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TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: February 22, 2014, 07:18:08 pm »
@annoyingcalc: Yes, I'm planning to implement some special functions and querys for easier modding and I'll write a guide for the api
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TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: February 22, 2014, 07:18:08 pm »
@annoyingcalc: Yes, I'm planning to implement some special functions and querys for easier modding and I'll write a guide for the api
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TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: February 22, 2014, 06:46:50 pm »
Hello again!
It has been a while since my last post; I didn't have much time and lost a bit motivation lately, sorry. But now I'm back! I want to give you a quick overview of the current state of development and preview of the next update. v0.13 will defenitely be a big update and apparently one of the final ones! Inventory overhaul: progress:50% (screenshot attached) - The inventory will have two additional sections: the armor section and the trash section, where superfluous items go in and will be destroyed after some time - better creative mode inventory: it will include a permanent list of all blocks and items (like in the real minecraft) Armor system: progress:5% - You'll be able to craft and equip armor similar to the real minecraft Alternative Controls: - If you don't like to break an place blocks with the same button (I don't ) you'll be able to choose more minecraft like controls Modding system: progress:100% finished (screenshots attached) Yes, that's true: I made a fully functional modding system, including a manager to add, remove, view tags and arrange mods in the load order and a modloader that loads, assembles parts and applies the mods in order! How does/will it work? A mod if basically a script that will be exectuted after initializing, before loading the textures. This script is saved as a public string in a library file in the MyLib folder, together with informations about the mod like author, description, modversion and compatible gameversions. But because the length of a saved string is limited, the script can be split up in multiple strings, wich the modloader then assebles when loading it. With this system it is very easy to install mods: You can just download a mod file, place it in the MyLib folder, refresh libraries, add the mod to the list in the game and with the next restart it will get applied. The modcreator is also very free in his opportunities: He could overwrite the whole game code and has no limit in length! I'll write some guides on how to make mods and texturepacks when I finished the update With this system I already ported discos oCd Texture Pack, which you can see on the last screenshot More mobs, items and blocks As you may noticed those are pretty much the last planned features (except redstone ) for the final version, so if you want a (not too extensive) feature to be added for the final version feel free to post it! 63
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 25, 2014, 12:27:33 pm »
!Update!
Version 0.12.1 is now attached to the first post! Fixes: - Help Text: "Use [enter] - Now all buttons in the settings menu are accessible via the arrow keys - Added manual way to let a wait screen execute its action (to at least be able to save a world when the timer stops working for some reason (when nothing moves anymore)) Thanks @nspireguy for reporting those bugs! (And yes the program is still up, I was just busy last week ) 64
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 17, 2014, 05:44:10 pm »
@nspireguy: There's currently no other way to get rid of items than putting them into chests or dying And thanks for the report! You can still get out of the menu with [esc] (saves the settings anyways), but clickpad model are not able to turn the indicators off now I'll fix that!
@LDStudios: I lost the private IRC channel... 65
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 15, 2014, 03:45:06 pm »
!!!Update!!!
Version 0.12 is now attached to the first post! New: - New Menu: - Loading Screen with 3D animation - Title screen with randomness - Whole different structure - Ingame menu - Fancy buttons - Settings Menu: - You can manually turn the ore indicators on/off - You can set spawnable mobs to "All", "Animals", "Monsters" or "None" - Graphics fancy/fast - Enable/Disable and reset help - Graphics: - Dialogues look better - New Mobdamage texture - Help: - Situation-dependent ingame help - "Help" button message improved - Get the help message any time with [ctrl]+[?] or via the crafting menu - Gameplay: - Progressing blocks like saplings and crops will now progress even if off-screen - Generator: - It's now possible to set a seed that produce the same world on same game version - Improvements: - Explosions are more realistic and more like in Minecraft - Better block breaking progress calculation algorithm - Shadows are now over objects, mobs and player - Fixes: - It's now possible to craft on OS 3.1 (tested ) - Various bugfixes - Code Improvements: - Screen Management System ==> much clearer code - Far less globals - Major code revision PS: This version may includes some bugs because I changed very much on the game! To ensure that it is bugfree I would have had to test every single feature again, so if you find one please report it! 66
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 14, 2014, 05:39:05 pm »
@nspireguy: Thanks for offering your help, but I was able to fix the crashing but now the crafting menu won't open again... I changed a some stuff now and I'll test tomorrow if it works. If it does so I think I can upload it tomorrow!
