Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: yrinfish on January 05, 2012, 05:09:49 pm

Title: TinyCraft [Axe]
Post by: yrinfish on January 05, 2012, 05:09:49 pm
Vote for it ^ or post a suggestion here.

I' ve made a temporary project home page (http://yrinthings.co.nr/prj/minitale/), but there's not really a lot to see there yet.
No mini competition please, teamwork is better :D

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
Spoiler For Spoiler:

:.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
Spoiler For Spoiler:
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
Spoiler For Spoiler:
Wheat
Water
Tree
Stone
Stairs
Sapling
Sand
Rock
Ore
Lava
InfiniteFall
Hole
HardRock
Grass
Flower
Farm
Dirt
Cloud
CloudCactus
Cactus

Biomes
Spoiler For Spoiler:
--Sky
Cloud
--Surface
Forest
Meadow
Plains
Cliffs
Mountain
Desert
Ocean
--Underground
Mines
Deep Mines
Nether

Items
Spoiler For Spoiler:
--Tools
Pick
Axe
Hoe
Shovel
--Weapon
Sword
--Utilities
Pow Glove
Workbench
Furnace
Lantern
Anvil
Oven
Chest
--Resources
Apple
Bread
Cloth
Slime
Wood
Seeds
Wheat
Acorn
Cactus
Flower
Cloud
Dirt
Stone
Sand
Coal
Iron Ore
Gold Ore
Gem
Glass
Iron
Gold

Recipes
Spoiler For Spoiler:
Lantern: 5 wood, 10 slime, 4 glass
Oven: 15 stone
Furnace: 20 stone
Workbench: 20 wood
Chest: 20 wood
Anvil: 5 iron ingots
Iron ingot: 4 iron ore, 1 coal
Gold ingot: 4 gold ore, 1 coal
Glass: 4 sand, 1 coal
Bread: 4 wheat

Wooden:
Sword: 5 wood
Axe: 5 wood
Hoe: 5 wood
Pickaxe: 5 wood
Shovel: 5 wood

Stone:
Sword: 5 wood, 5 stone
Axe: 5 wood, 5 stone
Hoe: 5 wood, 5 stone
Pickaxe: 5 wood, 5 stone
Shovel: 5 wood, 5 stone

Iron:
Sword: 5 wood, 5 iron ingot
Axe: 5 wood, 5 iron ingot
Hoe: 5 wood, 5 iron ingot
Pickaxe: 5 wood, 5 iron ingot
Shovel: 5 wood, 5 iron ingot

Gold:
Sword: 5 wood, 5 gold ingots
Axe: 5 wood, 5 gold ingots
Hoe: 5 wood, 5 gold ingots
Pickaxe: 5 wood, 5 gold ingots
Shovel: 5 wood, 5 gold ingots

Diamond:
Sword: 5 wood, 50 gem
Axe: 5 wood, 50 gem
Hoe: 5 wood, 50 gem
Pickaxe: 5 wood, 50 gem
Shovel: 5 wood, 50 gem
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 05, 2012, 05:11:02 pm
I like 'TI-Craft" best can we add that?
Title: Re: MiniTale 83+ Port
Post by: parserp on January 05, 2012, 05:11:09 pm
I vote MiniTailCalcOptimization :P
Title: Re: MiniTale 83+ Port
Post by: epic7 on January 05, 2012, 05:12:58 pm
Add Ti-Craft or TinyCraft to the poll.
Me likes tinycraft the best.
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 05, 2012, 05:13:00 pm
oh and your source layout might be a little small...This will be a BIG code lol
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 05, 2012, 05:15:18 pm
Saint, please make a sprite for MiniTailCalcOptimatisation :P

(I honestly don't like any of the names starting with TI, but that's my opinion)
Title: Re: MiniTale 83+ Port
Post by: epic7 on January 05, 2012, 05:15:39 pm
You should put that thing in your sig onto the first post.
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 05, 2012, 05:16:02 pm
Doing that
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 05, 2012, 05:22:21 pm
I voted TI-Craft, I think it looks cooler lol
Title: Re: MiniTale 83+ Port
Post by: leafy on January 05, 2012, 05:41:25 pm
Hey guys, I'd like in on this project :D
Title: Re: MiniTale 83+ Port
Post by: parserp on January 05, 2012, 05:42:06 pm
Hey guys, I'd like in on this project :D
looks like it will be a cool game after all :D
Title: Re: MiniTale 83+ Port
Post by: Spyro543 on January 05, 2012, 06:30:30 pm
I know TI-Basic...probly won't be much help.
Title: Re: MiniTale 83+ Port
Post by: Yeong on January 05, 2012, 06:31:27 pm
maybe have a small competition of "which platform of this port is better" ? :D
Title: Re: MiniTale 83+ Port
Post by: leafy on January 05, 2012, 09:14:58 pm
Here guys, I compiled all the recipes for you. This is pulled from the source code so it should all be right.

Lantern: 5 wood, 10 slime, 4 glass
Oven: 15 stone
Furnace: 20 stone
Workbench: 20 wood
Chest: 20 wood
Anvil: 5 iron ingots
Iron ingot: 4 iron ore, 1 coal
Gold ingot: 4 gold ore, 1 coal
Glass: 4 sand, 1 coal
Bread: 4 wheat

Wooden:
Sword: 5 wood
Axe: 5 wood
Hoe: 5 wood
Pickaxe: 5 wood
Shovel: 5 wood

Stone:
Sword: 5 wood, 5 stone
Axe: 5 wood, 5 stone
Hoe: 5 wood, 5 stone
Pickaxe: 5 wood, 5 stone
Shovel: 5 wood, 5 stone

Iron:
Sword: 5 wood, 5 iron ingot
Axe: 5 wood, 5 iron ingot
Hoe: 5 wood, 5 iron ingot
Pickaxe: 5 wood, 5 iron ingot
Shovel: 5 wood, 5 iron ingot

Gold:
Sword: 5 wood, 5 gold ingots
Axe: 5 wood, 5 gold ingots
Hoe: 5 wood, 5 gold ingots
Pickaxe: 5 wood, 5 gold ingots
Shovel: 5 wood, 5 gold ingots

Diamond:
Sword: 5 wood, 50 gem
Axe: 5 wood, 50 gem
Hoe: 5 wood, 50 gem
Pickaxe: 5 wood, 50 gem
Shovel: 5 wood, 50 gem
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 05, 2012, 09:39:03 pm
woah! thanks!
Title: Re: MiniTale 83+ Port
Post by: parserp on January 05, 2012, 10:54:39 pm
O.O very nice leafy :D
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 02:52:19 am
I voted TinyCraft :D
I can work on the inventory and crafting system, maybe we could use L2 for the inventory : two bytes per item (so 250 items, should be enough)  storing the number of items the player owns.
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 03:09:25 am
I voted TinyCraft :D
I can work on the inventory and crafting system, maybe we could use L2 for the inventory : two bytes per item (so 250 items, should be enough)  storing the number of items the player owns.

Shouldn't one byte be enough if you have a header to tell at which position each item is at in L2?
Title: Re: MiniTale 83+ Port
Post by: jsj795 on January 06, 2012, 03:12:21 am
voted CalcTale, seems to stick in my mouth the most
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 04:18:46 am
I voted TinyCraft :D
I can work on the inventory and crafting system, maybe we could use L2 for the inventory : two bytes per item (so 250 items, should be enough)  storing the number of items the player owns.

Shouldn't one byte be enough if you have a header to tell at which position each item is at in L2?

Yep, but with one byte you can only have 256 times the same item, it can be a bit short.
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 06, 2012, 04:35:27 am
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?)
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 04:41:05 am
What is your idea for levels ? Maybe you could add it in your first post.   
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 06, 2012, 04:42:53 am
What is your idea for levels ? Maybe you could add it in your first post.   
Double post :P
And added.
Title: Re: MiniTale 83+ Port
Post by: Nick on January 06, 2012, 04:56:34 am
this is gonna be huge ti seems, good luck withh it, i hope this all comes to a nice end :)
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 05:03:28 am
Ok, it seems to be a nice system, but it will be hard to load 32x32 maps in RAM, so will there be separate areas with a loading time between ?
And are you ok that I work on inventory and crafting ?
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 06, 2012, 05:06:55 am
Great that you want to do that!!
(I' m working on the map question)
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 12:44:09 pm
Ok, it seems to be a nice system, but it will be hard to load 32x32 maps in RAM, so will there be separate areas with a loading time between ?
Well even the real Pokemon Yellow game works that way (I don't know the dimensions of the areas though) and it is not disturbing at all. We'll just need a little Copy ;)

But will the maps be random or procedural or defined ?
I'd say defined and (I'll explain badly :P) in the ROM so it takes less space. Only the area you are in is in RAM, so it can be modified (like when you cut a tree). And when you move on another area, the new one comes in RAM, so when you get out of an are then come back immediatly, every tree is back :-\ but everything else seems good to me :)

edit
Here (http://playminicraft.com/index.php?m=fly) is a mod were you can fly (so we can see the whole map).
And here (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=398) we can download the real source, with greyscale sprites in it O.O
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 01:59:47 pm
Actually, you could transfer the map in RAM to an appvar in archive, so changes would be persistent. Keep in mind that we also need to save object data as well (furnaces, workbench, etc.)
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 02:09:28 pm
Actually, you could transfer the map in RAM to an appvar in archive, so changes would be persistent. Keep in mind that we also need to save object data as well (furnaces, workbench, etc.)
Yes but first archiving a huge map is slow D: but also, when you want to make a new game, you can only play on the edited map (except if the game recreates it but then the executable will be huge). This is why I thought of an archived and non permanently editable map ;)
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 02:27:44 pm
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 02:31:58 pm
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
Yes, but then the program will be huge (except if someone finds the agorithm to create maps) and if the program is huge, quitting it with writeback allowed takes hours.
This is why I thought about this. Never need to unarchive anything ;) (except when you save the game).

And with your method, saving also requires to save the whole map (so it takes ages too), while my method doesn't need to unarchive anything, except the little savegame with items and such, and the area you are in.
Personally, I have zStart, so even writeback is fast, but for those with 83+, optimization is needed on this.
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 02:46:13 pm
I personally don't see any problems with it - in fact, it's pretty much required for the game to work at all. To regenerate maps all you have to do is overwrite the existing appears anyways, since none of the data is stored within the program anyways (except maybe the current map to a buffer)
Yes, but then the program will be huge (except if someone finds the agorithm to create maps) and if the program is huge, quitting it with writeback allowed takes hours.
This is why I thought about this. Never need to unarchive anything ;) (except when you save the game).

And with your method, saving also requires to save the whole map (so it takes ages too), while my method doesn't need to unarchive anything, except the little savegame with items and such, and the area you are in.
Personally, I have zStart, so even writeback is fast, but for those with 83+, optimization is needed on this.

Mojang released the source, and you can find all the algorithms in there which would reduce size over using predefined maps.

Also, archiving and unarchiving is a reasonable sacrifice for having persistent saving. You only need to archive appvars once per map change anyways, and you don't have to write back to the program at all.
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 02:56:37 pm
Mojang released the source, and you can find all the algorithms in there which would reduce size over using predefined maps.
The predefined map I was talking about was not a map that the game would create, but an appvar included in the zip, so the program is even smaller ;)

Also, archiving and unarchiving is a reasonable sacrifice for having persistent saving. You only need to archive appvars once per map change anyways.
On a full 83+, it is already a lot :-S
Moreover, my classmates don't use their calcs a lot. And I swear some come to me and say "Hey what do I do ?!? It says Garbage Collect, Yes or No"

and you don't have to write back to the program at all.
Yes, but not every shell has "intelligent write back" :(
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 03:04:15 pm
Wait! So will this be for all ti 8* calcs? Like 83, 84+, 84+se, etc. ? And also I'm assuming in order to write and test all this code you will need the sprites...which I am please to anounce i have a bunch of them done! I'll post them in a few minutes. And they are sized correctly!!!
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 03:06:33 pm
Wait! So will this be for all ti 8* calcs? Like 83, 84+, 84+se, etc. ? And also I'm assuming in order to write and test all this code you will need the sprites...which I am please to anounce i have a bunch of them done! I'll post them in a few minutes. And they are sized correctly!!!
Nope, only 8x calcs that can support Axe, so not the TI 83 (i guess), but yes, TI 83+, 84+....
And I can't wait to see your sprites ;)
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 03:28:22 pm
here are some of the main characters sprites. It's hard to size it down to 8x8 so I did 8x16 which will make it look more like a person.
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 03:31:02 pm
I don't think that predefined maps are a good thing, because what's the point of a sandbox game if everything you build is destroy once you left the area ?
Édit : very nice sprites ! But why in the last one the character is putting his hands on his head ?   
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 03:33:20 pm
It's easier to code...and test

..check out my sprites !!! ^^
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 03:46:37 pm
I don't think that predefined maps are a good thing, because what's the point of a sandbox game if everything you build is destroy once you left the area ?
Édit : very nice sprites ! But why in the last one the character is putting his hands on his head ?   
Yeah, that is true. The only problem is really that archiving thing :(

here are some of the main characters sprites. It's hard to size it down to 8x8 so I did 8x16 which will make it look more like a person.
Great work :D
Though, I would see some modifications. Of course, you can tell me if you don't like them.
So mine are the ones on the top, yours are on the bottom, so comparisaon is easy ;)
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 03:50:00 pm
Yeah I like that :) good job! I'll make the changes on my sprite sheet
oh wait! I just check some of those...and they are 9x16 close
Title: Re: MiniTale 83+ Port
Post by: Nick on January 06, 2012, 04:37:38 pm
i've never see 2 people making sprites, resulting in such a copies Ö wow they're nearly exct the same, except for some small details
Title: Re: MiniTale 83+ Port
Post by: Blue Raven on January 06, 2012, 04:40:31 pm
It's because Hayleia took saintrunner's sprites and changed them a bit. :P
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 04:46:01 pm
well Hayleias are good fixes, but the fixes go out past 8 width. And I am referencing the originals for mine
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 06, 2012, 04:48:49 pm
well Hayleias are good fixes, but the fixes go out past 8 width. And I am referencing the originals for mine
??? Mine aren't larger than yours
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 04:50:32 pm
WOAH! I miss counted, sorry, lol I'll 're-add' in the changes and post a sprite update so you can be my OFFICIAL FIXER! GO Hayleia!
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 05:25:05 pm
DOUBLE POST! sorry lol

here is the sprite sheet so far. I think there is enough to start coding a little basic stuff. I don't know how you all want the grey scale so I'll leave that up to the ones coding this. these are just your designs :)

tell me what you think! These are as close as I could have gotten with the originals, I think they will look really good on calc!

