Homebrew Minicraft: 3DS Homebrew Edition

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@Davideesk Yep, problem solved, much appreciated!

Just out of interest, would you consider making the "you are here" indicator on the map translucent in the same way as the zoom and close buttons?

I haven't thought of that actually, sure. (going to wait to update till someone finds a bug though)
 
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Could you enable cheats?
Or just add an option to go back to the old lighting mechanic?
I was too used to it...
 
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@Davideesk i found two bugs. once when i pickup the benchmark and save the game, return to the menu, then to my savegame, the benchmark is invisible. the other one is the debug text reset by every time, when i exit the game to the homebrew menu rest to default (on).

Maybe center the map, when moving the player on the minimap.

i have made a concept. When i play with map on the beta build 5.01, i dont see the live and select weapon. So is it on up screen and the bottom only for the map and the score. so this concept maybe helpful.

Add in my concept a x1 and x8 zoom.

Maybe as option on the settings.
scr_9_TOP_LEFT.png
scr_9_TOP_LEFT.png
 
Last edited by fiese_nase,
I noticed a similar glitch to fiese_nase. If you die while carrying something (in my case I was carrying a Lantern) and you reload your previous save file, your character will still be in the holding pose until you open your Inventory. No big deal though.
 
@Davideesk possible to See furnance etc in minimap?

An idea. A hard mode, where is the minimap black on underground an only the points with laterns are visible in minimap?, and flowers.
 
Last edited by fiese_nase,
Okay, so I've been wondering this for awhile. There's a set of stairs that are blocked off by stone, and no matter which weapon I use the damage is 0. Is that a bug or is there a way to get to the stairs?
 
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Okay, so I've been wondering this for awhile. There's a set of stairs that are blocked off by stone, and no matter which weapon I use the damage is 0. Is that a bug or is there a way to get to the stairs?
Those are stairs to the clouds where the air wizard lives.

You have to mine down to the lowest levels to get gems to make gem equipment.
 
I really loved Minicraft when Notch released it.
And with the 3DS it feels a lot more natural and is really awesome.

But for me personally it still lacks a few things to make it even better.
So I went with my only rudamentary c skills and basically no 3DS Homebrew knowledge and taught myself how to work with the code and updated it a little. It's still missing some things which I will likely implement in the next few days/weeks but i thought it might be a good idea to release my updated version.

So here it is: https://github.com/andre111/Minicraft3DS/releases/tag/v0.6-beta
Changelog(more details on github):
  • Buckets
  • Placeable Wood Walls
  • Music

If some of you have more ideas on what to add please suggest them.
I might implement them if they aren't to complicated.
But it might take a while until I add new features as I need to learn the code better and clean it up a little first.
 
Last edited by andre111,
I really loved Minicraft when Notch released it.
And with the 3DS it feels a lot more natural and is really awesome.

But for me personally it still lacks a few things to make it even better.
So I went with my only rudamentary c skills and basically no 3DS Homebrew knowledge and taught myself how to work with the code and updated it a little. It's still missing some things which I will likely implement in the next few days/weeks but i thought it might be a good idea to release my updated version.

So here it is: https://github.com/andre111/Minicraft3DS/releases/tag/v0.6-beta
Changelog(more details on github):
  • Buckets
  • Placeable Wood Walls
  • Music

If some of you have more ideas on what to add please suggest them.
I might implement them if they aren't to complicated.
But it might take a while until I add new features as I need to learn the code better and clean it up a little first.
You should make map markers, that would be pretty cool.
 
If some of you have more ideas on what to add please suggest them.
I might implement them if they aren't to complicated.
But it might take a while until I add new features as I need to learn the code better and clean it up a little first.
I already suggested mine in that post I quote here to save you some search.
I agree with people mentionning a way to select items with the touchscreen though.
Maybe set 4 "quick select slots" on the bottom screen and when you press them, the item that is bound to that slot is equipped (if in your inventory) ?
And to bind items to these slots, press these slots while in the inventory when the desired item is selected ?

(Also, in my opinion, the B button should exit the Pause menu and return to game).
I'll try the changes you've already made tomorrow or something, they look interesting already ^^
 
better tile-set support would be amazing, like removing the auto coloring and just let the game use colors straight from the tiles themselves.

My current graphics pack uses a lot of dirty tricks but still isn't great. I'd love to make custom sand,cloud,rockfloor textures
EZwKHta.png
JGNnpzf.png
 
Last edited by Coleman_C18,
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better tile-set support would be amazing, like removing the auto coloring and just let the game use colors straight from the tiles themselves.

My current graphics pack uses a lot of dirty tricks but still isn't great. I'd love to make custom sand,cloud,rockfloor textures

Most colors are picked from the spritesheet in the same way as the dirt colors where before.
But I would wait with updating texturepacks as my next version will heavily change the layout of the spritesheet to make room for more tiles.

Main changes:
  • Transparent BG for Cactus/Flowers/Trees to allow rendering of grass/sand below them(your first screenshot nicely shows the problem I want to fix with that)
  • Tiles are pieced together from 8x8 pieces, so now one tile type only takes up 4-5 16x16 spaces in the sheet.
  • Tiles in order left to right, from top to bottom:
  • Trees, Rocks, Grass/Sand, Water/Lava/Holes, Wood Walls, Clouds
  • Colors picked in this order:
  • Dirt, Grass, Sand, Water, Lava, Rock+Hard Rock(Tile,Item,HardTile,unused), Wood Walls
This is how my current spritesheet looks:
icons2.png


edit: I still might have forgotten some important colors, so if you miss some just tell me.
This new rendering method sadly is a bit more complex to perform, so the o3DS performace is a bit lowered. I'm doing my best to improve it, but I might not be able to guarantee a stable 60 FPS under all circumstances on o3DS. Pretty much all natural occuring things render with 60 FPS, but with the right tileplacement it can drop to 50 right now. n3DS of course is unaffected
 
Last edited by andre111,

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