Any chance you can lower the FOV? It's a little hard to look around underground. Other than that, i'd say it's awesome ^_^
Doesn't you mean increasing the fovy ? A lower fovy reduces the field of view... About increasing the fovy, I'm not sure. High fovys make me really uncomfortable.
Chockosta do you plan to post a sav file of those maps?
Well, it contains developpement features and couldn't be opened with the public release. But I'm creating a huge castle now, and should post the save file soon.
Also it would be nice if we couldn't get that far inside walls, so view doesn't get strange when too close from walls.
Yes, I hate this too. But the problem is not whith going far inside walls, it is abount displaying faces whith vertices which are behind the player. But I didn't find a good solution (without awful speed loss)
Lol, CubeField This was ported to Nspire in Lua and to z80 in Axe. And it is faster on the z80 (and it could be even faster with Full mode )
Well, try to reach 9000 points in the Lua version, and you'll change your mind about which one is faster
As you may have noticed, developpement has slowed down a bit. During a week or two, I was coding around three hours a day, and it was really tiring. Currently, I play minecraft (the real one) and spend less hours on the computer, so updates will be less frequent.
-Yes, a red block could be useful for creations... (Redstone ? TNT ? Red wool ?) -I'm not sure that rarer diamonds would be a good idea : the world isn't as huge as the original minecraft, so the number of diamonds is quite limited.
* annoyingcalc hugs Chockosta BEST NSPIRE PROJECT EVER!
you should make it like minecraft alpha, with the backgrounds having dirt blocks and have an option for 10 worlds
Thanks for the support A "dirt" background would indeed look nice. And yes, I should add a file browser to allow to have several world (well you can now, but you have to rename them before launching the game)
As I said to Hayleia on TI-Planet, the main speed loss isn't caused by cube drawing. Off course rectangles would be faster, but I'm not sure that it worth the quality loss.
So then the main speed loss is coming from sorting them?
That's pretty hard to say. The speed loss is almost equally reparted in three parts : -Calculations for which block is visible. (That's the part that I could, and should optimize MUCH more) -Depth sorting a lot of blocks (This part is well optimized) -Drawing them (There could be more optimization here too...)
Also, I had some suggestions: -change the order of the menu options: put "load" first and "new" in second, because we only need to choose "new" once and then, we always choose "load" -for now, quitting always save, but a way to quit without saving would be great too (other than a reboot)
-The first one is a good idea indeed -Would a shortcut like shift+esc to quit without saving be okay ?
To avoid saving wrong stuff on your world, I guess you could maybe duplicate it before running the game and rename your backup copy in case.
You mean like Axe Parser backups ? It would take twice as much memory, and it would add a loading time before starting to play... This could be a good idea too, but isn't Hayleia idea sufficient ? (An option to quit without saving)
I also added a main menu. It has 3 items : - New world (creates a new world. Beware : if there is already one world, it will be replaced !) - Load world (Loads the saved world) - Settings (Does nothing for now)
The world is saved each time you quit the game. The save file is quite heavy (800 KB) but its size could be reduced by more than half with a good compression. (Thanks to Levak for his help !) Do not rename or move the save file : it has to be in the same folder as the executable, and it has to be called nCraft.save.tns. (You can use several save files by renaming them, by the way)
Spoiler For controls:
- Arrows : turn the camera - 8 : go forward - 5 or 2 : go backward - 4 and 6 : strafe - tab : remove a block - ctrl : add a block - + and - : choose the selected block - F : render the full world
As I said to Hayleia on TI-Planet, the main speed loss isn't caused by cube drawing. Off course rectangles would be faster, but I'm not sure that it worth the quality loss.
A. Will they ever exist? B. I think they should be 2d like doom mobs. C. Sorry for asking so many questions, I am just really interested in this project.
A. Yes, I hope so. B. They will probably be 2D sprites indeed C. Don't worry, it keeps me motivated
The doom engine is a pseudo-3D engine. It only accepts walls perpendicular to the floor. Moreover, it's impossible to look up or down. It's not real 3D (closer to raycasting than to real 3D, I think) Also, it is much easier to display textures on a few large walls than on lots of small walls.
You know, last night I spent hours playing that game. If you add saving to any file so people can share maps, just in its current status the game might be so addicting that it will be like a fully finished calc game hit.
Two bug reports, however:
-I noticed that from time to time, the touchpad stops responding. I have to release it then press it again so the camera rotates again. -Also, unlike other Nspire games, I noticed that to actually move the camera around, the fingers have to be exactly on the touchpad arrows, not 1mm below nor above. You have to be very accurate, else no camera move happen. Would it be possible to make it like nDoom, gbc4nspire and stuff, so that even if your fingers are too low or too high, the touchpad still responds? That could also allow diagonal camera movement, which are currently impossible it seems.
Feature suggestion:
-Lower resolution mode, where the game 3D can be changed from 320x240 to 160x120 and 80x60. Would that help increasing speed? If so, then you could add the next feature too. -Longer viewing range. Currently blocks about 8 steps away from you disappear. It would be nice if we could choose a deeper field of view. That way if you build large stuff, you can still view them all at once when farther away.
Oh sorry, didn't see that post. About the bugs, I can't tell much. For now, I only used basic ndless functions isKeyPressed() for the arrows... I guess that I'll have to work on this too (oh god, my todo list starts to be huge !)
About your features suggestions : -Lower resolution would hardly increase the speed. This is not raycasting-based 3D, so the number of pixels does not really matter. -The viewing range has been choosen short because of speed reasons But you can see the full world with the "F" key. The render takes about 3 seconds to generate.
Actually being able to go beyond the edge of the world is a bug as well. It would be nice if it was fixed lol.
This is now fixed I also fixed another minor bug (I don't think that anybody noticed it anyway) And finally, I added a basic menu. (no release, these are minor changes...)