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Messages - Jens_K

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106
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 12, 2013, 09:56:43 am »
@Vijfhoek & Streetwalker: You're right, I've just read the "spawn" section in the minecraftwiki and it seems to be a bit different than I thought. The group-spawning seems to be a bit too much for only 2 dimensions but I'll implement that maximum constant for monsters/animals. Expect major changes in the spawning and mob management mechanics! That means more time for calculations and that means lag spike but I think I can avoid that by splitting block and mob updates to different ticks

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

Btw I've finished fire! I think it's very similar to the real minecraft but it would be very easy to adjust combustibility of different materials, speed, spreaing and self-extinguishing!

107
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 12, 2013, 08:29:17 am »
Well don't forget the Torches ;) They will still spawn in small shadows, but the propability is now lower, but you just gave me an idea here... Expect another update on the spawning algorithm!

108
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 11, 2013, 10:04:08 am »
@Vijfhoek: I'll make a video when it's finished, maybe someone else makes a video by then.

109
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 10, 2013, 09:00:37 pm »
@LDStudio: Lol, I wish I could see what you did there ^^ But I just tested the saplings and they work as they sould do. There are some things you should mind:
- saplings must be placed on dirt or grass
- there must be a 4 block high space above them
- they only grow if they are on screen (global update would take too much performance :/)
- every 0.3 seconds they have a 1/2000 chance to grow

110
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 09, 2013, 06:35:53 pm »
@zeldaking: Thanks! :) It's written in Lua (better don't look at my code, I think it's horribly written) And yeah, maybe Terraria would've been better to port to nspire, but I don't own a copy of it :P

111
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 09, 2013, 06:24:14 pm »
@LDStudio: They are, just place a sapling on Grass and wait a bit! ;) Just look for some Minecraft Tutorials; I'm trying to keep everything as close as possible to the real Minecraft so the most should work :)

112
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 09, 2013, 03:14:36 pm »
I think finite Animals wouldn't be that useful in this 2D version because the world is finite and you can't breed animals yet, so if you'd have killed all animals, you couldn't get wool or leather anymore. I think the spawn mechanic could work like this: animals spawn until there are 20 animals (depending on mapsize) overall. If you kill some, new could spawn. I think monsters can spawn/despawn as they do right now (or would anyone like to have a pet creeper? ;)) I'll work on a mob store/restore system too

Btw the farming feature wasn't as complicated as I thought; I've nearly finished it :)

113
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: October 09, 2013, 01:42:23 pm »
Another tiny Update: Version 1.0.2 is now attached to the first Post

Fixes:
- program won't crash now if you try to copy an empty line
- all lines will now be visible if you press enter on an indented line
- syntax colouring is now limited to 250 chars/line
- correct description of image:rotate in the Reference Guide

Very long lines of code will still vastly slow the editor down but not as much as before :P But I know what the problem is now and I'll try to solve it for v2.0!

114
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 07, 2013, 12:18:25 pm »
@annoyingcalc: Well damn. I'll try to fix it for the next update but I can not promise anything here
@LDStudios: Yes, that's because every mob despawns if it's more than 15 away from you... I'll try do make a better despawn logic here :)
After playing around a bit with fire in Minecraft I can say it's pretty easy to implement so I'm sure it will be in the next Update! Farming will be a bit more complicated but I'll try to finish it for the next Update. And redstone... I've a feeling that this will take another year of development  ;D

115
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 05, 2013, 05:05:08 pm »
@annoyingcalc: Ha, you were just too fast for me ^^

Edit: About the OS 3.1 bug: If you mean the crafting menu then yes, I think so...

116
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 05, 2013, 05:03:50 pm »
!!!Explosive Update!!!
Version 0.9 is now attached to first post!

Spoiler For screenshots:




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

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

Why did it take such a long time for this small update? School started again! Sorry for that...
PS: I added a "eventually future features" section to the first post; all of them would be much work to implement so please tell me which I should work on :)

117
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: October 02, 2013, 07:27:32 am »
Thank you all for your nice feedback! :D

@AnToX98: Indeed, these are serious bugs which I have to fix soon, thanks for the report!

118
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: September 29, 2013, 08:12:53 am »
Small Update: Version 1.0.1 is now attached to the first Post
It only contains some Bugfixes, missing syntax colorations and huge performance optimisations!
It now runs superfast on handheld device because of partially frame updates!

119
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: September 26, 2013, 04:03:51 pm »
Ah, good idea, I'll add that to the list. The most work will be developing a gui for that :P

120
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: September 06, 2013, 08:18:53 am »
Indeed, I dont know where to get a list of all keywords to mark... If you find more I forgot please report it! Here are the lists of the keywords I got now:
Spoiler For Purple:
"'",'"',"[[","]]","nil","true","false"
Spoiler For Blue:
"function","return","end","for","in","do","if","then","else","elseif","while","and","or","not","local","repeat","break"
Spoiler For Pink:
"assert","collectgarbage","error","_G","getfenv","getmetatable","ipairs","load","loadstring","next","pairs","pcall","print","rawequal","rawget","rawset","select","setfenv","setmetatable","tonumber","tostring","type","unpack","_VERSION","xpcall","require","class"

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