Author Topic: Minecraft 2D for TI-Nspire  (Read 217392 times)

0 Members and 1 Guest are viewing this topic.

Offline Jens_K

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 187
  • Rating: +52/-0
    • View Profile
Minecraft 2D for TI-Nspire
« on: June 09, 2013, 02:12:10 pm »
Hi, I am Jens Kolbinger and I'd like to introduce Minecraft 2D for the TI-Nspire (No Ndless required!)
I've been working on it for more than one year now and this is the current progress:

Main features:
- Break and place Blocks
- Randomly generated world, caves, ores, lakes, trees, flowers and dungeons
- Day/Night cycle
- Survival/Creative Mode (with flying)
- Mobs: pigs, sheeps, chicken, cows, zombies, skeletons and creepers
- Flowing water and lava
- TNT
- Fire
- Bow and arrows
- Fishing
- Farming
- Falling sand
- Inventory with moveable items
- Itembar with selectable item/block
- Tools with all functions of the real Minecraft
- Functioning furnaces, chests, doors, beds, buckets and stairs
- Crafting (without crafting grid)
- Functioning Saplings
- Shadows and Lights (by far not as complex as the real Minecraft)
- 5 savegame slots
- 2 graphic modes (not that much difference)
- Health and Breath
- Export/Import world with the World Container!
- Modsupport
- Armor

Planned Features:
- World size selection  Done in 0.8
- Mobs  Done in 0.8
- Doors  Done in 0.8
- Beds  Done in 0.8
- EXPLOSIONS!!!  Done in 0.9
- More item drag'n'drop functions  Done in 0.9
- Export and import saves by copying them to the clipboard  Done in 0.11
- Minecraft world files to transfer saves  Done in 0.11
- Better water and buckets  Done in 0.11
- Dungeons  Done in 0.11
- Settings menu  Done in 0.12
- Better main menu  Done in 0.12
- Full compatibility to OS 3.1 (problems with the crafting menu)  Done in 0.12
- Armor system Done in 0.13
- System to manage full inventory (maybe a slot where the overdue item goes in and will be deleted after some time) Done in 0.13
- Signs
- Biomes and underworld
- Infinite Worlds
- Spawn eggs
- More

Eventually future features:
- Particles  Done in 0.9
- Fire  Done in 0.10
- Farming  Done in 0.10
- Arrows  Done in 0.10
- Stairs  Done in 0.11
- System that updates progressing stuff (like growing crops) correctly off screen Done in 0.12
- World generator seeds Done in 0.12
- Texturepacks/Mods (yes, actually possible!) Done in 0.13
- Redstone
- Weather
- Boats and Minecarts

Screenshots:

Spoiler For Screenshots:
Main Menu:

Randomly generated world:

Day/Night cycle, Farming, Fire, Lights&Shadows and Skeleton:

Randomly generated caves and ores:

Crafting:

Furnace:


By now the Minecraft2D file is 89KB in size and it has about 6500 lines of code

Current version: 0.13


Current preview version: v1.0 Pre 2 (might contain bugs)
Spoiler For Features:

infinite worlds:
- implemented a new chunk system that generates the world procedually
- chunks are generated


spawneggs:
- spawn mob with [(-)]
- only 1 texture is needed; the individual textures are created via image manipulation


the underworld/nether
- starts at -50 blocks height under a 3 block obsidian layer
=> to get there you'll need a diamond pickaxe (or very much time ;P )
- generated out of netherrack, lava and fire
- ghasts
  - fly around, follow you, shoot you with explosive fireballs
- as useless as the minecraft beta nether used to be ;P


optimizations:
- faster way to draw shadows on "fast" graphics (flickers on color displays for some reason)


code cleanup:
- rewritten crafting implementation (easily moddable now)
- rewritten block updating (easily moddable now)
  - every block can register own updating functions now
  - world updates are now temporarily written into a buffer (using a fancy, metatable-driven catcher/distributor table (not the best way to implement this buffer, but I didn't have to rewrite everything that way :P))
- rewritten water/lava behaviour implementation (actually kind of understandable now)
- rewritten whole block/item system:
  - implemented Block/Item classes, which instanciate all various blocks/items and contain all properties of it
  - game now handles pointers to the block/item objects instead of id numbers (which isn't as memory extensive as i thought)
  - all block/item-related handlers (like "use", "update", etc.) are now owned by the item/block classes
  ==> actually extensible code!


other improvements:
- graphics menu
- improved sky visuals
  - clouds (which are somewhat 3D rendered with light shading (I spend way more time on this than I should have :P))
  - day sky color is now a bit darker but more blue
  - bright stars
- slightly improved inventory navigation on clickpad models
- new splash texts
- leaves now decay without wood nearby


fixes:
- fixed all sorts of saving/loading issues that came with OS updates
- fixed an issue that crashed the game when generating a random world on a calculator that were on standby for a long time
Sorry for language errors :P

Download or here on ticalc.org
VVVVVVV
« Last Edit: September 28, 2020, 11:11:42 am by Jens_K »
Sorry for nonsense.

Projects:



Offline ElementCoder

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 611
  • Rating: +42/-2
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #1 on: June 09, 2013, 02:16:02 pm »
Now this is one hell of a good looking game o.o I can't wait to test this out! Many, many diamonds to you sir. I have a feeling we can expect great things from you in the future :)

Quote
- Full compatibility to OS 3.1
What's the problem at this time?
« Last Edit: June 09, 2013, 02:18:22 pm by ElementCoder »

Some people need a high five in the face... with a chair.
~EC

Offline Levak

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +208/-39
    • View Profile
    • My website
Re: Minecraft 2D for TI-Nspire
« Reply #2 on: June 09, 2013, 02:21:56 pm »
Quote
- Full compatibility to OS 3.1
What's the problem at this time?

