Author Topic: Minecraft 2D for TI-Nspire  (Read 216348 times)

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Offline Adriweb

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Re: Minecraft 2D for TI-Nspire
« Reply #165 on: November 17, 2013, 07:14:43 am »
In fact, create a "setter" in the external doc, it'll work.

Like :
a function that saves to a doc variable what's passed in argument.

Then call that functino from another .tns
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Offline Levak

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Re: Minecraft 2D for TI-Nspire
« Reply #166 on: November 17, 2013, 07:29:27 am »
Adriweb, I think we forgot something in our test the other day.

This concept isn't reset proof. I've just tested it.
Any modification will occur on the dynamic instance of the MyLib folder and won't be saved in the filesystem.


To my knowledgde, there is no way to save back the libraries.

Anyway, if someone finds how to store it back, here is the trick :

Doc1 in MyLib :
Code: [Select]
Define LibPub a = 42
Define LibPub setA(aa) = Prgm : a := aa : EndPrgm

Doc2 elsewhere :
Code: [Select]
Doc1\a           => 42
Doc1\setA(69)
Doc1\a           => 69
« Last Edit: November 17, 2013, 07:36:05 am by Levak »
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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #167 on: November 17, 2013, 09:32:48 am »
@Levak: That's a pity, that would have been a useful feature :-\

@adriweb: I just found your link of the screenmanager agin. I did't understood the concept of metatables at that time and didn't know what to do with it, but now I understood it at that will be very helpful! I'll try to apply it to my code... thanks for that (better late than never ;))

And I point it out again: The crash on OS<3.2 should now be fixed, just download it again!
« Last Edit: November 17, 2013, 09:36:32 am by Jens_K »
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Offline The_King

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Re: Minecraft 2D for TI-Nspire
« Reply #168 on: November 17, 2013, 10:05:34 pm »
hmm my mistake i meant that when i deployed water on one spot and the water would spread but when a straight down path comes it jumps over it. like this: w=water g= ground

        w
      www
wwwwwwwwwwwwwwwwwwwwwwww                wwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwww                wwwwwwwwwwwwwwww
ggggggggggggggggggggggggggwwwww                 gggggggggggggggggggg
ggggggggggggggggggggggggggggggggg               ggggggggggggggggggg
ggggggggggggggggggggggggggggggggg               ggggggggggggggg
ggggggggggggggggggggggggggggggggg               gggggggggggggg




it maybe that only happened with me
but then everyone gets the same code
its in creative at least do check that

Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #169 on: November 18, 2013, 04:03:38 pm »
@hking1: I think you mean caves that are generated into lakes. That's right, in previous versions, the game generated dirt around flying water but I disabled that to make the generation faster, but that particular feature didn't impact the generation time much, so I can enable that again...
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Offline AnToX98

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Re: Minecraft 2D for TI-Nspire
« Reply #170 on: November 20, 2013, 10:42:24 am »
@Jen's_K : a bug was noticed by a member on TI planet :
Quote
Par contre, j'ai noté un bug : les portes disparaissent toutes de l'inventaire dès qu'on utilise une seule ( même si on en a une dizaine ! ), et en plus, elles ne se posent plus, que ça soit sur terre, sable, pierre ou autre !
- The doors all disappears of inventory when we use only one of them. Moreover, we can't put them anymore, even on dirt, stone, sand, etc...



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Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #171 on: November 20, 2013, 02:38:16 pm »
Indeed, thanks for the report, I'll fix that for tomorrow! :)
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Offline nspireguy

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Re: Minecraft 2D for TI-Nspire
« Reply #172 on: November 22, 2013, 04:57:40 pm »
 *.* This program is amazing  *.* but i have a problem with the doors you cant place them??? Please help

Offline Jens_K

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Re: Minecraft 2D for TI-Nspire
« Reply #173 on: November 22, 2013, 07:10:55 pm »
@nspireguy: Thanks! The doors are bugged and I should have already fixed them, but I had to play dark souls... I think I can fix them tomorrow :)
« Last Edit: November 22, 2013, 07:11:23 pm by Jens_K »
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Offline CalebHansberry

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Re: Minecraft 2D for TI-Nspire
« Reply #174 on: November 22, 2013, 07:59:43 pm »
I had an idea that I may use for my prog Minecrft (http://www.cemetech.net/forum/viewtopic.php?p=210257), which is this: to have two layers of world, while keeping it 2D.  That would be handy for trees, houses, and stuff, though yes, one would often be unable to see themselves on account of the front layer getting in the way.  But often, one need not be affected much, as the biome generation would generate the same world, just 2 blocks thick.  I think the benefits would outweigh the nonbenefits.  Also, are you interested in sharing your liquid-related code with me?
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Offline annoyingcalc

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Re: Minecraft 2D for TI-Nspire
« Reply #175 on: November 22, 2013, 08:40:08 pm »
Don't know if you know this, but crafting in 3.1 sorta works, you can craft, just not anything using a crafting table D:
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Offline willrandship

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Re: Minecraft 2D for TI-Nspire
« Reply #176 on: November 22, 2013, 08:49:58 pm »
Caleb, Lua is all text, so you should be able to just open up the files and read the source.

I'm not saying you should just use his code without permission, but if you need a reference, it's there.

Offline The_King

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Re: Minecraft 2D for TI-Nspire
« Reply #177 on: November 22, 2013, 10:47:49 pm »
I had an idea that I may use for my prog Minecrft (http://www.cemetech.net/forum/viewtopic.php?p=210257), which is this: to have two layers of world, while keeping it 2D.  That would be handy for trees, houses, and stuff, though yes, one would often be unable to see themselves on account of the front layer getting in the way.  But often, one need not be affected much, as the biome generation would generate the same world, just 2 blocks thick.  I think the benefits would outweigh the nonbenefits.  Also, are you interested in sharing your liquid-related code with me?


I think you can have a semi transparent version of each tile so when you are behind tile you can tell what is back there

Offline CalebHansberry

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Re: Minecraft 2D for TI-Nspire
« Reply #178 on: November 22, 2013, 11:58:52 pm »
Possibly.  That'd be less realistic, but more utilitarian.  At least (I think would be better) you could have the blocks in the back row shaded to avoid confusion.

Willrandship: Oh, okay, didn't know!  So I'm asking his permission.
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Offline Jim Bauwens

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Re: Minecraft 2D for TI-Nspire
« Reply #179 on: November 23, 2013, 05:42:50 am »
If you want to add a method to export save games or something, you could use the clipboard. Basically, when you want to export, serialize the data in a format that you can put into a string. Copy it to the clipboard and display a message to the user that he needs to open a 'save game' document in order to save. The 'save game' document is something that fetches the data out of the clipboard (and checks if it's valid of course) and stores it to a local variable.