The rest are on there way!!! GO saint! Go
Title: Re: MiniTale 83+ Port
Post by: yrinfish on January 06, 2012, 05:26:21 pm
My idea: all maps in archive, and one of them is in RAM, let me do the maps. NOT predefined, I'll check the source on how to generate them.
Title: Re: MiniTale 83+ Port
Post by: Nick on January 06, 2012, 05:29:23 pm
i just made them a little bigger, so everyone can see them better
they look really nice btw

(http://img.removedfromgame.com/imgs/minitale sheet.bmp) (http://img.removedfromgame.com/imgs/minitale.gif)
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 05:29:25 pm
hmmm. when compiled will a player have to have all of those programs on calc? That always was a turn of on keeping games on calc
Title: Re: MiniTale 83+ Port
Post by: Happybobjr on January 06, 2012, 05:41:33 pm
can this be made an official project so it can have many topics.
I have trouble sifting through ideas and stuff.
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 05:43:37 pm
I agree...lets make a topic...WITH THE TITLE WE WANT FOR SURE! and then a few details
Title: Re: MiniTale 83+ Port
Post by: Nick on January 06, 2012, 05:44:22 pm
would be very useful, and i think the title is quite obvious after the voting :)
Title: Re: MiniTale 83+ Port
Post by: Happybobjr on January 06, 2012, 05:44:35 pm
Minecalc ;)

This is a community project right?
If so, we should have topics on things like what variables do what.
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 05:46:51 pm
the title is Tiny Calc then.
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 06:19:09 pm
Hey saintrunner, do you think you could resize the tiles themselves, starting with the normal world, so I can see how they look in my new tilemapper? Thanks a ton ^^

EDIT: Hm, are we using a 8x16 char sprite? That might pose some problems.
Title: Re: MiniTale 83+ Port
Post by: Happybobjr on January 06, 2012, 06:24:07 pm
That shouldn't be an issue.
By having the collision only checked for the bottom 8 bytes, and the top is just displayed, it would feel a bit more realistic.
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 06:45:51 pm
That shouldn't be an issue.
By having the collision only checked for the bottom 8 bytes, and the top is just displayed, it would feel a bit more realistic.
Actually, when the person is taller than the trees it looks kinda weird. But sure, if belief is to be suspended go with it ^^
Title: Re: MiniTale 83+ Port
Post by: Nick on January 06, 2012, 06:54:48 pm
than make the trees 8x16 too? isn't that an option?
Title: Re: MiniTale 83+ Port
Post by: leafy on January 06, 2012, 06:56:40 pm
For various reasons, no.

1) is that the aspect ratios would be all off, because everything is supposed to be square anyways. Secondly, the tilemapper would have to draw masked sprites where trees cover other stuff, which is also something that's probably not good.
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 07:29:46 pm
I don't think it is that much of a problem having the trees the same size. I really feel that the person sprite is good, I've seen it be done before and it looks fine. And ill get those tiles to you when I get home, I am not in the presence of my laptop. They'll be done by at least 9 or 10 o'clock

Edit: I haven't even made the tree sprites so we don't even know if it works or not! Just leave it to me, I promise the will look fine :) no worries
Title: Re: MiniTale 83+ Port
Post by: nxtboy III on January 06, 2012, 09:09:00 pm
Wow... those are nice looking sprites saintrunner!
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 06, 2012, 10:02:14 pm
Hey saintrunner, do you think you could resize the tiles themselves, starting with the normal world, so I can see how they look in my new tilemapper? Thanks a ton ^^


ok so here is a temporary ground sprite. its 8x8 and just black and white, so it will be easy to add in for a test :) You should post a screenie once you have the test working! I'll get all of the ground stuff to you soon, and all the landscape done before I resume on objects
Title: Re: MiniTale 83+ Port
Post by: leafy on January 07, 2012, 12:19:31 am
(http://img.removedfromgame.com/imgs/010612.gif)

This is running fairly awesome 4scale for a 32x32 tilemap.
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 12:21:35 am
Nice! can't wait to add all the sprites :)
Title: Re: MiniTale 83+ Port
Post by: leafy on January 07, 2012, 12:25:27 am
Here's the source attached, if anyone wants to check it out. Most of it is runer/builder's ops, I just threw it together for use in this project :P
Title: Re: MiniTale 83+ Port
Post by: Nick on January 07, 2012, 02:59:48 am
saintrunner? i would suggest to make the colors the other way (black on white) or in greyscale, since in full black, it will be hard to see it all i think..
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 07, 2012, 03:12:19 am
DOUBLE POST! sorry lol

here is the sprite sheet so far. I think there is enough to start coding a little basic stuff. I don't know how you all want the grey scale so I'll leave that up to the ones coding this. these are just your designs :)

tell me what you think! These are as close as I could have gotten with the originals, I think they will look really good on calc!

The rest are on there way!!! GO saint! Go
Nice :D
Now the tilemap could be fully tested with random tiles.

(http://img.removedfromgame.com/imgs/010612.gif)

This is running fairly awesome 4scale for a 32x32 tilemap.
Here's the source attached, if anyone wants to check it out. Most of it is runer/builder's ops, I just threw it together for use in this project :P
I checked it. And I saw a Full D:
So I guess it won't run properly on a regular 83+
Other than that, great :D

edit: I tried it without the Full and it still seems fast enough :D
edit: Attached screenie with no Full and with Pause 5 instead of Pause 9
edit: And if it becomes too slow, we still can make it Zelda style :P
edit: or Samocal (http://ourl.ca/9061/276415;topicseen#new) style (in a smoother mode but you get the idea ;))
(http://www.omnimaga.org/index.php?action=dlattach;topic=6464.0;attach=11062;image)
Samocal
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 01:30:04 pm
Here are your sprites guys :) Hope you all like them
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 07, 2012, 01:43:56 pm
I like them :D
So, it it 16x16 for the tiles, right ?
But what is that 24x24 rock ? ???
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 01:46:20 pm
to offer a little realism in size some need to be bigger. In the game it had all of these so who ever codes these in is going to have to pay attention to where it all is in the game. These are just resized redrawn recolored and redesign sprites from the orginal
Title: Re: MiniTale 83+ Port
Post by: Nick on January 07, 2012, 01:52:32 pm
wow, you're really good at this :) good job, this might become a really great game..
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 07, 2012, 01:54:19 pm
Yes, I understand your meaning, it is just that 24x24 one that causes problems.
I think that everything in 16x16 would be better ;)
So I added a 16x16 rock in your sheet (you can modify it if you don't like it).

For 16x 16 sprites, we would get 6x4 (instead of 12x8) tiles on the screen, so I guess the Tilemapper could also gain speed :D
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 01:55:02 pm
I hope :) I put over 3 hours into the sprites alone! That's around 92 sprites! NOT INCLUDING THE TITLE!
Title: Re: MiniTale 83+ Port
Post by: Nick on January 07, 2012, 01:57:49 pm
and all that for 2 respect points lol keep on drawing saint xp are you gonna make the title too? that would be awesome
Title: Re: MiniTale 83+ Port
Post by: leafy on January 07, 2012, 02:01:52 pm
16x16 tiles? Bloody hell, I'm going to have to rewrite my tilemapper now :( I'm going to assume that 24x24 rock is actually 4 tiles, with the 24x24 rock sprite in the middle (IIRC all the tiles were square anyways) Also saint runner, you might as well make all the tiles 16x16 (that includes the grass)
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 02:02:27 pm
Yeah I'm working on that now :) and I take what ever points I can get lol. I have fun making the sprites so it doesn't matter how many people like it

edit: and hayleia, that will be fine, I agree with you thanks :)
Title: Re: MiniTale 83+ Port
Post by: leafy on January 07, 2012, 02:07:01 pm
Also Heyleia, if anything the tilemapper would actually go slower. It's still drawing the same number of sprites (remember, each 16x16 is actually 4 8x8's) and it also has to draw the sprites that are completely off the screen, unless I do some massive ops :P
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 02:08:24 pm
thats why I wanted to have like zelda or pokemon maps. a little scrolling but you walk of screen and come back on the other side
Title: Re: MiniTale 83+ Port
Post by: Hayleia on January 07, 2012, 02:42:57 pm
Also Heyleia, if anything the tilemapper would actually go slower. It's still drawing the same number of sprites (remember, each 16x16 is actually 4 8x8's) and it also has to draw the sprites that are completely off the screen, unless I do some massive ops :P
D: So this will never run on a 83+ with smooth scrolling ?

thats why I wanted to have like zelda or pokemon maps. a little scrolling but you walk of screen and come back on the other side
Yeah, that is what I proposed. I think it would gain speed but not seeing further than the edge of the screen can be annoying :-\

So there is no solution :P
Maybe we should make yet another poll ? :P

Also, tomorrow I leave for one week. So I couldn't be of any help :D
(But if Notch made that in 2 days, I don't think you need me)
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 02:45:48 pm
Well you've given some very innovated ideas, so we'll have to see. I think we need a new thread...this time with the CORRECT name, and the poll and the sprites
Title: Re: MiniTale 83+ Port
Post by: leafy on January 07, 2012, 02:50:17 pm
Also Heyleia, if anything the tilemapper would actually go slower. It's still drawing the same number of sprites (remember, each 16x16 is actually 4 8x8's) and it also has to draw the sprites that are completely off the screen, unless I do some massive ops :P
D: So this will never run on a 83+ with smooth scrolling ?

Never said it wouldn't :P I'll try to optimize the best I can and see how it turns out. Also, there's really no need to make more and more polls, it's always better to be doing ^^
Title: Re: MiniTale 83+ Port
Post by: saintrunner on January 07, 2012, 02:52:18 pm
true, but a topic thread that is properly names (we arent calling it minitale I think, I thought it would be Tiny Craft)
Title: Re: TinyCraft
Post by: leafy on January 07, 2012, 02:54:38 pm
Name has been altered for your viewing pleasure.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 02:57:00 pm
Thanks you :)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 07, 2012, 04:06:44 pm
I would like to express my anger about a lot of games that don't work on my 83 +, due to a scrolling engine that uses 4 levels grayscale, just to look a little more pretty. :banghead:

That's why I suggest to make an option to display the tilemap in 3 lvl of grayscales (!If full)  or 4 lvl (to lucky owners 84+). It mean we have to make 3 bytes to 8 pixels of sprite&tile. However, I don't think display 4 level grayscale in a menu is a problem on 83+, here I espacially think about Workbench, furnace, chest.. system.

Bottom an example of 3 lvl grayscales sprites&tiles :
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 04:10:15 pm
wow...thats two people who have already corrected my sprites. well trial and error. I still think 4 lvl is better looking but I guess to be kind to 83 + owners we will have to make an exception.
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 04:14:18 pm
Just to be clear, 3-level grey will not be faster than 4-level grey. The same amount of sprites will be drawn to the screen. I'll try to keep it in Normal mode as long as possible, but no guarantees.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 04:16:08 pm
I think the idea is just 83+ friendly, so scales don't really matter, but just let me know if you want me to adjust or remake or even MAKE sprites :)
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 04:23:15 pm
Saintrunner those are great for now. I'm asking around to see if anybody's figured out that map generator so I can get to writing those routines >>
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 07, 2012, 04:25:24 pm
Saintrunner those are great for now. I'm asking around to see if anybody's figured out that map generator so I can get to writing those routines >>
Well, we'll need someone who knows Axe and Java to understand the source
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 07, 2012, 04:35:01 pm
where is the source?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 07, 2012, 04:57:47 pm
where is the source?
Same. ???

