Homebrew Minecraft DS - 2D !

The Milkman

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Sorry, what do you mean?

You don't like the way the minecraft guy looks?
If so could you please provide some graphics for the minecraft man (32x64).
I just mean he looks kind of weird from a side angle if I was on my PC I would give a crack at making a sprite for you though.
 

LeRodeur

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Well now I'm getting about 5 mobs without lagg (generally I can spawn 6 without lagg but randomly it will lagg for half a second).

I'm getting it better.
I just realised that the world structure is 32Kb and the DS has to read that about 3 times each frame + once more per mob.
That is quite a lot of memory stored in RAM, any ideas? (Without modifing LIBnds to store the world structure in IWRAM).


--------Posts Merged--------

Because Dirbaio was kind enough to read through our source code, this problem has been fixed.

mobs_in_minecraft_2d.png


Also: YAY, I got 100 Mobs working in Minecraft DS, the only problem is that they steal oamIDs :P

EDIT: It's unclear, but I'm the human standing under the tree.

And what was your problem if i may ask? =)
 

LeRodeur

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nice, i'm thinking about releasing my source code of diablo2 project, would you be interested?
it's not well coded as i'm only coding for fun at my lost hours, by the way you may find something useful ;)
EDIT:
Link to the svn : http://code.google.c...rceress-project
I think you could improve a bit your collision function in player.cpp, you use many calls to this function while it could be done easily. By the way i didnt read all your code so it could be that you can do it only this way
 

CoolAs

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Yeah, the colision LOL :P
I think that I tried moving it to a single .cpp file, then the DS LAGGED :P
IDK why, but I it does not matter much for now.

ALSO:
We are almost ready for the next release.
I need some beta testers to test the current revision's, please PM me if you are interested in helping me test this game.
The current revision has mobs, health, world generator, saving, loading, 5 worlds,1024x128 Map.

(Hopefully I can figure out how to access my PM box as i'm new here :P) I figured it out :)

Also I have set up a not quite great website for minecraft ds Here: Minecraft DS Website.
 

LeRodeur

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I tested it, its quite nice but a few things: mob attack rate is to high, its really difficult to flee once you are touched, maybe add a delay between each block change because we can do high jump easily by pressing up and filling the block under the character. Noticed some other things bu don't remember at the moment
Sometime i got stuck by the upper block and couldn t move to the right or left, problem with the collision system
 
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CoolAs

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Ok, Those bugs should be fixed, try now.

We Currently have 2 spots remaining for Beta testing, so PM me now!
 

LeRodeur

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By the way i'm not really a real tester, i just try the game sometime and look at the code to help you enhance it, as i have access to the svn i think you can let 1 more people to take part into the beta, it's not everybody who knows how to compile or get files from svn =)
 

LeRodeur

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Still want multiplayer. Preferably single-card download or WiFi.
Probably going to take a long time if ever.. :/
WiFi: it has already been answered that it's not technically possible, we are limited to 5ko/s, even if everything is serversided it would be really difficult i guess.
Single card download? would be really hard because first, homebrew launching by single card download is impossible (i've heard only of some hack tools but never games)
the only thing could be a DS to DS multiplayer, but it remains that nds will probably not handle it, plus smealum's map management uses a 2part rendering, which makes the game run at 30fps, so i cant imagine such things
 

Ray =D

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Secreeet Saturday update



We are releasing the new version of MinecraftDS2D.

It has:
Player animations
A 1024x128 map
Biomes
A World generator
Shown block
A Human Mobs
A Day Night Cycle in which mobs spawn at night
Generated Ores

You can download the game at the google code page Here
 

absolalone111

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very cool, id like to see a charector editor, if you have ever played toney hawks underground on gba then youll know what i mean, a pixel be pixel editor, kind of like mario kart, i dont think a touch screen drawing one would be good, like drawn to life.
 

LeRodeur

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very cool, id like to see a charector editor, if you have ever played toney hawks underground on gba then youll know what i mean, a pixel be pixel editor, kind of like mario kart, i dont think a touch screen drawing one would be good, like drawn to life.
could be a nice idea I think it shouldn't be that hard to code, or maybe by loading the sprite via fat could be good, by the way it would need a good pattern to fit the box collision, i guess. Or maybe you re talking only about the character's face?
 
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absolalone111

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could be a nice idea I think it shouldn't be that hard to code, or maybe by loading the sprite via fat could be good, by the way it would need a good pattern to fit the box collision, i guess. Or maybe you re talking only about the character's face?
That sounds like a good idea, loading sprites via fat would be cool, people could share them on a site, i mean all of him, not just his face.

edit
it could be a her to
 

CoolAs

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Yeah, its a nice idea, just harder to code.

Maybe after I've tested multiplayer and that it is a possibility?


BTW: I have planned to add multiplayer to this game, just how is the question. :)

EDIT: And this is the Second offical Minecraft DS 2D demo! :P
EDIT2: And you might want to change to OP's download link... :)
 

LeRodeur

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Yeah, its a nice idea, just harder to code.

Maybe after I've tested multiplayer and that it is a possibility?


BTW: I have planned to add multiplayer to this game, just how is the question
Well actually there is some ds to ds examples in the palib ones from the package I gave you, you could take a look at it I don't remember what library it uses, if it is coded in palib or copied, try too look for ds2ds homebrew too, there may be the source code.
but don't think you will have a great multiplayer, You will have to synchronize a lot of things, or forget about monsters in multiplayer :s
anyway it is my point of view, show me that I m wrong!
 

Dirbaio

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Well actually there is some ds to ds examples in the palib ones from the package I gave you, you could take a look at it I don't remember what library it uses, if it is coded in palib or copied, try too look for ds2ds homebrew too, there may be the source code.
but don't think you will have a great multiplayer, You will have to synchronize a lot of things, or forget about monsters in multiplayer :s
anyway it is my point of view, show me that I m wrong!

They use a really crappy lib called "liblobby". It's completely broken. And it relies on completely ancient features of devkitPro, so getting it to compile was a challenge in itself. And even then, it always crashes. I tried to get it working but it's impossible. Don't try to use it.
Also, the guys at devkitPro forums say it's not compilant with the 802.11 standards.

Stay away from PALib and anything related to it.
The only part of it that's more or less good is ASLib. I used it in Fireworlds for MP3 playback. (Works fine, but crashes in case of buffer underflows)
 

CoolAs

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Well, I have done a simple multiplayer paint game, and it worked ok.
But writing the protocol is really hard, sometimes things dont get through, or the wrong data got through.
But sending about 100 chars a frame was not too slow.
I used This for my multiplayer library, and it worked ok.
The tutorial used PALib but it takes 2 seconds to rewrite for LibNDS, changing it was very easy.

And If I get multicore serving stuff working (all the DS's serving the game), then things could go ok.
So, it could be done, and I have planned to do it, but....... I'm not going to do it now.

We need more mobs and mine time + inventory first.

I'm quite sure I could get something with multiplayer done but not now.
After all, multiplayer might become better than single player as you have more processors involved, you just have to program them to work together! :)
 

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