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Messages - Jens_K

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91
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 07, 2013, 04:44:28 pm »
@AnToX98: Yes, because there are many different combinations of the height of the right end and the height of the left end of a tile. But fortunately I just came from a bar and I am creative now, which is why I just got a cool idea to solve that problem! :D Stay tuned, you'll probably see the results soon! :)


92
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: November 07, 2013, 12:39:30 pm »
@hking1 & ElementCoder: I have already a document lying around where you can insert your code once and then it will execute it automatically when restarting it. It would be like a seperate self-made program. I will include it to v2.0

@AnToX98: Yep, as mentioned in the readme, you shouldn't use the 2D Editors yet, if you don't remove.them yourself before exiting your program. But I already have an idea for that... is the a way to remove or hide the 2D Editors in apilevel 1?
Unfortunately, there is neither an event for ctrl+number nor for the ctrl key and I also used every detectable button... but you can do menu => 5 => 2 to get to the end.
Aand sorry for my stupidity about the insert function :/ I didn't notice that I broke it completely; I'll fix that soon :)

93
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 07, 2013, 11:46:16 am »
@AnToX98: Yep, I'll try that and see what it looks like, but I'm afraid that you can't tell what it is on grayscale displays

94
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 06, 2013, 01:16:08 pm »
@Lionel Debroux: Yes, of cause! I've noticed that commotion about 3.6 and that it blocks ndless; therefore many peoply obviously won't install it. If 3.6 brings some useful features, I will only use them for cosmetic purposes, such as inclination for lava ;)

95
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 06, 2013, 12:13:01 pm »
@adriweb: Thank you very much for that link!! That's exactly what I needed! :D I'll read it carefully and then try to do some optimizations myself (so better wait to look through the code until the next update!)
And about 3.6: I've already read that it will include new API features, is there already some information about the lua part somewhere?

96
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 06, 2013, 10:47:59 am »
@adriweb: Big Thanks for that info! I've seen that init function somewhere but I didn't know that it is possible to pass arguments; that will make things much easier! :) The bad thing about the code is that I started writing it with nearly no knowledge about nspire lua and medium knowledge of programming in general. So some parts are horribly bad and some (I think) are not. I pretty much started making Minecraft to learn scripting, train programming and see how much I can do with the nspire (and fun of cause ;)). But now it's a much bigger thing than I ever expected and that's why it indeed would be good if a good programmer would give me some advice to optimize it :)

Edit: I've seen on the TI-planet article that you mentioned that the lava has no inclination. That is because the lava has a difficult texture with orange and red patches. The flowing water is rendered as a blue polygon, but how to make a polygon look like lava? As long as I don't have a solution for that, I'll use compressed lava textures...

97
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: November 05, 2013, 05:12:58 pm »
@jh0421: Thanks for this information, I changed some parts of the menu activation/deactivation and I am confident that I have finally fixed that bug :)

@AnToX98: I've seen it but unfortunately I don't understand much french. However, it seems like you are doing a good job there at TI-Planet ;)

@hking1: Most parts of the game would be able to handle infinite worlds, but the world generator isn't at all: Surface, caves, ores, plants and, for the next update, dungeons are generated from left to right once when starting a new game. That technique could be used for infinite worlds, but there would be much difficulties like later generated caves, which could make a turn and spread into already generated parts of the map and destroy everything. And as long it's just a non commercial game for a calculator, I think a 400*100 block world is enough to overcome a boring history lesson ;)
The item dragging does already work with furnaces. An advanced crafting system would be very complicated to make and very laborious to use, especially for clickpad users.

PS: I'm making great progress with update 0.11! Planned features are marked on first post. \/ Screenshot \/

98
TI-Nspire / Re: Jens' Script Editor - An on-calc lua editor
« on: November 03, 2013, 04:54:30 pm »
@hking1: Hi and welcome to omnimaga! Im glad to see that my program helps newcomer to get into nspire lua programming :) The included reference guide is the official scripting api guide. I think once you understood the basics it's enough information to use those functions properly. To get into nspire lua programming, here is a very useful wiki. To understand the structure of a nspire program just download a random program at ticalc.org and look through the code (That's how I learned lua programming ;)) I hope this helps a bit; I'm not that good at writing guides (in english)...

@AnToX98: Well, I'm very busy with Minecraft 2D and school right now, I don't know when I'll be able to come back to work on the script editor. But I promise to work on the insert function first ;)

99
TI-Nspire / Re: Any Ideas?
« on: October 21, 2013, 05:23:22 pm »
Maybe you can find some inspiration here: http://www.youtube.com/watch?v=hvNrznrHtXE&list=PL4Sz7_l-PtwCCwl3bDkZg8NUGWfiBLj1X
Or another puzzely platformer I like: http://armorgames.com/play/13662
And of course: http://www.youtube.com/watch?v=SQvWa_q8OrI

But keep in mind that actionbased games are difficult on the nspire; especially with sprites it can take quite long to redraw the screen!