About tilemapping and greyscales, both have same speed in my tests. Is it due to an optimisation of the Axe parser ? I'm so outdated. :-\
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:15:36 pm
Do you mean the original source for the already finished Notch MiniCraft?

         
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 05:25:15 pm
Yes, that's what they mean.
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 07, 2012, 05:26:27 pm
here http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=398
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:26:51 pm
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=398

This should be it :)

Enjoy!
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 07, 2012, 05:27:35 pm
I ninja'd you
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:29:27 pm
AGH ...evil lol
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 05:35:41 pm
But that won't help unless we find someone that can actually decipher it - and builder said it was too complicate D:

Also saintrunner have you converted all the tiles to 16x16? ^^
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:36:21 pm
What would be awesome would be if Notch was here :(
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 07, 2012, 05:38:06 pm
we could ask him?
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 07, 2012, 05:39:30 pm
looking over all that code, defiantly better to clone than port.


I take that back.  It may be doable.  but it doesn't look fun :P  It would be great for referencing though.
Its not too hard to read either.  chances are, most of you can read it without knowing java.  especially if you know c.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:39:38 pm
"Hey Notch do you know Axe?"
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 05:41:18 pm
I highly doubt the mighty Notch himself would descend to speak with such lowly mortals as us, when there are so many other people who can probably solve our problems :P
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 07, 2012, 05:42:40 pm
Well, i say we use that as a reference.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:45:39 pm
I think we are over complicating this. Could we just focus on getting any version we can out, as close to he original as we can and we'll go from there.
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 07, 2012, 05:47:02 pm
lol ya, but you should look over the source.  it is interesting and may help
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 05:48:28 pm
Saintrunner we need a way to generate the maps, and since this is a sandbox game it'd be in our best interests to keep it as close to the original as possible.
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 07, 2012, 05:50:30 pm
I highly doubt the mighty Notch himself would descend to speak with such lowly mortals as us, when there are so many other people who can probably solve our problems :P
eh? he spoke to SirCmpwn
"Hey Notch do you know Axe?"
no I mean what the code means
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 05:51:17 pm
Thats what I said. to keep it as close to the original as possible. I was directing that towards all the confusion over making it 83+ compatible.

We need a Java and Axe Guru!

I think I know the one!

Binder News
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 07, 2012, 05:52:59 pm
Again, you should be able to read most of it with very rudimentary C knowledge.
The problem is the same with any other random source code.  We don't already know the intentions of the code.  And it is large. :P
But i think it is quite doable.
Title: Re: TinyCraft [Axe]
Post by: Blue Raven on January 07, 2012, 05:53:07 pm
I'll look at that code. I did a little Java and I practise C for a while, maybe I'll could help.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 05:59:41 pm
Well one thing that I noticed is the createAndValidateTopMap() routine in the LevelGen class:
Code: [Select]
public static byte[][] createAndValidateTopMap(int w, int h) {
int attempt = 0;
do {
byte[][] result = createTopMap(w, h);

int[] count = new int[256];

for (int i = 0; i < w * h; i++) {
count[result[0][i] & 0xff]++;
}
if (count[Tile.rock.id & 0xff] < 100) continue;
if (count[Tile.sand.id & 0xff] < 100) continue;
if (count[Tile.grass.id & 0xff] < 100) continue;
if (count[Tile.tree.id & 0xff] < 100) continue;
if (count[Tile.stairsDown.id & 0xff] < 2) continue;

return result;

} while (true);
}

The map must contain at least 100 rock, sand, grass, and tree tiles, and at least 2 stairs, otherwise it generates an entirely new map and tests again. Note that result contains two arrays. result[0] is an array of map tiles, and result[1] is an array of level data (objects and whatnot, I guess).

Looking at this, I don't know how slow it might be to generate such a map on the calc...I guess it depends on the rest of the level generation algorithm to see how likely a valid map is to occur.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 06:04:11 pm
I think an easier way to do this (since we are really just copying the idea) is to have all the maps and surrounding maps predefined. This is easier to code, and we can implement a save feature
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 06:09:40 pm
No, that would take away any sort of replay value. It removes the interesting aspect of a sandbox game like that.
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 07, 2012, 06:11:34 pm
it would be a good idea for beta but final release I dont think that would work
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 06:13:07 pm
Yeah, at least we could get all the stuff in, and worry about the map generation later
Title: Re: TinyCraft [Axe]
Post by: BlakPilar on January 07, 2012, 06:14:15 pm
ZippyDee is right (in my opinion). If you had pre-defined maps, after one play-through it would get quite boring. Besides, most sandbox games do have random levels. I don't know what createTopMap looks like, but the validation wouldn't be hard at all.
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 06:15:28 pm
I'm more concerned about how it generates areas and pieces them together (so you don't have scattered desert in the middle of a forest, etc.)
Title: Re: TinyCraft [Axe]
Post by: BlakPilar on January 07, 2012, 06:17:33 pm
That's always a good thing too. It would also be good to make sure only certain biomes are placed near each other (but you all probably knew that already).
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 06:18:55 pm
Ok I get where you are coming from.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 06:25:31 pm
I'm more concerned about how it generates areas and pieces them together (so you don't have scattered desert in the middle of a forest, etc.)
That's what I'm interested in, too, but I haven't really deciphered all of that yet >.< He uses a lot of calculations and no comments of any kind, making it quite a challenge to figure out what he's doing for much of it.
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 07, 2012, 06:30:55 pm
Is it a decompiled source?  Or source Notch released himself?  Because if it is decompiled it wouldn't have comments D:
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 06:34:38 pm
It's the source Notch released himself :/
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 06:36:09 pm
Source he released himself. How do I know? Because it contained this line:
Code: [Select]
/*
* for (int i = 0; i < w * h / 2800; i++) { int xs = random.nextInt(w); int ys = random.nextInt(h); for (int k = 0; k < 10; k++) { int x = xs + random.nextInt(21) - 10; int y = ys + random.nextInt(21) - 10; for (int j = 0; j < 100; j++) { int xo = x + random.nextInt(5) - random.nextInt(5); int yo = y + random.nextInt(5) - random.nextInt(5); for (int yy = yo - 1; yy <= yo + 1; yy++) for (int xx = xo - 1; xx <= xo + 1; xx++) if (xx >= 0 && yy >= 0 && xx < w && yy < h) { if (map[xx + yy * w] == Tile.grass.id) { map[xx + yy * w] = Tile.dirt.id; } } } } }
*/
That's just about all we have in terms of comments (at least in this class).

Edit: wait! No, we also have
Code: [Select]
// byte[] map = LevelGen.createAndValidateUndergroundMap(w, h, (d++ % 3) + 1)[0];
// byte[] map = LevelGen.createAndValidateSkyMap(w, h)[0];
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 07, 2012, 06:51:37 pm
What do you think about this disposition of the menu item (crafting+inventory) :
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 07:00:02 pm
OOOH that looks nice :) I like that! How easy will it be to implement the sprites for the crafting section? You can find them above, Are the black squares under crafting 8x8 cause that is what I made my sprites for that stuff as
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 07, 2012, 07:04:21 pm
Don't worry I tested it before : big blacks squares are sprite of the item, others rectangles are letters.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 07:05:48 pm
Ok cool :) The less changes I have to make to my sprites, the happier I am!
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 07:10:02 pm
I do see saintrunner's point from before about having a predefined map. I think that would be fine for now while we're developing it, just to get all the other stuff working. That way as long as we define a format for the map/level data, we can have people working on the level generation code while others are working on the rest of the gameplay instead of having to wait until we decipher this level generation algorithm to get started on that.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 07:13:44 pm
even if for right now all we get is one calc screen worth that we can walk around on and check out crafting
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 07:24:40 pm
Exactly. We clearly wouldn't be releasing the game with a predefined map, but we can set one up to get everything else working and then we can tack on the generator. Also it should be noted that the game has 5 different levels generated. One sky level (with the Air Wizard and a bunch of clouds), one top world level, and three underground levels.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 07:30:29 pm
I do understand why it has to have a generator, for the replay value. but lets say we have a kid who found this game, put it on his calc, but can't fully enjoy it because every time he gets somewhere, the bell rings and he has to go to a new class and end his run of Tiny Calc. How about  the menu has a continue and New game option, new game restarting the generator, That way you can have fun on a level for more time, and the if you get tired of it, you can do a new game and the fun never ends! What do you all think?
Title: Re: TinyCraft [Axe]
Post by: AngelFish on January 07, 2012, 07:33:37 pm
Actually, you could transfer the map in RAM to an appvar in archive, so changes would be persistent. Keep in mind that we also need to save object data as well (furnaces, workbench, etc.)
Yes but first archiving a huge map is slow D: but also, when you want to make a new game, you can only play on the edited map (except if the game recreates it but then the executable will be huge). This is why I thought of an archived and non permanently editable map ;)

Personally, I don't see why you don't go for the best of both worlds: No statically defined worlds and nothing to save unless the user modifies things. I've thought a bit about this particular problem before and one of the best ideas I came up with was to generate the world in such a way that from any particular point (x,y), one can recover the underlying terrain in any direction. This is actually possible through something known as a reversible RNG. Additionally, as it turns out, you can use something called a fractal algorithm to generate somewhat realistic terrain from such random numbers.

Admittedly, I never got around to actually porting the algorithm to Axe, but I probably could if you wanted to do so. As for the "othing to save unless the user modifies things" claim, remember that for most people, the number of things in the world that will be modified is almost certain to be fairly small. Keeping a list of changes in the world would probably be suitable. The McRegion format used by minecraft would be an excellent format to keep track of these changes with some minor modifications.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 07:43:23 pm
I had thought of that, too, Qwerty, but since I've never actually looked into such methods (I only know they exist) I don't know how feasible that is to implement and execute on the calculator. The only algorithm I know of that we might be able to use for terrain generation would be a plasma fractal, which is usually used to generate mountainous terrain... http://www.ic.sunysb.edu/Stu/jseyster/plasma/
Title: Re: TinyCraft [Axe]
Post by: AngelFish on January 07, 2012, 07:53:43 pm
Heh, that's almost exactly the 2D case of the algorithm I came up with :P

As you can see from that demo, the algorithm has some problems if you're not careful, but they shouldn't be noticeable unless you have a large scale view like that.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 08:11:24 pm
So....how would we use that?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 08:14:43 pm
I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 08:16:49 pm
He's saying that using a reversible RNG you could simply recover the randomized data for the point you are at, so you wouldn't have to save a map at all and you'd ONLY have to save the changes you made to that map for the next time it's generated.
Title: Re: TinyCraft [Axe]
Post by: AngelFish on January 07, 2012, 08:28:53 pm
I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.

The point of the change list is that there's no map to archive/unarchive in the first place. Memory becomes significantly less of an issue when you're *only* storing the blocks or chunks the player has modified.

*Chunks would be more memory efficient
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 08:39:57 pm
Well, looking at Notch's algorithm, it looks like what he's doing is generating a smooth 2D noise map for the main terrain (rocks, grass, water) and then another 2D noise map for adding sand and trees and cacti and things like that...Shouldn't be too difficult to do that on calc.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 08:43:44 pm
(http://img.removedfromgame.com/imgs/010612.gif)

This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 08:54:04 pm
(http://img.removedfromgame.com/imgs/010612.gif)

This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
32x32 tilemap, 4 levels of grayscale, meaning 2 bits per tile, so 2048 bits or 256 bytes. Unless I completely botched my thinking there.....
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 08:55:33 pm
hmmm, Thats not too bad, but after the sprites are thrown in it might be a bunch more
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 09:03:32 pm
Well, how many tiles are there total? We could calculate how much you'd need for a 128x128 map (the size used in minicraft). I think there are 20 tiles total, right? If we could get it down to 16, we'd probably save quite a bit of space...
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 07, 2012, 09:05:33 pm
Oh good IDEA! Any body have a calculator? lol jk
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 09:10:09 pm
Hmm...Maybe there are some tiles that we could combine the value of. Like...you won't see Lava anywhere but under ground, and you won't see Grass anywhere but in the top world. Also, Grass could be Clouds and Rock could be InfiniteFall in the sky world. And we could combine something like Tree and IronOre. That brings it to 16 tile values needed, so we can represent two tiles with each byte. That should simplify things considerably in terms of saving and recalling map data, too! :D

Edit: They don't have to be those exact tiles. I'm sure there are probably better combinations.
Title: Re: TinyCraft [Axe]
Post by: AaroneusTheGreat on January 07, 2012, 09:19:47 pm
By the way I still vote for MineCrack for the name. Where's the write-in? -.-

You seem to be chugging along Leafy! Keep up the good work! It's looking good so far. Hopefully you'll be able to get a solution for your memory problem soon. Speaking of, what were we talking about?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 07, 2012, 10:03:17 pm
Here a first screen :
For the moment, executable is around 1200 bytes larger.