This means he doesn't use 3.2 Lua features.


On the other hand, I'm wondering how much it weight.
« Last Edit: June 09, 2013, 02:23:16 pm by Levak »
I do not get mad at people, I just want them to learn the way I learnt.
My website - TI-Planet - iNspired-Lua

Offline Jens_K

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 187
  • Rating: +52/-0
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #3 on: June 09, 2013, 02:22:50 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
Sorry for nonsense.

Projects:



Offline ElementCoder

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 611
  • Rating: +42/-2
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #4 on: June 09, 2013, 02:23:28 pm »
Quote
- Full compatibility to OS 3.1
What's the problem at this time?

This means he doesn't use 3.2 Lua features.
I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.
« Last Edit: June 09, 2013, 02:23:59 pm by ElementCoder »

Some people need a high five in the face... with a chair.
~EC

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Minecraft 2D for TI-Nspire
« Reply #5 on: June 09, 2013, 02:25:46 pm »
Wow this one is the Minecraft clone that is the closest to original Minecraft look as possible that I've seen so far (even the menu). Most others used custom tiles. The only thing I would probably change is making the water and daytime sky slightly darker. Oh and I like the shading idea so far, since you don't have to use like an extra full set of tiles, just display a checkered pattern over the regular tiles. :)

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Minecraft 2D for TI-Nspire
« Reply #6 on: June 09, 2013, 02:35:03 pm »
Wow, that does look pretty awesome! I wish i had a nspire to play minecraft :P

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Jens_K

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 187
  • Rating: +52/-0
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #7 on: June 09, 2013, 02:36:57 pm »
@DJ Omnimaga: Yeah, my first Idea was to cover the tiles with a transparent, black rectangle, but they removed the Alpha function >:(
« Last Edit: June 09, 2013, 02:37:23 pm by Jens_K »
Sorry for nonsense.

Projects:



Offline Levak

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +208/-39
    • View Profile
    • My website
Re: Minecraft 2D for TI-Nspire
« Reply #8 on: June 09, 2013, 02:37:55 pm »
I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.
Uh ? You don't need the 3.2 physic engine in order to create great physic.
I'd say it is only for one that doesn't know how to code one, because oncalc, the Physic engine is really slow.
« Last Edit: June 09, 2013, 02:38:07 pm by Levak »
I do not get mad at people, I just want them to learn the way I learnt.
My website - TI-Planet - iNspired-Lua

Offline Jens_K

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 187
  • Rating: +52/-0
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #9 on: June 09, 2013, 02:39:34 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
Thats what I ment there, I don't use the physics engine
Sorry for nonsense.

Projects:



Offline ElementCoder

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 611
  • Rating: +42/-2
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #10 on: June 09, 2013, 02:43:24 pm »
I know what it means, I'm just curious what he is using. If it's the physics engine then yes (which I'm guessing because of the falling sand), it may pose a bit of a problem otherwise it may be very simple to change.
Uh ? You don't need the 3.2 physic engine in order to create great physic.
I'd say it is only for one that doesn't know how to code one, because oncalc, the Physic engine is really slow.
I'm not saying you need the physics engine, I was just curious why it didn't work. I think we shouln't turn this thread into a discussion about this point and keep it about the game :)
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
That's unfortunate, I hope you can find a way to fix it.
« Last Edit: June 09, 2013, 02:43:57 pm by ElementCoder »

Some people need a high five in the face... with a chair.
~EC

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: Minecraft 2D for TI-Nspire
« Reply #11 on: June 09, 2013, 02:47:29 pm »
That is one awesome lookin' game ! I'll be sure to download it when you release it ! :D

Offline Levak

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +208/-39
    • View Profile
    • My website
Re: Minecraft 2D for TI-Nspire
« Reply #12 on: June 09, 2013, 02:47:35 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
I don't remember any changes in the toolpalette API from 3.1 to 3.2
I do not get mad at people, I just want them to learn the way I learnt.
My website - TI-Planet - iNspired-Lua

Offline Adriweb

  • Editor
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1708
  • Rating: +229/-17
    • View Profile
    • TI-Planet.org
Re: Minecraft 2D for TI-Nspire
« Reply #13 on: June 09, 2013, 03:29:21 pm »
You select the item to craft via the built-in menu, but for some reasons the menu won't open on OS 3.1... I'll have to do some research to solve this...
I don't remember any changes in the toolpalette API from 3.1 to 3.2

Well, now (3.2), you can enable/disable elements on-the-fly, or something like that.

Anyway, good job, it really looks awesome.

I suggest you to compress your sprites using Jim's tool (load the string, alpha-ize it if needed, save it again), if it's not already done :)

Also, same question as Levak : what's the size of the .tns ?
« Last Edit: June 09, 2013, 03:31:49 pm by adriweb »
My calculator programs
TI-Planet.org co-admin.
TI-Nspire Lua programming : Tutorials  |  API Documentation

Offline ben_g

  • Hey cool I can set a custom title now :)
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +125/-4
  • Asm noob
    • View Profile
    • Our programmer's team: GameCommandoSquad
Re: Minecraft 2D for TI-Nspire
« Reply #14 on: June 09, 2013, 03:52:32 pm »
It looks cool. Did you copy the textures for the original game of did you remake them very well?

Does it have/do you plan to add working tnt?

Maybe I should pick my minecraft project up again too...
« Last Edit: June 09, 2013, 03:55:16 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated