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Messages - leafy
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421
« on: January 06, 2012, 06:19:09 pm »
Hey saintrunner, do you think you could resize the tiles themselves, starting with the normal world, so I can see how they look in my new tilemapper? Thanks a ton ^^
EDIT: Hm, are we using a 8x16 char sprite? That might pose some problems.
422
« on: January 06, 2012, 02:46:13 pm »
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
Yes, but then the program will be huge (except if someone finds the agorithm to create maps) and if the program is huge, quitting it with writeback allowed takes hours. This is why I thought about this. Never need to unarchive anything (except when you save the game).
And with your method, saving also requires to save the whole map (so it takes ages too), while my method doesn't need to unarchive anything, except the little savegame with items and such, and the area you are in. Personally, I have zStart, so even writeback is fast, but for those with 83+, optimization is needed on this.
Mojang released the source, and you can find all the algorithms in there which would reduce size over using predefined maps. Also, archiving and unarchiving is a reasonable sacrifice for having persistent saving. You only need to archive appvars once per map change anyways, and you don't have to write back to the program at all.
423
« on: January 06, 2012, 02:27:44 pm »
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
424
« on: January 06, 2012, 01:59:47 pm »
Actually, you could transfer the map in RAM to an appvar in archive, so changes would be persistent. Keep in mind that we also need to save object data as well (furnaces, workbench, etc.)
425
« on: January 06, 2012, 03:09:25 am »
I voted TinyCraft  I can work on the inventory and crafting system, maybe we could use L2 for the inventory : two bytes per item (so 250 items, should be enough) storing the number of items the player owns.
Shouldn't one byte be enough if you have a header to tell at which position each item is at in L2?
426
« on: January 05, 2012, 09:14:58 pm »
Here guys, I compiled all the recipes for you. This is pulled from the source code so it should all be right.
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
427
« on: January 05, 2012, 05:41:25 pm »
Hey guys, I'd like in on this project
428
« on: January 04, 2012, 10:06:50 pm »
So I've played this game for about 30 minutes, and it looks like a really massive undertaking. The maps are procedurally generated, and I've looked up the algorithm to no avail. You'll also have to figure out all the possible item combinations.
429
« on: January 04, 2012, 09:56:16 pm »
Hm I could help you guys write the tilemapper - but someone would have to do spriting.
430
« on: January 02, 2012, 09:07:44 pm »
Yeah, Halo 4's being made by 343 Studios or something like that. The trailer shows him firing his new overpowered magnum with explosive bullets.
431
« on: January 01, 2012, 10:47:38 pm »
You should make it a separate download. For science.
432
« on: January 01, 2012, 05:30:57 pm »
I only use one dispgraphrr. I guess my code is pretty fast at that, but remember I'm also using Full.
433
« on: January 01, 2012, 12:32:44 am »
still about 2 hours 30 minutes over here in Californiaaaaa~
EDIT: 1111 posts!
434
« on: January 01, 2012, 12:01:23 am »
The trick is to code so bad, the calculator gets fooled into thinking your code is super optimized Runer-style, so it ends up running your code super-fast.
435
« on: December 30, 2011, 02:50:04 pm »
Half Life series! \w/ >.<
Best FPS evar! 
Upvotes! Assassins Creed Revelations, Deus Ex: Human Revolution, Halo Anniversary
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