EDIT : Wow, pretty nice on real calc. :D
Title: Re: TinyCraft [Axe]
Post by: leafy on January 07, 2012, 10:26:03 pm
1200 bytes larger? We'll have to cut that down xD

Anyways, I think I've figured out the overworld map generator. Wasn't terribly difficult, the code's just bloody long.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 07, 2012, 10:28:25 pm
1200 bytes larger? We'll have to cut that down xD

Anyways, I think I've figured out the overworld map generator. Wasn't terribly difficult, the code's just bloody long.

Do tell! And yeah, looking over it didn't show anything too crazy hard, just a lot to grind through.

Did you figure out the noise generator that's in the constructor, too?
Title: Re: TinyCraft [Axe]
Post by: AaroneusTheGreat on January 07, 2012, 11:02:11 pm
Impressive work! Very nice looking so far! I'm going to have to dust off the 84+ and boot it up for this one when it's released. I haven't played much with any physical calculators in a while, I mostly try out stuff on emulators because I don't always want to buy or charge some batteries, but this warrants the 6 bucks for a pack of AAA's or the search for my charging dock for my rechargeables. This is really coming along quickly.
Title: Re: TinyCraft [Axe]
Post by: yrinfish on January 08, 2012, 07:57:09 am
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 :D

Tinycraft is the name now, so @moderator, please remove the poll.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 09:40:05 am
I found some ideas about items organization, to save the maximum of memory. Since there was 63 items exactly, I thought about a way to use the 2 first bits effectively, and after look at source I noticed 3 type of resource : normal resource, plantable resource and food resource. Why not use these bits for this ?

PS : 0 can be used to utilities, weapon and tools.
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 08, 2012, 10:19:54 am
WOW
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 10:30:04 am
Oups sorry, there is 53 item exactly (not 63)... here a list that could be in data :
Code: [Select]
--Tools
wood Pick [01]
rock Pick [02]
iron Pick [03]
gold Pick [04]
rock Pick [05]

wood Axe [06]
rock Axe [07]
iron Axe [08]
gold Axe [09]
gem Axe [0A]

"wood Hoe" [0B]
"rock Hoe" [0C]
"iron Hoe" [0D]
"gold Hoe" [0E]
"gem Hoe" [0F]

"wood Shovl" [10]
"rock Shovl" [11]
"iron Shovl" [12]
"gold Shovl" [13]
"gem Shovl" [14]
--Weapon
"wood Sword" [15]
"rock Sword" [16]
"iron Sword" [17]
"gold Sword" [18]
"gem Sword" [19]
--Utilities
"Pow Glove" [1A]
"Workbench" [1B]
"Furnace" [1C]
"Lantern" [1D]
"Anvil" [1E]
"Oven" [1F]
"Chest" [20]
--Resources
"Wood" [61]
"Stone" [62]
"Flower" [A3]
"Acorn" [A4]
"Dirt" [A5]
"Sand" [A6]
"Cactus" [A7]
"Seeds" [A8]
"Wheat" [69]
"Bread" [EA]
"Apple" [EB]
"Coal" [6C]
"Iron Ore" [6D]
"Gold Ore" [6E]
"Iron" [6F]
"Gold" [70]
"Slime" [71]
"Glass" [72]
"Cloth" [73]
"Cloud" [F3]
"Gem" [74]
I try it now. :w00t:
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 08, 2012, 10:47:37 am
So you are coding this? NICE
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 11:53:46 am
Yes, it work ! :)
Title: Re: TinyCraft [Axe]
Post by: turiqwalrus on January 08, 2012, 12:03:54 pm
Oups sorry, there is 53 item exactly (not 63)... here a list that could be in data :
Code: [Select]
--Tools
wood Pick [01]
rock Pick [02]
iron Pick [03]
gold Pick [04]
rock Pick [05]

wood Axe [06]
rock Axe [07]
iron Axe [08]
gold Axe [09]
gem Axe [0A]

"wood Hoe" [0B]
"rock Hoe" [0C]
"iron Hoe" [0D]
"gold Hoe" [0E]
"gem Hoe" [0F]

"wood Shovl" [10]
"rock Shovl" [11]
"iron Shovl" [12]
"gold Shovl" [13]
"gem Shovl" [14]
--Weapon
"wood Sword" [15]
"rock Sword" [16]
"iron Sword" [17]
"gold Sword" [18]
"gem Sword" [19]
--Utilities
"Pow Glove" [1A]
"Workbench" [1B]
"Furnace" [1C]
"Lantern" [1D]
"Anvil" [1E]
"Oven" [1F]
"Chest" [20]
--Resources
"Wood" [61]
"Stone" [62]
"Flower" [A3]
"Acorn" [A4]
"Dirt" [A5]
"Sand" [A6]
"Cactus" [A7]
"Seeds" [A8]
"Wheat" [69]
"Bread" [EA]
"Apple" [EB]
"Coal" [6C]
"Iron Ore" [6D]
"Gold Ore" [6E]
"Iron" [6F]
"Gold" [70]
"Slime" [71]
"Glass" [72]
"Cloth" [73]
"Cloud" [F3]
"Gem" [74]
I try it now. :w00t:
a few things are uncraftable, though(e.g. pow glove and resources)
and there's supposed to be a gem pick instead of the second rock pick :P
otherwise, nicely done :D
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 08, 2012, 12:16:32 pm
can I haz the source?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 01:27:23 pm
Yeah make sure you post your sources so this can all be put together
Title: Re: TinyCraft [Axe]
Post by: leafy on January 08, 2012, 01:38:52 pm
Saintrunner, can you finish up those tiles ^^ I need 'em.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 01:41:56 pm
Im at lunch, I'll get those done REALLY soon! Could you copy the ones you need from the original sheet (second page of this thread) so I know which ones you need right now!?
Title: Re: TinyCraft [Axe]
Post by: Nick on January 08, 2012, 01:51:08 pm
Yes, it work ! :)
wow kindermoumoute, that's one nice menu you have there Ö
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 02:02:02 pm
Let me finish cursor and I'll post source (so messy for the moment). ;)
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 08, 2012, 02:02:58 pm
ok I cant wait
Title: Re: TinyCraft [Axe]
Post by: leafy on January 08, 2012, 02:25:54 pm
Guys are we using 8x8 tiles or 16x16? I need to know soon.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 02:31:05 pm
ok so the tiles are posted above, but here they are again (some of them) and the big rock is a little too big, but Hayleia posted a smalled one a little ways above.

the tiles are at the bottom of the sheet

edit: the sizes vary, but you can cut them as needed and they'll be fine
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 02:35:54 pm
8*8 is better I think.

Here source and new screen, but I've a bug again with first and last item displaying..
Title: Re: TinyCraft [Axe]
Post by: leafy on January 08, 2012, 02:55:27 pm
Seems a bit too slow for me, I'll see if I can speed it up ^^
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 08, 2012, 02:57:19 pm
/me fainted
Title: Re: TinyCraft [Axe]
Post by: Spyro543 on January 08, 2012, 03:00:19 pm
We really don't need grayscale on the crafting menu. If the grayscale was taken out, there may be a possibility of the size being reduced/it running faster.
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 08, 2012, 03:11:05 pm
Instead of using getkey(1) and getkey(4)
will you upload a screeny with.
getkey->A
If A=1
if A=4

If i recall correctly, that should do a good job in scrolling speed, without using a pause #
Title: Re: TinyCraft [Axe]
Post by: Blue Raven on January 08, 2012, 03:25:37 pm
We really don't need grayscale on the crafting menu. If the grayscale was taken out, there may be a possibility of the size being reduced/it running faster.
I agree. And I was doing it, but since kindermoumoute has been faster than me... Nice job anyway, but I don't really like the design.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 03:33:21 pm
I haven't finished, don't worry about size, because i'll put datas in appvars, and don't worry about speed, here it's just because of my code.

So I summarizes the way I'm going to use to display list of items (inventory only) or specified list. Each save contain items data. Each item is 2 bytes longer (1 byte to the quantity, 2 bits to Type, 6 bits to number) and have his text and his sprite. In game, only the quantity byte is modified. With my item menu, I'll load a copy of the item data save in L5 (106 bytes needed), but without empty items, or only with a specified list (necessarily mean L5 is not fully used).
NB : currently, I use r1, r2, r3, r4, r5, r6, I and J as tempory variable.
NB2 : Sprites and texts are determinated with its number.

@Spyro543 : just a question : how to display sprites qui 4 lvl of gray... without use 4 grayscales ? :banghead:

@saintrunner : can you try to make 2 tools&swords different more, to differentiate rock and gold ?
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 08, 2012, 03:35:00 pm
try this.
it's display is nice in wabbit atleast.

And if you use it, take out the if statment for greyscale display :P

Title: Re: TinyCraft [Axe]
Post by: Darl181 on January 08, 2012, 03:44:11 pm
This is looking promising.  Keep it up ;)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 03:45:05 pm
Nice, but you added 200 bytes with getKey command. ::)

Now with full speed mode, is it too slow for you :devil: :

EDIT : sample dispgraph work pretty, 20 bytes less. ;)
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 03:53:46 pm
Nice work! I like it, and I'll go make new swords and stuff to be better differentiated
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 03:59:46 pm
double post


ok so here are 'more' differentiated weapons...keep in mind I only have for levels of color to work with...so this isn't as easy....just pic which one you think matches the right type of material


I think silver should be gold, gray being rock, and black be wood
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 08, 2012, 04:16:29 pm
I don't think you understand me. There is 5 materials : wood, rock, iron, gold and gem. Here you changed gem, and that's pretty nice, now we have Wood (black), iron (dark gray), gold (your pretty new dark gray & light gray), gem (light gray). Now can you make another to rock ? ;D

I'm going to sleep, does anyone is motivated to convert sprites during my night ?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 08, 2012, 04:17:45 pm
kindermoumoute, there are only 4 colors. Saintrunner's doing the best he can. >>

We can map two weapons to one color, the text should differentiate anyways.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 04:18:43 pm
....Ok..but I only have so many combinations :P I'll try one sec
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 08, 2012, 04:27:00 pm
double post again

ok switch the use these as the gem ones... better?

you'll see the difference on the calc...I used black and gray

edit: here is them bigger
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 09, 2012, 01:52:05 am
Nice job !
Title: Re: TinyCraft [Axe]
Post by: leafy on January 09, 2012, 02:00:02 am
Alright guys, if we're using 8x8 tiles saintrunner's going to have to convert the current ones to 8x8 and make the player sprite 6x8. Challenging, I know but give it a try! :D

Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?

Great work, guys. :D
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 09, 2012, 02:39:30 am
I might also have a go at some sprites if that's okay...I noticed on the previous sheets that there is no sprite for standing still facing forward or backward...should there be one?


Edit: I've attached a quickie sprite sheet for the 8x6 characters... Could very likely be improved. I made the all-dark-gray character have a light gray face instead, because it looked odd with dark gray for both the face and clothing...

Edit 2: Fixed an error in the first sheet. Also attached a version with the arms as dark gray instead of black. I kind of like that one better.

Edit 3: Aaaand one more change, I modified the all black one a bit to make it more distinct. I think it looks much better like that.
Title: Re: TinyCraft [Axe]
Post by: TIfanx1999 on January 09, 2012, 11:31:47 am
Those look pretty good for small sprites. Nicely done! :)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 09, 2012, 12:41:06 pm
Wow, nice !

Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?
What you want add in crafting menu ? ???
(If you speak about items sprites, they're already nicely compressed in 8*8 pixels.)

As I think about, did you really need to add chests ? It will be a gulf of memory...
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 09, 2012, 04:51:34 pm
Ehh...there's an issue with the first sprite sheet. Small issue. 2nd to last sprite on the 2nd to last row, his pants come up to his bellybutton. Pull 'dem pants down one pixel. I fixed it in the first and third ones, but forgot to fix it in the first.

Edit: er...it's only in the 2x2 version on that sheet. I just drew over the pixels instead of fixing the 1x1 and then copying and scaling, because I'm weird.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 09, 2012, 06:27:41 pm
I look back on all about data organisation of item there will be in appvar "save" :
Code: [Select]
In first tilemap (eg. 2048 bytes) modifiable with map gen
Pointer : getCalc("appvSAVE",Y1)

After that comes naturally tiles (eg. 256 bytes)
Pointer : Y1+2048=>T
(Like tile)

Then comes mob's sprites (eg. 256 bytes)
Pointer : T+256=>M
(Like Mobs)

Now come my part, with sprites of items, exactly 848 bytes longer
Pointer T+256=>S
(Like sprites)

Then items data 106 bytes (the real save start here) , each {I*2+D} are quantity of current item I
Pointer S+848=>D
(Like Data)

Now start the mistake we have others Data : last positions in map, & what you want (lets say X bytes) , and chests contents {32*2+D}*53 bytes !
Pointer D+106=>C
(Like chests)

AND finally the strings (easily modified to change langage regardless of the bytes) :
Pointer {32*2+D}*53+X+C=>E
(Like End !)

