Author Topic: Minecraft 2D for TI-Nspire  (Read 215808 times)

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Offline The_King

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Re: Minecraft 2D for TI-Nspire
« Reply #120 on: November 03, 2013, 01:39:16 pm »
great looking game
though i wish can slowly progress for infinite worlds
oh i started minecraft just to help u in your programming ;)
« Last Edit: November 03, 2013, 01:41:34 pm by hking1 »

Offline The_King

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Re: Minecraft 2D for TI-Nspire
« Reply #121 on: November 04, 2013, 07:44:26 pm »
so i am back
about new stuff
i am thinking that since we are able to drag our inventory stuff, we can easily use dragging in our craft table and furnace. it will make quiet a experience
 :crazy: :love: :mad: :w00t:

Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #122 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 \/
Sorry for nonsense.

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Offline AnToX98

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Re: Minecraft 2D for TI-Nspire
« Reply #123 on: November 06, 2013, 08:01:11 am »
That looks very interesting, good job :bj:



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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #124 on: November 06, 2013, 10:16:31 am »
Well, that's freaking nice :D
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Offline Sorunome

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Re: Minecraft 2D for TI-Nspire
« Reply #125 on: November 06, 2013, 10:18:08 am »
Nice screenshot! :D

THE GAME
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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #126 on: November 06, 2013, 10:27:17 am »
Oh yeah and I forgot to say, but there are quite a lot of optimization that you can make to the code.
It's quite huge already, so, it's going to be hard, but I believe everything would have been simpler with a [better?] screen +/ layer manager.

When/If I have some time, I'll try to take a look at the whole code in general and propose some optimization ideas :P


For now, I have seen things like :

Code: [Select]
objFallingBlock=class()
function objFallingBlock:create(x,y,i,ID)
    ...
end

Code: [Select]
objList[index]=objFallingBlock()
objList[index]:create(bx,by,index,updateBlockID)


Why not simply use a syntax like :

Code: [Select]
objFallingBlock=class()
function objFallingBlock:init(bx, by, index, ub_ID)
...
end

objList[index] = objFallingBlock(bx, by, index, updateBlockID)
since :init(...) is the constructor, made for that :)
« Last Edit: November 06, 2013, 10:27:51 am by adriweb »
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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #127 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...
« Last Edit: November 06, 2013, 11:26:51 am by Jens_K »
Sorry for nonsense.

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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #128 on: November 06, 2013, 11:46:19 am »
oh, don't get me wrong, it's really a wonderful project you've done so far ;) Not a lot of people could have done that :D

General and specific advices /tricks for optimizing [Nspire] Lua scripts are available here : http://adriweb.free.fr/t3/ (either the powerpoint or the PDF - both are in English)
(Edit : well, this is also a reference ^^ : http://www.lua.org/gems/sample.pdf)

About the lava, oops, I forgot about the fact that it was an image....
I guess it'll have to stay like that if no more images are created (not sure if it is a good idea, just to get inclinations....), but in 3.6, there may be advanced images APIs, so maybe there will be something useful about that...
« Last Edit: November 06, 2013, 11:52:02 am by adriweb »
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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #129 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?
Sorry for nonsense.

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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #130 on: November 06, 2013, 12:22:13 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!)
No problem :) Feel free to ask any questions :)

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?
Well, there is going to be a 3.6 Lua changelog... so, when the actual public 3.6 OS comes out, we shall see in detail :)
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Offline Lionel Debroux

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Re: Minecraft 2D for TI-Nspire
« Reply #131 on: November 06, 2013, 01:08:12 pm »
Quote
but in 3.6, there may be advanced images APIs
But Jens will still need a fallback option, as Minecraft 2D rightfully strives at being portable across versions of the Nspire OS.
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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #132 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 ;)
Sorry for nonsense.

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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #133 on: November 06, 2013, 04:31:56 pm »
Oh yes, but I mean that if such APIs are released, some ifs here and there to detect if it's running on 3.6 would be enough to improve the rendering of the lava, for example, with the new functions. And if running < 3.6, then, just do as it is right now :)
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Offline The_King

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Re: Minecraft 2D for TI-Nspire
« Reply #134 on: November 06, 2013, 09:28:29 pm »
i think you should check this out:
http://ourl.ca/17003

 this shows many possible items for minecraft
   it can also show basic outline for what items should out together in a version of your game
its in basic though


-------
ps

keep that good work up
 ;D
« Last Edit: November 06, 2013, 09:32:40 pm by hking1 »