archive editor (it copies to RAM then archives back when you quit). You just need enough RAM to open your code.
Well that is what we are talking about. Of course I use zStart. But the code already takes 18577 bytes, so adding comments may have it go further than the RAM allows.

(not sure about the grammar of the previous sentence)
Title: Re: TinyCraft II (name subject to change)
Post by: Sorunome on June 04, 2013, 01:37:42 pm
but if you go with sub-programs won't axe need to load 'em all into ram when compiling anyways?
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on June 04, 2013, 04:15:27 pm
but if you go with sub-programs won't axe need to load 'em all into ram when compiling anyways?
I don't think so because if it did, it could not compile Pokemon (the two main sub-programs are respectively 12047 bytes and 11466 bytes). And the only reason why I used sub-programs for this project was that I recycled code from another program I already made. Otherwise, I never do sub-programs.
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on June 04, 2013, 05:05:41 pm
@streetwalker fragmentation isn't necessary for that idea, but it would make it easier.

Think of it like this:

Archive: 20000 bytes of program source.

Current offset for reading: 0

The program reads in the first 1000 bytes or so, and allows you to edit them. You insert 24 bytes.

Archive frees 24 bytes at the end, and shifts the data down until it reaches your insertion.

Your insertion is placed.

Done.

Note that this would be one of maybe 25 steps in a buffer of changes that would need to be tracked, and would be written if you ever filled said buffer or left that area of the file.

This is how good PC hex editors work.
Title: Re: TinyCraft II (name subject to change)
Post by: Runer112 on June 04, 2013, 05:15:23 pm
You can't simply shift data in archive. Once you reset a bit of flash memory, you can't set it again except by erasing the entire 64KB sector to set every bit. Effectively, to make an arbitrary change to any byte of flash memory, you have to perform at least two sector erases and two sector copies. Doing this frequently is slow (think a garbage collect/defragment every time) and also probably not great for the health of the flash memory.
Title: Re: TinyCraft II (name subject to change)
Post by: willrandship on June 04, 2013, 05:44:01 pm
I was under the incorrect assumption that the sectors were smaller than that. Pity.
Title: Re: TinyCraft II (name subject to change)
Post by: Joshuasm32 on July 17, 2013, 01:34:22 pm
It looks great!  :D
Title: Re: TinyCraft II (name subject to change)
Post by: harrylin on October 10, 2013, 10:14:09 pm
Uh, Unfortunately, After trying out TinyCraft II, it seems that every time I create a new game, it causes the player to be stuck in a black "area"/Unable to move. Hopefully this isnt just my calculator...
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 11, 2013, 12:37:52 am
Do you just create a new game or do you also generate the map ? Because if you don't generate any map, you don't spawn in a predictable area (so you can spawn in a black area).
Title: Re: TinyCraft II (name subject to change)
Post by: harrylin on October 17, 2013, 06:29:24 pm
Well, I also generated the map. (i think. I'll try Again and Hopefully it works :) )
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 18, 2013, 12:38:03 am
Well, I also generated the map. (i think. I'll try Again and Hopefully it works :) )
Yeah, but which level did you generate ? Because you start at Surface, so if you only generated Sky, you still don't spawn in a predictable area. You don't need to generate al the maps but you need to generate the ones you are on.
Title: Re: TinyCraft II (name subject to change)
Post by: harrylin on October 19, 2013, 12:16:15 pm
Well, I also generated the map. (i think. I'll try Again and Hopefully it works :) )
Yeah, but which level did you generate ? Because you start at Surface, so if you only generated Sky, you still don't spawn in a predictable area. You don't need to generate al the maps but you need to generate the ones you are on.

Oh! Thanks!   :banghead: I was too stupid to press the down arrow to select surface generation  :P

Wow, this is actually really nice!
Title: Re: TinyCraft II (name subject to change)
Post by: Hayleia on October 20, 2013, 03:01:53 am
Well, I also generated the map. (i think. I'll try Again and Hopefully it works :) )
Yeah, but which level did you generate ? Because you start at Surface, so if you only generated Sky, you still don't spawn in a predictable area. You don't need to generate al the maps but you need to generate the ones you are on.

Oh! Thanks!   :banghead: I was too stupid to press the down arrow to select surface generation  :P

Wow, this is actually really nice!
No, It is my fault, the generator is not so clear.
Glad you like it anyway ^^