NB1 : I recall that I use r1, r2, r3, r4, r5, r6, I, J and L5 as temporary variable, please use them in the same way. ;)
NB2 : To return about chests, I have redesigned it and it could work with memKit axiom, and with a maximum of chests smaller than 255 x).
NB3 : I can't create and test appvar until all items sprites are finished. :w00t:

Tell me what you think about that. ;D
Title: Re: TinyCraft [Axe]
Post by: leafy on January 09, 2012, 07:01:42 pm
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 09, 2012, 07:12:04 pm
HOT DIGGITY. I like it.
Title: Re: TinyCraft [Axe]
Post by: epic7 on January 09, 2012, 07:49:56 pm
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
(http://26.media.tumblr.com/tumblr_lfi03wHdlo1qbvc38o1_500.png)
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 09, 2012, 07:55:46 pm
Well it looks like you guys don't need my sprites or spriting anymore...so good luck guys! peace out
:)

*saint wonders why they keep changing and resizing his sprites. oh well...can't be perfect I guess
Title: Re: TinyCraft [Axe]
Post by: parserp on January 09, 2012, 07:57:14 pm
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
O.O
you are using full speed, right?
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 09, 2012, 08:04:26 pm
Well it looks like you guys don't need my sprites or spriting anymore...so good luck guys! peace out
:)

*saint wonders why they keep changing and resizing his sprites. oh well...can't be perfect I guess

saintrunner...Your sprites will still be used. In fact, my modified sizes were based entirely off of your sheet. We keep changing the sprites around because the needs of the program still haven't been fully worked out. As development continues, things will have to be changed from their original plans to make it fit what has to happen. Don't think that your sprites were a worthless waste of time, because they definitely weren't. Especially those item sprites that look so damn fantastic.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 09, 2012, 08:07:41 pm
Thanks, lol I was hoping 10 hours (seriously...10 hours lol) of my life wasn't wasted lol. Well I still have another few projects I'm working on...so if you need something just PM me!
Title: Re: TinyCraft [Axe]
Post by: leafy on January 09, 2012, 09:34:00 pm
Saintrunner, if it's not too much trouble I'd like you to make the tiles 8x8.
We're still using the vast majority of the sprites you made,and I'm sure we'll be using the awesome title you make as well ^^
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 09, 2012, 09:40:59 pm
The tiles are like 16x8 or something....you can just cut it
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 10, 2012, 12:03:11 am
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
can I have the source code?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 10, 2012, 01:55:38 am
I'm starting to work on player movement and tilemapper stuff in general. Has anyone figured out that levelgen code yet?
Title: Re: TinyCraft [Axe]
Post by: Stefan Bauwens on January 10, 2012, 04:12:24 am
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
That looks so sweet that I have started doubting to make my game in basic, but in Newprog instead, so I can have greyscale too. :)
Title: Re: TinyCraft [Axe]
Post by: Happybobjr on January 10, 2012, 08:02:52 am
remember that as this is a team project, this program should be made of several subprograms, that way if two people work on it at the same time, we won't have to only use one person's code.
If we get our own sub forum, we should dedicate a topic to each subprogram/subroutine and mark what it's inputs and outputs will be.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 10, 2012, 12:45:34 pm
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^

(http://img.removedfromgame.com/imgs/010912.gif)

It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)
Nice. :w00t:
I didn't know you were going to make these important changes, so I'd like to see your source to mix yours improvements and mine. ;)
But plz stop saying my program was slow, because I wasn't in full speed mode, and I had not finished testing so I was extracting real-time. The list should be displayed much faster in the end.

About sprites conversion, I started with saintrunner's sprites, so we have to fill this list :
Code: [Select]
----String---Data---Sprite buffer---Sprite back-buffer

--Tools
"wood Pick" [01] [000E0F070D193020] [000E030509102000]
"rock Pick" [02]  [000E0F070D193020] [00000C0204091020]
"iron Pick" [03] [00000C060C193020] [000E0F0305091020]
"gold Pick" [04] [00000C0204091020] [000E0F070D193020]
"gem Pick" [05] [000E030509102000] [000A0D020D093020]

"wood Axe" [06] [041E0F0F1B306040] [041E070B10204000]
"rock Axe" [07] [041E0F0F1B306040] [000008040B102040]
"iron Axe" [08] [0000080C1B306040] [041E0F070B102040]
"gold Axe" [09] [000008040B102040] [041E0F0F1B306040]
"gem Axe" [0A] [041E070B10204000] [04140A051B106000]

"wood Hoe" [0B] [0000000C0E1F3360] [0000000C0E132040]
"rock Hoe" [0C] [0000000C0E1F3360] [00000000000C1320]
"iron Hoe" [0D] [00000000081C3360] [0000000C060F1320]
"gold Hoe" [0E] [00000000000C1320] [0000000C0E1F3360]
"gem Hoe" [0F] [0000000C0E132040] [00000008061D1360]

"wood Shovl" [10] [00000307070E1830] [0000030706081020]
"rock Shovl" [11] [00000307070E1830] [0000000001060810]
"iron Shovl" [12] [00000000050E1830] [0000030703060810]
"gold Shovl" [13] [0000000001060810] [00000307070E1830]
"gem Shovl" [14] [0000030706081020] [00000207030E0830]
--Weapon
"wood Sword" [15] [03070F5E3C387848] [03070E5C38304800]
"rock Sword" [16] [03070F5E3C387848] [0000010204083048]
"iron Sword" [17] [0000014224387048] [03070F1E1C083048]
"gold Sword" [18] [0000010204083048] [03070F5E3C387848]
"gem Sword" [19] [03070E5C38304800] [02050B562C187848]
--Utilities
"Pow Glove" [1A] [000405050F0F1F0F] [00020A0A1814100F]
"Workbench" [1B] [] []
"Furnace" [1C] [] []
"Lantern" [1D] [] []
"Anvil" [1E] [] []
"Oven" [1F] [] []
"Chest" [20] [] []
--Resources
"Wood" [61] [0000000840162FF0] [00000007BFE9DFF0]
"Stone" [62] [0000000201273E18] [0000001C3E192618]
"Flower" [A3] [0000000C0C33000C] [000C0C33333F0C0C]
"Acorn" [A4] [020400111F1F0E04] [020E1F0E00110A04]
"Dirt" [A5] [] []
"Sand" [A6] [] []
"Cactus" [A7] [] []
"Seeds" [A8] [] []
"Wheat" [69] [] []
"Bread" [EA] [0E073B1F6E7C7830] [0018046112044830]
"Apple" [EB] [021E27273F3F3F1E] [020418180000211E]
"Coal" [6C] [] []
"Iron Ore" [6D] [] []
"Gold Ore" [6E] [] []
"Iron" [6F] [] []
"Gold" [70] [] []
"Slime" [71] [] []
"Glass" [72] [] []
"Cloth" [73] [] []
"Cloud" [F3] [] []
"Gem" [74] [] []

EDIT : now tools sprites are full. ;)
Title: Re: TinyCraft [Axe]
Post by: leafy on January 10, 2012, 01:33:33 pm
I never said your program was bad, just that I thought I could find a better way. In normal mode it scrolls at the same exact speed, the grey while scrolling is just a bit crappier.

I'll post up the source later so you guys can check it out.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 10, 2012, 02:23:03 pm
Ok, I can't wait. :)

EDIT : Can you update list of my last post with yours sprites ?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 10, 2012, 02:52:24 pm
This looks like it is coming along! Good job guys!
Title: Re: TinyCraft [Axe]
Post by: chattahippie on January 10, 2012, 10:17:59 pm
I was looking around, and this might be fit to generate land after modifying it
http://ourl.ca/4129/135999
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 10, 2012, 10:18:21 pm
it would be very cool if this got its own subforum

and I cant wait
Title: Re: TinyCraft [Axe]
Post by: cyanophycean314 on January 10, 2012, 10:25:46 pm
Getting pretty nice guys!
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 11, 2012, 01:10:57 pm
* kindermoumoute is still waiting impatiently for code.
Title: Re: TinyCraft [Axe]
Post by: leafy on January 11, 2012, 01:48:43 pm
Sorry, I haven't had a chance to transfer stuff to my comp recently. I'll get it up soon, don't worry. 
Title: Re: TinyCraft [Axe]
Post by: leafy on January 11, 2012, 10:54:19 pm
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.

(http://img.removedfromgame.com/imgs/011112.gif)

(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
Title: Re: TinyCraft [Axe]
Post by: chattahippie on January 11, 2012, 11:34:50 pm
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.

(http://img.removedfromgame.com/imgs/011112.gif)

(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
I like how this is looking ;D

Maybe this could be modified to generate the land
http://ourl.ca/4129/135999
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 11, 2012, 11:36:58 pm
This looks pretty nice and I love the menu and sprites too so far. As for the last screenshot do you think you could make it so you move by 2 pixels at once? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)
Title: Re: TinyCraft [Axe]
Post by: Nick on January 12, 2012, 01:12:38 am
wow, great! amazing how this starts working that fast.. it looks really good, and i love the way you can run around ( that animation i mean)
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 12, 2012, 01:27:14 am
Maybe this could be modified to generate the land
http://ourl.ca/4129/135999
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 12, 2012, 01:43:29 am
(http://img.removedfromgame.com/imgs/011112.gif)

(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
Wow, nice !

Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P
It mean the crafting menu you made is lost too ? ???
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 12, 2012, 01:58:43 am
Maybe this could be modified to generate the land
http://ourl.ca/4129/135999
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Wow I didn't realize so many people were working on this game right now. Initially I thought it was just leafy O.O
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 12, 2012, 03:01:02 am
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 :D

Tinycraft is the name now, so @moderator, please remove the poll.

Gotten anywhere on that, by the way?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 12, 2012, 03:29:10 am
Jacobly's working on a routine that should generate a 64x64 map.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 12, 2012, 03:51:01 am
Oh, awesome! :D Will it use the method used in the LevelGen class?
Title: Re: TinyCraft [Axe]
Post by: chattahippie on January 12, 2012, 06:32:56 am
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Oh, okay.  I was just throwing around ideas :P
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 12, 2012, 01:05:21 pm
This looks really good guys :)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 12, 2012, 04:19:04 pm
I looked at your code, and I must admit that your way to access to string is not smaller, not faster, but really more comprehensible than mind ! x)
Unfortunately I notice you used commands that add a lot of bytes, eg. use one of rect() or rectI() but not both (-150 bytes), same thing with Pxl-Change and Pxl-Off.

Another things I didn't understand is why you removed CRAFT() argument ? Now how you plan to make the difference between INVENTORY, BENCHWORK, FURNACE, OVEN, ANVIL and CHEST lists ?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 12, 2012, 04:24:59 pm
Actually, it is faster. In addition, I am using only the routines I have used in the other parts of the game, so in the long run I'm actually saving space.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 13, 2012, 11:34:48 am
Actually, it is faster. In addition, I am using only the routines I have used in the other parts of the game, so in the long run I'm actually saving space.
Display boxes didn't slow scrolling of items. And if you add to each string a pointer, it mean you keep strings in program, I don't see how you calculate it give to you more space ?

Anyway, why removed CRAFT() argument ?
Title: Re: TinyCraft [Axe]
Post by: leafy on January 13, 2012, 11:48:28 am
No idea what you mean in the first bit, but it's easy enough to generalize the menu. Specify a first argument for the title, then another argument for the list of pointers for the items. You'll have to modify the stuff, but it's easy enough to modify.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 13, 2012, 12:15:21 pm
I know my english is bad, but here this question :
why removed CRAFT() argument ?
is same question than :
how you plan to make the difference between INVENTORY, BENCHWORK, FURNACE, OVEN, ANVIL and CHEST lists ?
This question is asked separately than item list organisation.

Fortunately we have a common language, Axe :)
Code: [Select]
"STRING"=>pointer
.String is compiled in main executable.
But now, we can't get pointer with an appvars !
Code: [Select]
getCalc("appvSAVE",Y1)
.How to determinate string location ?

My idea was to get those pointer with NTH routine, and stored current list of item in L5 in this order :
Code: [Select]
.I temporary variable
{I*2+L5}
.Is the quantity of current (I) item
{I*2+L5+1}
.Is the pointer of item obtained with UNZIP and NTH routines

But you probably thought something else ?
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 14, 2012, 06:40:07 pm
I have been working on porting the map generation algorithm from the original game to axe, so I guess I should post here. >.>

Anyway, so far I have implemented enough of the algorithm to be able to generate island shapes, so I made a screenie of my progress so far. :D
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 14, 2012, 07:20:13 pm
Epic job!  How did you go about porting it?  Did you transfer the code directly, or first try to understand it and based on the knowledge build something similar?
Title: Re: TinyCraft [Axe]
Post by: Sorunome on January 15, 2012, 03:10:21 am
That looks cool! O.o
Title: Re: TinyCraft [Axe]
Post by: AngelFish on January 15, 2012, 05:23:51 am
I've been working a bit on my own terrain generator for Tinycraft. Here's the latest screenshot, using a new cellular automata generator that operates in 4n^2 time.

