I'll make the level generator, don't worry about that. I think we should stick with 32x32 maps, and with 8x8 tiles (size), because then we can have 12x8 tiles (amount) on-screen, just like the original game, and that crafting menu is awesome
Tinycraft is the name now, so @moderator, please remove the poll.
Here guys, I compiled all the recipes for you. This is pulled from the source code so it should all be right. [...]
Great! Added.
About the platform, in the old poll you (plural) clearly voted for Axe, so it is 83+
Since noone has said anythingdifferent, and we' re already talking about implementation details, I'll assume that everyone agrees with my level size. (or do you have a better idea?)
I' ve made a temporary project home page, but there's not really a lot to see there yet. No mini competition please, teamwork is better Details Language: Axe Platform: TI 83+ Things we'll need to do/make Draw the sprites. saintrunner A save file format. yrinfish A level generator. A Tilemapper. Some sort of AI. Crafting system. People on it (AFAIK) annoyingcalc saintrunner Hayleia (your avatar is really cool btw) epic7 Blue Raven yrinfish leafiness0 Useful info For those who are going to work on this General Program Structure
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:.Sprite Data :.Other Data : :.Main menu :.Option Start Game->init :.Option How To Play->help :.Option About->crdt : :.BEGIN init :.Save file is present? :.yes->strt :.no->lgen :.END init : :.BEGIN lgen :.Make appvar appvMCSAVE :.create 7 levels :.edit for sky, mines, deep mines, nether :.END lgen : :.BEGIN strt
~~~~ working on this ~~~~
Save file/Maps
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I was thinking about making them 32x32 (x2 for the depth) = 2KiB per map. If I'm right there are 5 seperate height maps, so that would be 10KiB in total. We could also make it fit within the 16KiB boundary, and then we have space for another 2 maps (and some space (2 KiB should be enough) for inventory, entity etc data), so that we can have 1 Nether, 2 Deep Mines, 2 Mines, 1 Surface, 1 Sky.
Tiles
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Wheat Water Tree Stone Stairs Sapling Sand Rock Ore Lava InfiniteFall Hole HardRock Grass Flower Farm Dirt Cloud CloudCactus Cactus
[...]what do you mean with procedurally? do you mean randomly? it looks random to me [...]
The map is generated based on a random number generator, but as you can see, it is not really per-tile, it does use a bit of logic to ensure that it doesn't look too random.
I can do that, but I don't really feel good about using someone elses sprites....these are really good sprites [...]
He has even made the game open-source, I think he would like to see a calc-port of this. Don't worry about that. (And if he doesn't, then we'll ask you to make new ones )
About the size of the maps, I was thinking about making them 32x32 (x2 for the depth) = 2KiB per map. If I'm right there are 5 seperate height maps, so that would be 10KiB in total. We could also make it fit within the 16KiB boundary, and then we have space for another 2 maps (and some space for inventory, entity etc data), so that we can have 1 Nether, 2 Deep Mines, 2 Mines, 1 Surface, 1 Sky. Who agrees?