Author Topic: TinyCraft [Axe]  (Read 63283 times)

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Offline parserp

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Re: TinyCraft [Axe]
« Reply #195 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 ^^



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?
« Last Edit: January 09, 2012, 07:57:30 pm by parser padwan »

Offline ZippyDee

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Re: TinyCraft [Axe]
« Reply #196 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.
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Offline saintrunner

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Re: TinyCraft [Axe]
« Reply #197 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!
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Offline leafy

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Re: TinyCraft [Axe]
« Reply #198 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 ^^
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Offline saintrunner

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Re: TinyCraft [Axe]
« Reply #199 on: January 09, 2012, 09:40:59 pm »
The tiles are like 16x8 or something....you can just cut it
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Offline annoyingcalc

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Re: TinyCraft [Axe]
« Reply #200 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 ^^



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?
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Offline leafy

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Re: TinyCraft [Axe]
« Reply #201 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?
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Offline Stefan Bauwens

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Re: TinyCraft [Axe]
« Reply #202 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 ^^



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. :)


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Offline Happybobjr

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Re: TinyCraft [Axe]
« Reply #203 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.
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #204 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 ^^



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. ;)
« Last Edit: January 10, 2012, 01:12:33 pm by kindermoumoute »
Projects :

Worms armageddon z80 :
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- Map editor : 80%
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Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

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Re: TinyCraft [Axe]
« Reply #205 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.
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Offline kindermoumoute

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Re: TinyCraft [Axe]
« Reply #206 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 ?
« Last Edit: January 10, 2012, 02:25:08 pm by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline saintrunner

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Re: TinyCraft [Axe]
« Reply #207 on: January 10, 2012, 02:52:24 pm »
This looks like it is coming along! Good job guys!
My Sprites Thread   :Updated often :) for your viewing pleasure

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Offline chattahippie

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Re: TinyCraft [Axe]
« Reply #208 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

Offline annoyingcalc

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Re: TinyCraft [Axe]
« Reply #209 on: January 10, 2012, 10:18:21 pm »
it would be very cool if this got its own subforum

and I cant wait
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