(http://img.removedfromgame.com/imgs/0-Heightmap.png)

It still has some obvious flaws, but it's much better than the old version :D
Title: Re: TinyCraft [Axe]
Post by: Sorunome on January 15, 2012, 05:45:48 am
That is just far to awesome!
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 15, 2012, 08:43:48 am
O.O Back after one week and I see this
(http://img.removedfromgame.com/imgs/011112.gif)
Great work :D
But...

As for the last screenshot do you think you could make it so you move ? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)
I agree with this :P
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)


For Jacobly and Qwerty, remember that it is a community project, so you can share your codes ;)
I mean that Qwerty's island is complete, with everything on it.
But Jacobly's island is on-calc.
So a mix between both would be awesome :D
Title: Re: TinyCraft [Axe]
Post by: leafy on January 15, 2012, 12:20:06 pm
O.O Back after one week and I see this
(http://img.removedfromgame.com/imgs/011112.gif)
Great work :D
But...

As for the last screenshot do you think you could make it so you move ? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)
I agree with this :P
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)

I just tuned the movement to be about what it's like in the real game. Remember, you don't want it to go too fast <<
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 15, 2012, 01:05:23 pm
Wow I like how this is coming along! Nice work guys.
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 15, 2012, 02:27:13 pm
I just tuned the movement to be about what it's like in the real game. Remember, you don't want it to go too fast <<
Nope, but we don't want it to be too slow either. It is not slow yet, but with all the things that will be added, it will become unplayable, and even worse on a regular 83+ without Full mode D:
(also, you seem to have a quote problem ;))
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 15, 2012, 02:38:54 pm
It sounds to me like he turned down the speed, and could easily turn it back up when enemies get added
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 15, 2012, 02:41:29 pm
Moreover, I think that it will become even slower with enemies and all, so moving by 2 pixels at once may be better ;)
Yeap, I think it's a good solution.
Title: Re: TinyCraft [Axe]
Post by: leafy on January 15, 2012, 04:21:52 pm
Builder's right, the speed is a constant that can be changed at any time during development, so there's no need to worry about that right now.

@kindermoumoute, how's the menu systems coming along?
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 16, 2012, 05:28:42 am
I'm not sure how jacobly is doing the map generator, but I was thinking about just how to implement a random midpoint displacement algorithm in AXE. I came up with some pseudo-axe-code for just a way to calculate the new midpoint of a rectangle with known corner values and a known width, assuming those values are <256:
Code: [Select]
[TOPLEFT]+[TOPRIGHT]+[BOTTOMLEFT]+[BOTTOMRIGHT]/4 -> A //average of corner values
[WIDTH]/2 //half the width will be our max/min displacement value (can be whatever)
*2 -> I //convert to positive range, save to I
rand^I //generate random displacement based on upper bound (I)
-(I/2) //convert to actual +/- range by subtracting half of the positive range
+A //add to the average of the rectangle corners
-> M //and that's the new midpoint value
M >> 255 ? 255 -> M //keep it between 0 and 255
M << 0 ? 0 -> M
M
Return

I haven't done AXE in a while, and I was just typing this out quickly, so it's kind of halfway axe that's not incredibly optimized...But even so, does this look like it'd function correctly (assuming the values were filled in and any other syntax errors I may have made were removed)?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 16, 2012, 01:05:03 pm
@kindermoumoute, how's the menu systems coming along?
I don't have much free time right now, but I can give to you a pattern :
Code: [Select]
:#Axiom(MEMKIT)
:
:
:.MAIN
:If ALPHA
:
:If WORKBENCH
:CRAFT(1)
:ElseIf FURNACE
:CRAFT(2)
:ElseIf OVEN
:CRAFT(3)
:ElseIf ANVIL
:CRAFT(4)
:Else
:CRAFT(0)
:End
:
:End
...

...
:Lbl CRAFT
:.MAKELIST5(r1)
:
:.Display "CRAFTING" & BOX
:If r1
:.Display "HAVE" & BOX, "COST" & BOX
:Else
:.Display "INVENTORY" instead of "CRAFTING"
:If CHEST
:.Shift "INVENTORY" & BOX to the right, and Display "CHEST" & BOX to the left
:End
:End
:
:Repeat ALPHA
:.Display LIST5 (& CHEST data when needed)
:End
:Return
:
:Lbl MAKELIST5
:0→I
:!If r1
:.Eg to make INVENTORY LIST
:For(r6,0,52)
:If {r6*2+PointerOfItemData}
:→{I*2+L5}
:.If there is quantity of the current item
:{r6*2+1+PointerOfItemData}→{I*2+1+L5}
:I++
:End
:End
:0→{I*2+L5}
:Else ...etc
:...etc
:End
:Return

If you find something better tell me. :P


EDIT : MEMKIT will be usefull to add bytes on appvars for each chest.
Title: Re: TinyCraft [Axe]
Post by: hellninjas on January 16, 2012, 01:58:30 pm
I love how this is comming along!
Once its finished this will be GREAT!

Also: 200th post :O
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 16, 2012, 03:00:30 pm
@Qwerty.55 that terrain generator seems quite nice actually. :)
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 16, 2012, 03:11:26 pm
Code: [Select]
:.MAIN
:If ALPHA
:
:If WORKBENCH
:CRAFT(1)
:ElseIf FURNACE
:CRAFT(2)
:ElseIf OVEN
:CRAFT(3)
:ElseIf ANVIL
:CRAFT(4)
:Else
:CRAFT(0)
:End
:
:End
...
Wouldn't it be possible to make it just with
   If Alpha
   CRAFT(<Item>)
   End
by associating a number to each item ?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 16, 2012, 03:22:19 pm
Many optimisations are possible here, but it was just to introduce how it could works. ;)
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 16, 2012, 03:26:36 pm
You could even use the new switch statement!  This seems like one of those opportunities where it would be very useful :D
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 16, 2012, 04:07:48 pm
Can you explain more ? Which command you speak ? I'm interested !
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 16, 2012, 04:23:44 pm
You should check out the Axe documentation, it has some good info on what  it is and how to use it ^^ There is also a good post by QuigiboHere (http://ourl.ca/4050/272146)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 16, 2012, 04:25:48 pm
Yeap, i didn't notice this usefull command, it could be a nice optimisation here. ;)
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 16, 2012, 07:58:33 pm
are there any new screenshots?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 16, 2012, 07:59:56 pm
Yeah! I'm interested in where my sprites ended up :)
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 17, 2012, 12:40:22 am
I quickly threw together some tile sprites so that I could show my progress so far. (meaning I don't expect them to be used or anything)

(http://jacob.heliohost.org/tinycraft/img/tinycraft01.gif)
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 01:06:41 am
O.O Awesome !
So this is your land generator ?
Amazing ! :D
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 17, 2012, 04:46:58 am
"Hey Notch do you know Axe?"
Title: Re: TinyCraft [Axe]
Post by: Builderboy on January 17, 2012, 11:07:49 am
Lol probably should have given him some context XD Did the conversation go anywhere after that?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 11:56:48 am
I quickly threw together some tile sprites so that I could show my progress so far. (meaning I don't expect them to be used or anything)

(http://jacob.heliohost.org/tinycraft/img/tinycraft01.gif)

I thought I gave you all tiles to use O.O
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 11:58:52 am
I thought I gave you all tiles to use O.O
Were them 8x8 or 16x16 ?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 11:59:40 am
I think 8x16 maybe a few bigger, but I made them so you can cut them to whatever size you want ???
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 12:06:08 pm
Also, the sprites in the screenshot are 4 levels of grey, right ? (not good news for regular 83+)

I think 8x16 maybe a few bigger, but I made them so you can cut them to whatever size you want ???
So they weren't 8x8 if they were bigger or equal to 8x16 :P
This is why Jacobly had to quickly create 8x8 sprites for the 8x8 tilemapper ;)

But it would be better if those sprites were some of your awesome sprites.
Jacobly just wanted to show his land generator, not his sprites.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:08:33 pm
Oh, ok, I was just wondering cause I keep checking this thread and reading that they need tiles, or they are substituting land sprites...I thought it would be easier just to throw in the ones they might use to see if they work, but yeah that makes sense...THanks :)
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 12:16:58 pm
Erm...
I quickly looked into the attachements of this topic and didn't find any 8x8 sprite sheet. Two possibilities:
- I didn't look where I should :P, help me !
-There is no 8x8 sprite sheet

So, would someone (saintrunner ? :P) like to do a 8x8 sprite sheet with 3 levels of grey, preferably (for 83+ compatibility) ?
(By sprites, I mean the trees, rocks, ground etc, not the items that are already done ;))
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:23:01 pm
oh well I had posted these...you say you wanted them smaller? I'm not sure how well that will look


edit: the bottom was the tiles
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 12:26:24 pm
Yes, i was here when those came, but the rock and the trees are not 8x8 :-\
Would you mind trying the rock and the trees in 8x8 ?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 17, 2012, 12:26:34 pm
So, would someone like to do a 8x8 sprite sheet with 3 levels of grey, preferably (for 83+ compatibility) ?
(By sprites, I mean the trees, rocks, ground etc, not the items that are already done ;))
Look previous post, since 1.X.X 3 and 4 grayscales have no difference (I'm surprised too).

@jacobly : It look nice, but we must get used to post source with screen, so plz do it.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:28:18 pm
Yes, i was here when those came, but the rock and the trees are not 8x8 :-\
Would you mind trying the rock and the trees in 8x8 ?


yeah sure thing
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 12:30:37 pm
yeah sure thing
Thanks :D

Look previous post, since 1.X.X 3 and 4 grayscales have no difference (I'm surprised too).
O.o 83+ supports 4 lvls well ?
I didn't see that post (wasn't here last week). That is good news :D
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 17, 2012, 12:31:06 pm
@saintrunner, the problem is that as far as I can tell, you were just given the sprite sheet from the original game to convert. Normally this would have been fine, except that in the original game, the sprites are converted from greyscale to color on the fly, and some of the greyscale sprites are reused by using different colors, therefore creating an entirely new tiles that need to be differentiated from each other.  Also, some of the tile sprites from the original game are created from multiple parts of the sprite sheet, and doing this would probably take too long on the calculator, so it would be better to just make separate tiles for each tile type in game.

@kindermoumoute the reason I haven't posted the source yet is because there are currently some memory issues with my code and it is currently hacked together just to create that screenshot. When I have more stable code I will be sure to post it.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:36:18 pm
@Jacobly : I just looked at the original sheet to reference what I needed...I REMADE ALL OF THOSE SPRITES!

