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Offline jh0421

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Re: Minecraft 2D for TI-Nspire
« Reply #105 on: October 14, 2013, 03:17:34 pm »
Hi everyone!
Jens, this looks amazing so far; congrats on the progress! The mob logic seems good, though I'm happy so long as I'm not surrounded by creepers :P
Also, I was wondering, would buckets be implement-able? Although, a source/nonsource distinction for water and lava would probably have to be made so that the whole world doesn't accidentally flood...
Anyways, good job!
« Last Edit: October 14, 2013, 03:27:38 pm by jh0421 »
hello :D

Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #106 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!
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Offline LDStudios

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Re: Minecraft 2D for TI-Nspire
« Reply #107 on: October 14, 2013, 05:44:46 pm »
Slightly confused...so you can walk through trees but not through the wood you collect from them? Either way I think itd be fine not walking through trees, im going to cut them down anyways so it doesnt really effect me.



Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #108 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...
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Offline LDStudios

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Re: Minecraft 2D for TI-Nspire
« Reply #109 on: October 14, 2013, 07:13:20 pm »
I think that if you can go through trees, you should be able to go through plain wood, just my opinion. And that gives an additional purpose to crafting wooden planks right?



Offline jh0421

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Re: Minecraft 2D for TI-Nspire
« Reply #110 on: October 14, 2013, 09:19:55 pm »
Chiming in, I think it makes sense for players to be able to go through trees. I for one would enjoy a relaxing forest in the background :D

@LDStudios - My opinion, but I think plain wood should still be available to build with; I've always wanted to live in a big tree! Looks cool, anyways.
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Offline DJ Omnimaga

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Re: Minecraft 2D for TI-Nspire
« Reply #111 on: October 14, 2013, 10:19:52 pm »
COnsidering most NES/SNES games lets you go through trees, I guess in a 2D Minecraft it might be best to do the same. On the other hand, I don't think you should allow people to fall through the leaves. You could possibly make it so that you can jump through leaves but not fall through the top of the tree, like some platforms in Super Mario games.

Offline LDStudios

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Re: Minecraft 2D for TI-Nspire
« Reply #112 on: October 15, 2013, 08:01:55 am »
^I second that  :)



Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #113 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 :)
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Offline Vijfhoek

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Re: Minecraft 2D for TI-Nspire
« Reply #114 on: October 15, 2013, 10:11:18 am »
What about being able to place all blocks on two layers: A background layer and a foreground layer?

Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #115 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...
« Last Edit: October 15, 2013, 10:19:28 am by Jens_K »
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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #116 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
« Last Edit: October 21, 2013, 01:31:50 pm by Jens_K »
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Offline jh0421

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Re: Minecraft 2D for TI-Nspire
« Reply #117 on: October 20, 2013, 02:51:57 pm »
Very nice! Impressive amount of new content; I'll be having fun with this :P
However, there still seem to be crafting menu issues in OS 3.1; after playing around I figured this out: after opening the game file the crafting menu will initially refuse to open. After pressing the 'on' button and going to the OS homescreen, then returning to the game (pressing '[4] Current'), the crafting menu will be openable. This also applies to crafting table; the extended menu won't open until I've gone to the homescreen and back.
Hope this info helps!
« Last Edit: October 20, 2013, 02:53:53 pm by jh0421 »
hello :D

Offline Sorunome

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Re: Minecraft 2D for TI-Nspire
« Reply #118 on: October 21, 2013, 09:06:18 am »
That is looking awesome! :D

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Offline AnToX98

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Re: Minecraft 2D for TI-Nspire
« Reply #119 on: October 21, 2013, 09:35:36 am »
Wow that looks nice, maybe I'll write a little news on TI planet about it :)



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