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TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 10, 2014, 06:13:30 pm »
I think v0.12 is mostly finished and works perfectly on OS 3.2 but there's one really big problem:
I wanted to test v0.12 on OS 3.1 to ensure that it works, but something unexpected happened: When opening the file, it loads for about 4-6 seconds (which is normal) but then, without any error message or anything, the OS completely reboots! I tested it multiple times on 2 different Nspires. Are there any known reasons for such a behaviour? Here are the only reasons I can imagine: - All Textures are strings in the code and get converted to TI-images during the 3D loading screen animation - The screen management system with event distribution via metatable for 'on' - The first image that has to be rendered has the sky as background and 129 different colored squares with the size of 6*6 pixels for the 3D model. Is that too much? It works great on OS 3.2 - garbagecollection during initialization Please help me, I don't want to release something that crashes your calculator; but this update was very much work! 68
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: January 07, 2014, 10:40:53 am »
Thanks!
@annoyingcalc & DJ Omnimaga: Yes, I think I finally fixed it for 0.12: Now I only register the full crafting menu once during initialization and then enable/disable elements of it as needed! But as always I can't guarantee it because I have no Nspire with OS 3.1 69
TI-Nspire / Minecraft 2D is POTY 2013!« on: January 06, 2014, 04:36:55 pm »
!!Minecraft 2D is the POTY for Nspire of 2013!!
Big Thanks to all who voted for me! And special thanks to Hayleia, if you had not reminded me, I would have definitely missed to participate! Now that it's a POTY About v0.12: I finally finished porting the game to the screen management system; the code now looks much clearer, it has far less global variables and the game handles less buggy at dialogues. I also finished the new main menu; it's now much easier to understand and has a fancy title screen. I also wrote some new gui drawing functions with which the gui looks better and a bit 3D like. Now that I finished this technical stuff, I can focus on new game content again! I'm not sure when this update will be finished but I think it will be within this month. About OS 3.6: What do you think, should I update to OS 3.6? I want to maintain that there's only one game file that's compatible to every Nspire calculator... Thanks again to all around here for keeping me motivated this long time! 70
TI-Nspire / Re: jens script editor+ nspaint merged« on: January 04, 2014, 05:49:17 pm »
As long it's only here on omnimaga and if the author of nspaint agrees it's ok
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TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: December 24, 2013, 06:33:15 pm »
@hking1: Ha, I'm far away of running out of ideas for minecraft! But I think I'm getting better with the nspire programming
@annoyingcalc: Thanks for that info! I still used the Reference Guide for OS 3.2 and that wasn't mentioned there... But it seems like the enable/disable function works in OS 3.1 so this might be an option... @CalebHansberry: Thanks! I like them! And of course: Merry Christmas to all christians here and all who celebrate it anyways 72
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: December 23, 2013, 10:51:06 am »
Hallo again!
Yesterday finally the voting for the Nspire POTY on ticalc.org started! Good luck to all competitors! I am working on the new menu, and the title screen will look something like the attached screenshot! As you can see, I'm planning to implement some random (more or less) minecraft 2D related phrases, but I don't have many yet... so if you have a good one, feel free to post or pm it Here are all I have yet as an example (They are seperated by the exclamation marks, so every phrase have to end with "!") Spoiler For splashes: 73
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: December 18, 2013, 09:13:56 am »
@DJ Omnimaga: It would be difficult; the game needs ~1500 kilobytes right now (which is still a tiny amount of the 64MB of a/an (?) Nspire ). But I think it would be possible if only the visible part of the map and only the required textures would be loaded into the RAM...
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TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: December 11, 2013, 09:23:41 am »
Haha, thank you all!
I love this project too; its fun trying to get as close as possible to the original minecraft on this limited platform and its great to see that other people like it too 75
TI-Nspire / Re: Minecraft 2D for TI-Nspire« on: December 09, 2013, 04:40:11 pm »
Fix! Version 0.11.2 is now attached to the first post!
- bug which prevented loading creative games fixed - light bug fixed Btw: I am making progress with the screen managing system. It is much work to seperate all functions to seperate screens, but that is a chance to rewrite and revise bad parts of the code. And the intro 3D animation loading screen looks great! (it's just a test 3D model, I'll probably change it ) |
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