@Hayleia : Here are your 8x8 rock and tree, the reason why I didn't do them that small before was because it is hard to make stuff look good small
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 12:42:53 pm
@Hayleia : Here are your 8x8 rock and tree, the reason why I didn't do them that small before was because it is hard to make stuff look good small
Yes, I know that. But the calculator is only 96x64 so 8x8 is better :-\
Thanks anyway (also, you are fast O.O)
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:44:35 pm
@Hayleia : Here are your 8x8 rock and tree, the reason why I didn't do them that small before was because it is hard to make stuff look good small
Yes, I know that. But the calculatore is only 96x64 so 8x8 is better :-\
Thanks anyway (also, you are fast O.O)

Yeah, I take pride in fast, efficient, well made sprites :) lol
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 17, 2012, 12:54:44 pm
Saintrunner, have you think about all items sprites in yours sheet ? Can you sort items sprite by there number (1-53) ?
Eg. Wood sprite is nice, but how made cloth sprite now ? Can you make a variant to all sprites needed ?
(i hope you understand what I mean :p )
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 12:56:57 pm
Saintrunner, have you think about all items sprites in yours sheet ? Can you sort items sprite by there number (1-53) ?
Eg. Wood sprite is nice, but how made cloth sprite now ? Can you make a variant to all sprites needed ?
(i hope you understand what I mean :p )

How do you want them ordered?
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 17, 2012, 01:01:41 pm
wood pick is 1st and gem is 53rd.
Code: [Select]
----String---Data---Sprite buffer---Sprite back-buffer

--Tools
"wood Pick" [01] [000E0F070D193020] [000E030509102000]
"rock Pick" [02]  [000E0F070D193020] [00000C0204091020]
"iron Pick" [03] [00000C060C193020] [000E0F0305091020]
"gold Pick" [04] [00000C0204091020] [000E0F070D193020]
"gem Pick" [05] [000E030509102000] [000A0D020D093020]

"wood Axe" [06] [041E0F0F1B306040] [041E070B10204000]
"rock Axe" [07] [041E0F0F1B306040] [000008040B102040]
"iron Axe" [08] [0000080C1B306040] [041E0F070B102040]
"gold Axe" [09] [000008040B102040] [041E0F0F1B306040]
"gem Axe" [0A] [041E070B10204000] [04140A051B106000]

"wood Hoe" [0B] [0000000C0E1F3360] [0000000C0E132040]
"rock Hoe" [0C] [0000000C0E1F3360] [00000000000C1320]
"iron Hoe" [0D] [00000000081C3360] [0000000C060F1320]
"gold Hoe" [0E] [00000000000C1320] [0000000C0E1F3360]
"gem Hoe" [0F] [0000000C0E132040] [00000008061D1360]

"wood Shovl" [10] [00000307070E1830] [0000030706081020]
"rock Shovl" [11] [00000307070E1830] [0000000001060810]
"iron Shovl" [12] [00000000050E1830] [0000030703060810]
"gold Shovl" [13] [0000000001060810] [00000307070E1830]
"gem Shovl" [14] [0000030706081020] [00000207030E0830]
--Weapon
"wood Sword" [15] [03070F5E3C387848] [03070E5C38304800]
"rock Sword" [16] [03070F5E3C387848] [0000010204083048]
"iron Sword" [17] [0000014224387048] [03070F1E1C083048]
"gold Sword" [18] [0000010204083048] [03070F5E3C387848]
"gem Sword" [19] [03070E5C38304800] [02050B562C187848]
--Utilities
"Pow Glove" [1A] [000405050F0F1F0F] [00020A0A1814100F]
"Workbench" [1B] [] []
"Furnace" [1C] [] []
"Lantern" [1D] [] []
"Anvil" [1E] [] []
"Oven" [1F] [] []
"Chest" [20] [] []
--Resources
"Wood" [61] [0000000840162FF0] [00000007BFE9DFF0]
"Stone" [62] [0000000201273E18] [0000001C3E192618]
"Flower" [A3] [0000000C0C33000C] [000C0C33333F0C0C]
"Acorn" [A4] [020400111F1F0E04] [020E1F0E00110A04]
"Dirt" [A5] [] []
"Sand" [A6] [] []
"Cactus" [A7] [] []
"Seeds" [A8] [] []
"Wheat" [69] [] []
"Bread" [EA] [0E073B1F6E7C7830] [0018046112044830]
"Apple" [EB] [021E27273F3F3F1E] [020418180000211E]
"Coal" [6C] [] []
"Iron Ore" [6D] [] []
"Gold Ore" [6E] [] []
"Iron" [6F] [] []
"Gold" [70] [] []
"Slime" [71] [] []
"Glass" [72] [] []
"Cloth" [73] [] []
"Cloud" [F3] [] []
"Gem" [74] [] []
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 01:04:37 pm
So what do you want me to do? And I don't think I finished all of them because some other people started doing sprites so I thought they were making them. Also I got caught up doing sprites for other people
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 17, 2012, 01:06:45 pm
(Just so we don't lose them, I regrouped everything here)
(It is called Final 1 because maybe there will be more :P)
(note that this is not my work and that some may be missing)
(Also, I tried modifying the tree, see the image)
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 01:08:51 pm
Wow, some of the remakes of mine look pretty nice :)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 17, 2012, 01:33:04 pm
A kind of tool sprites is missing, I made 5 sprites' hex different by tool.

@saintrunner : I want a sheet with all items sprites, and there is 53 items. ^^'
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 01:36:52 pm
Well I can, but I am a little busy with some other sprites right now...so if some one would like to use my finished ones as a reference and make them, I'd appreciate it
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 17, 2012, 02:18:22 pm
So have we decided on 8x8 or 16x16 tiles yet? If we are going to use 8x8, someone needs to convert the 16x16 tiles from the game to 8x8, otherwise, we could probably use the same tiles as the game. Either way, we do need to decide on what shades of grey to use for tiles that look similar but are colored differently.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 02:19:54 pm
I already did those as 16x16
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 17, 2012, 02:35:18 pm
I'm sorry, but I can't find any sprites that address the second issue I mentioned (6 or so different coloring schemes so that you can tell the difference between grass, sand, rock, dirt, hole, and water). If you did so somewhere, please let me know where they are. ???

Edit: Also, I can't find the different stages of growing anywhere.
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 17, 2012, 03:25:53 pm
Oh I see what your wanting, sorry, yeah I only did a few at the bottom of my sheet. And I'm sorry but I have some other things I am working on sprites for so some one else will have to do those. again I apologize, and I wish you all the best with this game! 
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 17, 2012, 03:32:35 pm
You can do them whenever you have the time, it's not like there is a deadline or anything :) (Unless someone else wants to do them of course).
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 17, 2012, 09:08:14 pm
So have we decided on 8x8 or 16x16 tiles yet? If we are going to use 8x8, someone needs to convert the 16x16 tiles from the game to 8x8, otherwise, we could probably use the same tiles as the game. Either way, we do need to decide on what shades of grey to use for tiles that look similar but are colored differently.

I gave it a go. These are in the same order as the image you posted, with water included on the bottom. I also included a little mock-up so you can see what a few of the tiles look like put together. I didn't fully test all of them for smoothness when tiled, but they should all look pretty good.
Title: Re: TinyCraft [Axe]
Post by: leafy on January 17, 2012, 09:23:33 pm
Looks brilliant! Well done :D
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 17, 2012, 09:46:05 pm
Thanks! I just tested all the growing tiles to see how smooth they look, and they all work great, so there shouldn't be any problems there. Just thought I'd confirm that :P
Title: Re: TinyCraft [Axe]
Post by: AzNg0d1030 on January 17, 2012, 09:53:44 pm
Will there possibly be a port for Ndless once this one is finished? If it was in color and everything, that would be amazing.

edit: oops, thought minecraft instead of minicraft
Title: Re: TinyCraft [Axe]
Post by: willrandship on January 18, 2012, 12:55:12 am
that doesn't mean it wouldn't be cool to have a port though.
Title: Re: TinyCraft [Axe]
Post by: AzNg0d1030 on January 18, 2012, 10:05:12 pm
True.  I saw it on YouTube and it seems pretty awesome.  That would be something that can be done for Ndless on Nspire CX right?  (Hard obviously, and time-consuming)
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 18, 2012, 10:07:56 pm
the port would be easier on the nspire then it is in axe for 8x`s
Title: Re: TinyCraft [Axe]
Post by: AzNg0d1030 on January 18, 2012, 10:16:36 pm
:O Someone that knows C, gogogo!
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 19, 2012, 12:47:22 am
So have we decided on 8x8 or 16x16 tiles yet? If we are going to use 8x8, someone needs to convert the 16x16 tiles from the game to 8x8, otherwise, we could probably use the same tiles as the game. Either way, we do need to decide on what shades of grey to use for tiles that look similar but are colored differently.

I gave it a go. These are in the same order as the image you posted, with water included on the bottom. I also included a little mock-up so you can see what a few of the tiles look like put together. I didn't fully test all of them for smoothness when tiled, but they should all look pretty good.

(http://www.omnimaga.org/index.php?action=dlattach;topic=12151.0;attach=11294;image)
Looks pretty great. :)

Btw if you guys are porting Minicraft, it would be nice maybe if you tried to add more depth in the field, because I tried the game and it didn't seem to have the same feel as Minecraft because there was no variable ground heights like in Minecraft. It could be a bit challenging, though, since the game is not side-scrolling.
Title: Re: TinyCraft [Axe]
Post by: turiqwalrus on January 19, 2012, 08:19:56 am
well, you can go underground, but it requires finding stairs :P
maybe instead of stairs, blend everything together?
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 20, 2012, 12:58:41 am
*yay* new tiles!

(http://img.removedfromgame.com/imgs/tinycraft02.gif)

*yay* source code!
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 20, 2012, 10:02:11 am
*yay* progress!
Awesome :thumbsup:
(lol, I made a typo and wrote Axesome :P)

I tried this and the map is really realistic O.O (even though I first landed on water :P)
Is the waiting time of the beginning due to the map generation ? (If yes, it will only be here when starting a new game, so it is okay)
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 20, 2012, 11:16:13 am
Wow, great !
Title: Re: TinyCraft [Axe]
Post by: Hayleia on January 22, 2012, 10:32:40 am
Bump.

Any progress on this, now that there is a map generator and fresh new tiles ?
Title: Re: TinyCraft [Axe]
Post by: Yeong on January 22, 2012, 01:55:11 pm
The tilemapper looks great. :D
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 22, 2012, 01:56:25 pm
I downloaded this and was AMAZED!!!
Title: Re: TinyCraft [Axe]
Post by: Yeong on January 22, 2012, 02:01:19 pm
wait. there is a download link? I must've missed it.
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 22, 2012, 02:01:52 pm
on the precvious page
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 22, 2012, 10:50:23 pm
Bump.

Any progress on this, now that there is a map generator and fresh new tiles ?

Title: Re: TinyCraft [Axe]
Post by: leafy on January 22, 2012, 11:13:13 pm
Awww jacobly, ah wuz workin' on that!

Ah well, great work as usual :D I'll get that combat system up and ready, then.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 23, 2012, 01:51:56 pm
Great ! I can't walk on sand ? :p
Title: Re: TinyCraft [Axe]
Post by: annoyingcalc on January 23, 2012, 11:23:47 pm
Im lovin it
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 27, 2012, 11:38:22 am
Great ! I can't walk on sand ? :p
No udpate ?
Title: Re: TinyCraft [Axe]
Post by: jacobly on January 27, 2012, 11:43:36 am
Great ! I can't walk on sand ? :p
No udpate ?

It works fine for me.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on January 27, 2012, 06:10:55 pm
Ok, I didn't understand it was a mountain tile. :p
Title: Re: TinyCraft [Axe]
Post by: Deep Toaster on January 27, 2012, 06:52:52 pm
Wow, this is a group project? It seems to be coming along very well :o
Title: Re: TinyCraft [Axe]
Post by: willrandship on January 29, 2012, 02:30:51 pm
I think there should be a black outline around the character. it would help visibility, and remain faithful to the original minicraft :P if you can fit it, that is
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 29, 2012, 02:32:48 pm
This is indeed coming along very well :)
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 29, 2012, 09:05:24 pm
I know it'd slow down the tilemapping quite a bit, but maybe there's a way to make the mountains look at lot better by giving them contiguous outlined edges...

The idea would be to check the 8 surrounding tiles to test if they are mountains as well. For each surrounding tile, there would be a sprite to XOR onto a default mountain tile sprite, removing that wall/corner outline from the sprite. How plausible is this?

Here's an example:
(http://img.removedfromgame.com/imgs2/tinycraft mountains.bmp)
(The bottom 8 sprites are supposed to be inverted like that so the XOR removes them)

The top sprite is the default mountain sprite. Before drawing the tile, that would be copied to a temporary memory area. The other tiles would be XOR'd onto the temporary sprite to remove that outline based on surrounding mountain (in order: top-left, top, top-right, left, right, bottom-left, bottom, bottom, bottom-right). The result would look something more like the example I threw together below the sprites.

Obviously it would make it slower, but the question is how much slower?
Title: Re: TinyCraft [Axe]
Post by: saintrunner on January 29, 2012, 09:49:26 pm
what character sprite are you using? I know I gave some a long while ago, and then they got changed but if I recall they looked a lot different then!? just wondering, are these still based off my originals? Anyways, this is looking really good and I am so proud to be apart of a community of such talented coders (and musicians ;) )!
Title: Re: TinyCraft [Axe]
Post by: Stefan Bauwens on January 30, 2012, 02:24:32 pm
This is indeed coming along pretty nicely. I, on the otherhand, haven't even started on the 89 version and I'm starting to doubt if I will soon. I might start ever with it, but I'm having momentarily an other idea. :P
But that's just in idea-stages. :)
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 30, 2012, 02:54:23 pm
A 89 version would indeed be nice, although I wonder if in BASIC it would be fast enough? Does BASIC allow decent scrolling?

Also Zippydee it looks nice, although it would be nice if there was some sort of texture inside the mountain outlines, kinda like in The Reign of Legends 3 world maps:
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 30, 2012, 02:55:52 pm
Well if you look at the original MiniCraft, the "mountains" really just look like elevated terrain, not actual mountains. That's all I was really capturing there.
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 30, 2012, 02:56:31 pm
Ah ok. I just thought it might look a bit too bland if there was no texture, though D: (at least in 4 level grayscale)
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 30, 2012, 03:27:21 pm
Something like this?