100
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 20, 2013, 11:32:36 am »
!!!Huge Update!!!
Version 0.10 is now attached to the first post!

New Features:
- Farming:
  - Hoes
    - use on dirt/grass with [(-)]
    - turns dirt/grass into farmland
    - if used on grass there is a chance of dropping seeds
  - Farmland
    - hydrated if in horizontal range of 4 blocks to waterblock
    - changes to dirt if not hydrated for some time
    - jumping on it destroys it!
  - crops
    - place on farmland by pressing [(-)]
    - growing speed depends on whether the farmblock is hydrated and light
  - Bread
  - buckets are planned for the next version, use lakes for now!

- Bone Meal:
  - apply with [(-)]
  - skips 1-6 stages of affected crop
  - used on saplings, they'll grow with a chance of 2/3

- Gravel:
  - drops flint with a 10% chance

- Flint and steel
  - place fire with [(-)] next to a flammable block

- Fire:
  - spreads, destroys and extinguishes
  - Harms Mobs and player
  - ignites TNT
  - lava randomly sets fire to near flammable blocks

- Bow and arrows:
  - aim with block selection frame
  - shoot with [(-)]
  - arrows harm mobs
  - physics!
  - arrows get stuck in solid blocks
  - arrows, shot by the player, are recollectable

- Mobs:
  - new mob spawning logic
  - skeletons:
    - they shoot arrows
    - they burn in the sun
    - drop bones, arrows and rarely bows
  - zombies drop strings (no spiders yet...)

- Trees (experimental!):
  - you can now walk through them
  - you can't fall through leaves
  - tree trunks drop normal, solid wood

- Beds:
  - sleeping in a bed will set it as spawnpoint
  - when you die and your homebed was not destroyed and is not obstructed, you'll spawn near your homebed

- Graphics:
  - Grayscale optimisations:
    - Better Deathscreen
    - Material indicators (I=Iron, G=Gold, D=Diamond)
    - Lighter lava and water textures
  - burning furnaces have special textures
  - performance optimisations

- Falling Sand:
  - is now an object
    - similar behaviors as in minecraft! (torch mining etc.)

- Torches:
  - now placeable on walls
  - fancy particle effects

- World generator:
  - more sand under lakes
  - gravel deposits

- Menu:
  - "Nein" changed to "About"

- Hopefully fixed the crafting menu bug on OS 3.1 now

The world container file and the world transfer system is ready but I'll wait for the next update to include and enable it because I am running out of IDs for blocks and items, so I'll have to redefine many IDs which would break saves and cause bugs. Also I'm not too sure with the save format yet; I want to keep all saves and the world container file compatible to all versions of the game!

And as always: Look on controls.txt for controls

101
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 15, 2013, 10:18:57 am »
That's how some other minecraft 2D do it, but it would take twice as much space for the second tileset to distinguish both layers (I already have ~50 for the blocks), it would take twice as much space when you save the world, it would take twice as long to save/load both layers, it would take twice as long to update all visible blocks and in some situations it would take a bit longer to render...

102
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 15, 2013, 09:42:58 am »
Yep, I like that idea too, it will be a bit complicated to realise but I think it's the most agreeable option for trees :)

103
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 14, 2013, 07:10:22 pm »
@LDStudios: Yes, that's the idea. I'm not sure if that would be good or not, so I'll just collect some answers...

104
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 14, 2013, 05:23:06 pm »
@jh0421: Welcome to omnimaga! I am very honoured to be the first to welcome a new member! If I had any peanuts I'd give some to you :P
About the bucket: yes that's one major problem I have right now, I think I'll have to rewrite the whole liquids part for that bucket...

And there's still the question to all: Should you be able to walk through trees? The trees would give you wood which you can use to build and walk on!

105
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: October 12, 2013, 02:51:10 pm »
Ok, here is the new mob logic:
- while generating the world, each grassblock has a 1/10 chance to spawn an animal on top of it
- animals won't despawn
- every second the game checks how much animals and monsters there are
  - if there are less than 15 monsters around, the game trys to spawn a monster with the propability of (amount of monsters/20)
  - elseif there are less then worldwidth*0.1 of animals, there is a 50% chance to try to spawn an animal
  - then the game searches for good spawning spots for the selected mob type
  - the selected mob will spawn with a chance of (amount of good spots/20)
  - aggressive mobs won't spawn in a 5x5 block square around the player (monsters don't see and follow the player if he's more than 5 blocks away from them)
- aggressive mobs will despawn if they are more than 20 blocks away from him
- mobs will only update (move, take damage etc.) if they are on screen

Any suggestions are welcome!

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