Note that the two blue pixels would be black on the outline, but would be changed to dark gray when the outline is removed, and the green pixel will stay dark gray when the outline is removed. I just colored them to show where the pattern would be on the default tile.
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 30, 2012, 05:31:31 pm
Yeah maybe,  although maybe the bottom outlin e should be made a bit thicker, otherwise it kinda looks like the light part is grass and the darker part trees.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on January 31, 2012, 07:11:31 pm
But then you'd have to be walking on trees in order to get to it...So it wouldn't look like that.
Title: Re: TinyCraft [Axe]
Post by: squidgetx on January 31, 2012, 07:57:21 pm
I know it'd slow down the tilemapping quite a bit, but maybe there's a way to make the mountains look at lot better by giving them contiguous outlined edges...

The idea would be to check the 8 surrounding tiles to test if they are mountains as well. For each surrounding tile, there would be a sprite to XOR onto a default mountain tile sprite, removing that wall/corner outline from the sprite. How plausible is this?

Here's an example:
(http://img.removedfromgame.com/imgs2/tinycraft mountains.bmp)
(The bottom 8 sprites are supposed to be inverted like that so the XOR removes them)

The top sprite is the default mountain sprite. Before drawing the tile, that would be copied to a temporary memory area. The other tiles would be XOR'd onto the temporary sprite to remove that outline based on surrounding mountain (in order: top-left, top, top-right, left, right, bottom-left, bottom, bottom, bottom-right). The result would look something more like the example I threw together below the sprites.

Obviously it would make it slower, but the question is how much slower?

Hm, you could achieve that by putting it into the map-generation portion of the program, right? Have tiles for every possible mountain edge/corner and place them accordingly with your routine. (Then I guess if the terrain changed you would have to re-run the routine..but that could be coded separately as it is a special case event, right? :P)

Anyway I'd love to help you guys but I have a few coding habits that would not work well in a group environment. But give me a shout if you guys ever need some help with anything :)
Title: Re: TinyCraft [Axe]
Post by: leafy on January 31, 2012, 08:14:07 pm
What I was thinking is that we could do a second pass during map generation to differentiate all the tiles, then differentiate each set of 9 tiles (each tile and the 8 surrounding) when a tile is altered in-game to avoid all those nasty on-the-fly calculations
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on January 31, 2012, 08:23:53 pm
This reminds me a bit of ROL3 tilemapping in some dungeons actually. Shmibs did something like that before in Axe. However I was worried about the amount of tiles required if it checks all sides and the amount of calculations required to generate each tilemaps. X.x
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on February 01, 2012, 01:16:18 am
Well I was just thinking that if we could keep the number of tiles for each map type (air, top, underground) to at most 16 different tiles, we could cut the sizes of the maps in half for storage.
Title: Re: TinyCraft [Axe]
Post by: Builderboy on February 01, 2012, 01:19:02 am
You could store the map using the basic grass/stone/sand terrain, and then when you loaded the level you could do the conversion required to update all the different sprites.  That or you just change the tilemapper to look at nearby tiles when displaying a sprite
Title: Re: TinyCraft [Axe]
Post by: willrandship on February 01, 2012, 01:20:41 am
That should be plenty if you're keeping it faithful to minicraft:

Grass
Dirt
Mountain
Desert
Hole
Water
Stairs

I think that's all minicraft uses. Then, for easier program handling, you'll probably want:

Furnace
Workbench
Lantern
Chest

That brings it to 11. Not bad.

Edit: Also, as builderboy said, storing can be simpler than rendering, with semi-on the fly calculations.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on February 01, 2012, 01:24:32 am
You could store the map using the basic grass/stone/sand terrain, and then when you loaded the level you could do the conversion required to update all the different sprites.

Yeah, I was just thinking about that, too. As long as we keep the number of "root" tiles to less than 17, we can still have as many sprite variations as we want for when it's loaded.

That or you just change the tilemapper to look at nearby tiles when displaying a sprite
That was kind of my first suggestion there...And it would only have to look at nearby tiles if it were drawing a mountain tile anyway.



EDIT: willrandship, there's more than that.

Wheat
Water
Tree
Stone
Stairs
Sapling
Sand
Rock
Ore
Lava
InfiniteFall
Hole
HardRock
Grass
Flower
Farm
Dirt
Cloud
CloudCactus
Cactus
Title: Re: TinyCraft [Axe]
Post by: Stefan Bauwens on February 01, 2012, 10:13:10 am
A 89 version would indeed be nice, although I wonder if in BASIC it would be fast enough? Does BASIC allow decent scrolling?
Yes I know it would be hard. I first though I could do it, but then I saw that greyscale sprites are just too pretty, so I would use Newprog.

BUT, I have decided to not start on that. I've gotten something else in mind. But that's still a secret.(Not that I wouldn't really care if you knew what it was, just that it's still only in planning stages ;) )
Title: Re: TinyCraft [Axe]
Post by: willrandship on February 01, 2012, 08:53:08 pm
Well, the surface level would have some exclusive tiles, as would the underground and cloud. You can exclude those and have specific loading sets for each, saving a few spaces.

Example: Lava isn't found on the surface (as far as I've seen anyways :P), Cloud and CloudCactus are only in the clouds, and InfiniteFall isn't on the surface either. That brings it to 16 for the surface.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on February 01, 2012, 09:00:44 pm
Well, the surface level would have some exclusive tiles, as would the underground and cloud. You can exclude those and have specific loading sets for each, saving a few spaces.

Example: Lava isn't found on the surface (as far as I've seen anyways :P), Cloud and CloudCactus are only in the clouds, and InfiniteFall isn't on the surface either. That brings it to 16 for the surface.
I made that suggestion earlier, as well when I first suggested we keep the tiles under 17.
Title: Re: TinyCraft [Axe]
Post by: willrandship on February 02, 2012, 11:57:08 pm
So why wouldn't it work? Or am I just misreading and that's already the plan? :P
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on February 03, 2012, 01:32:32 am
That's the plan I've proposed anyway. I think it'd work like a charm. So as long as we've convinced the programmers that be, we're golden.
Title: Re: TinyCraft [Axe]
Post by: kindermoumoute on February 10, 2012, 04:52:06 pm
bump ?
Title: Re: TinyCraft [Axe]
Post by: leafy on February 10, 2012, 06:19:10 pm
Well, I haven't worked on this in a while (haven't worked on anything in a while, really). If anybody who's worked on the inventory system can post some progress, please do :D
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on February 14, 2012, 10:36:28 pm
You're not quitting calcs are you? O.O
Title: Re: TinyCraft [Axe]
Post by: nxtboy III on February 18, 2012, 12:23:52 am
In this game, is there only 1 level or can the player go underground?
Title: Re: TinyCraft [Axe]
Post by: Stefan Bauwens on February 18, 2012, 03:13:56 pm
In this game, is there only 1 level or can the player go underground?
Normally there should be a nether, the mines and the air world(or something like that). All of these should be a kind of world. So 4 in total iirc.
Title: Re: TinyCraft [Axe]
Post by: ZippyDee on February 18, 2012, 03:49:50 pm
In this game, is there only 1 level or can the player go underground?
Normally there should be a nether, the mines and the air world(or something like that). All of these should be a kind of world. So 4 in total iirc.
three underground worlds, main world, and air world. so five.
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on February 19, 2012, 02:42:28 am
That's good to hear. I was wondering too since Minecraft is kinda fun for the fact you can go up/down too. So I assume when you go down it enters a totally new map, right (kinda like in Final Fantasy 4 and The Reign of Legends 1, where going underground is like a totally different world)? Or are all maps superposed?
Title: Re: TinyCraft [Axe]
Post by: nxtboy III on February 23, 2012, 05:29:49 pm
When I said different levels, I meant since in minecraft you can dig down and stuff (Like what DJ_O said). Will that be made in TinyCraft?
Title: Re: TinyCraft [Axe]
Post by: LincolnB on February 23, 2012, 06:25:06 pm
I would be surprised if you could travel up and down on a third axis, because you would have to change the viewpoint from pure-overhead to bird's-eye-view, and render all the tiles in 3D...O.o would be very challenging.
Title: Re: TinyCraft [Axe]
Post by: willrandship on February 23, 2012, 07:26:36 pm
It won't, since this is a minicraft clone and minicraft doesn't do that.

You can dig dirt or sand down one block, but then it becomes a hole blck, so you can't dig deeper. Water, dirt or sand can fill the hole.
Title: Re: TinyCraft [Axe]
Post by: Jonius7 on February 26, 2012, 08:38:13 pm
There's something I may have missed but we can't stack blocks up can we? and what if we were to dig them out again?
Title: Re: TinyCraft [Axe]
Post by: turiqwalrus on February 27, 2012, 03:16:59 pm
There's something I may have missed but we can't stack blocks up can we? and what if we were to dig them out again?
Basically, the world in minicraft is divided into 3 layers:
there's the 'aboveground' part, which consists of stone and trees. this layer blocks movement, but can be removed with the appropriate tool, creating a 'ground' level tile

There's the 'ground' part, which consists of Grass, Dirt, (flowers?), and Sand. This layer can be removed with the appropriate tool, creating a hole, BUT only if there's no 'aboveground' in the same tile(e.g., you can't remove a dirt that's under a tree). this layer doesn't impede movement at all
and finally, there's the 'holes' these are either normal holes or water. It can be filled in with a dirt or sand, creating a 'ground' level tile. This layer impedes movement for mobs, and water drains your stamina(if your stamina reaches 0, then it decreases your health instead)

So, no stacking, except for the 'aboveground' layer, which only occurs naturally anyway(you can't place stone)
Title: Re: TinyCraft [Axe]
Post by: Jonius7 on March 01, 2012, 08:11:18 am
That's an interesting way to attempt to simplify the complex processing layers of Minecraft PC into the calc. From what you said, turiqwalrus, it's just the layers on ground and holes that you can move through.
Now that means if a tree were to appear in the middle of a field of stone, you would have to chip away at all that stone to get to the tree.
Good luck with the project yrinfish and the rest of the team!
Title: Re: TinyCraft [Axe]
Post by: saintrunner on March 01, 2012, 08:15:36 am
Just a reminder, I don't believe this is based off of Minecraft, but it is based off of MINIcraft which is based off of Minecraft, so there might be quite a few unsimilarities to MINEcraft, jsyak

But best of luck with this project :) it sounds good so far!
Title: Re: TinyCraft [Axe]
Post by: TI-Over9000 on March 02, 2012, 12:25:27 pm
Good luck guys, I skimed through the 24 pages and it looks like you made a lot of progre3ss =)
Title: Re: TinyCraft [Axe]
Post by: willrandship on March 03, 2012, 11:07:47 am
Yeah, the weird depth thing is from minicraft, not minecraft.
Title: Re: TinyCraft [Axe]
Post by: Jonius7 on March 07, 2012, 07:32:05 am
Oh oops sorry, Hmmmm I should check out this Minicraft sometime.
How's overall progress?
Title: Re: TinyCraft [Axe]
Post by: Stefan Bauwens on March 13, 2012, 09:11:22 am
Minicraft is free bytheway.(Java online somewhere). But sadly has no save features although there are modded versions.

And once again, good luck with this! I'm looking forward to it. :)
Title: Re: TinyCraft [Axe]
Post by: leafy on March 13, 2012, 01:14:59 pm
Eh, I think this project is pretty much dead. I imagine the level generator is totally salvageable for other projects, though.
Title: Re: TinyCraft [Axe]
Post by: jacobly on April 01, 2012, 11:45:07 am
Dead? Says who??

(Added stuff for Mode, +, -, S, X.)
Title: Re: TinyCraft [Axe]
Post by: Hayleia on April 01, 2012, 11:55:24 am
Yay ! It is not dead :D
Great job for everything you added :thumbsup:

On another side note, what is this version of Axe ? 1.1.2.1 ? :P

edit: You can cut trees but also water ! :P

edit 2: btw, are you still working on this or were you posting your previous work (I hope you still work on this :D) ?
Title: Re: TinyCraft [Axe]
Post by: spud2451 on April 25, 2012, 11:54:58 am
Hey guys I once made a Terraria clone in BASIC. You can find it in the cemetech archives. It's a work in progress so it's not complete.
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on April 25, 2012, 12:12:07 pm
As a rule of thumb, it is generally considered as bad netiquette (at least here) to advertise your own game or another website in someone else's project/game topic. We recommend that you create a new topic and if it's a work in progress, that you cross-post updates here to keep people interested into checking.
Title: Re: TinyCraft [Axe]
Post by: spud2451 on April 25, 2012, 12:52:11 pm
I was trying to tell you that you could use the code but I had to cut the post short because Im in school and the class was over.
Title: Re: TinyCraft [Axe]
Post by: DJ Omnimaga on April 25, 2012, 02:05:43 pm
Ah ok. Actually I think his project was in Axe, so it might have helped, although some Axe is different than BASIC so maybe not. The only other 83+ one in the works here is written in ASM.
Title: Re: TinyCraft [Axe]
Post by: Hayleia on May 11, 2012, 02:21:22 pm
Bump ?
Is this project considered as dead ? :(
I mean, is someone working on it slowly (but surely) or is it discontinued ? :(