Homebrew Minecraft DS (in 3D !)

me7i the amazin

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CannonFoddr said:
Mbmax said:
smealum said:
Just letting you guys know the next version should have a bit of new stuff, including working doors and ladders !
smile.gif
I will make a video for the occasion.
smile.gif
& I'm willing to put it up on Youtube (again) for you if you like
laugh.gif
wink.gif


Killerfeeshy
... as a member of the Lamecraft i am really shocked at the speed of progress you are making on this game... lamecraft has won a competition and been around for longer but is at basicly the same stage as dscraft :0

And finaly I CANT WAIT FOR THE NEXT UPDATE AND I LOVE DSCRAFT!!! xD
Whoa - a compliment from a Lamecraft forum member....
Not seeing/playing Lamecraft I wouldn't of know how far it's actually got compared to this.... nice to know the DS is catching up
Although when Smealum goes back to college I would also expect slower updates

i am also a lamecraft player (im acctualy one of the most active members on the lamecraft official forum), the real difference is lamecraft gameplay is so very similar to minecraft, but dscraft seems..different in some way idk dscraft is definitely moving faster than lamecraft by far but in my opinion lamcraft (at least for the moment) is better
 

me7i the amazin

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Crimson Phantom said:
Does Lamecraft have crafting/survival? =s

not yet but it looks more like minecraft, if you have a psp try it, if you dont have custom firmware you will need the signed version op 30 is the latest official revision, but drakon has created a completialy new lighting system since, try it
biggrin.gif
 

Bmcs

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So, combining MCEdit and the map converter, i did a little thing and decided to share....

Now, it's not as awesome as i thought it would be, and that's due to the fact of the small Draw Distance that DSCraft offers...however, i think that with some patience, it can work better...i'm not going to say what it is, i'm going to let you guys discover
biggrin.gif


Just a sneak Peek:





You can download it HERE!

Enjoy
biggrin.gif



Oh, and btw, you can directly transfer all you want from a Minecraft map to the DScraft, there's no problem if you transfer torches, lava, flowers, etc...it will work, but, off course, those things won't appear in DSCraft, but it's better than spend some time removing all of that by hand....
However, don't do anything above 29/30 of height!! Dscraft can't handle structures higher than that...
 

CannonFoddr

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BreafingBread said:
NEW RELEASE TOMORROW. Or today(the time between here and france is confuse.)
Ah - but Smealum MAY release it just like he did with the first public release....
..... a couple of minutes before MIDNIGHT on the 31st
laugh.gif
laugh.gif
laugh.gif



Anyway - In an earlier post, I suggested adding the TNT block & minecarts etc, but since minecarts are out of the picture - I've been thinking of 'other' blocks that might be able to be added....perhaps a way to travel over large distances

How about this - a 'Portal' block.
As we know minecraft has a 'portal gate' to another level (another map actually), & we also know that DSCraft can save your current position with the map data AND DSCraft does have a limit to the maximum size of map allowed...So here's my idea

This special block - when walked over - will AUTOMATICALLY load a map (of a certain name or similar to the original maps name), & Walking over a 'portal block' in this new map will load in the older map

This way you could have a block in a doorway or on the edge of the map & by walking across it - you 'teleport' into another landscape...giving the impression of a larger map
(Actually I thought of the Doctor TARDIS when I thought of this - imagine walking into a small block house & finding it 'larger on the inside'
wink.gif
)

Let's assume the map you're on is called 'portal.map'
1) You walk over the special portal block
2) 'portal.map' is auto-saved - & at the same time remembering your spawn location
3) DSCraft then loads '_portal.map' & you appear at the spawn point you save the map originally (where you have also placed a special 'portal block' so that you can 'return' to the original map)
4) You walk over the portal block in '_portal.map'
7) '_portal.map' is auto-saved (& spawn point remembered)
8) 'portal.map' is re-loaded & you appear back @ the spawn point you left it
OK I know it's actually NOT part of the original minecraft (as such) - but it is an idea for creating 'larger/longer maps'
 

jeremyw86

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CannonFoddr said:
BreafingBread said:
NEW RELEASE TOMORROW. Or today(the time between here and france is confuse.)
Ah - but Smealum MAY release it just like he did with the first public release....
..... a couple of minutes before MIDNIGHT on the 31st
laugh.gif
laugh.gif
laugh.gif



Anyway - In an earlier post, I suggested adding the TNT block & minecarts etc, but since minecarts are out of the picture - I've been thinking of 'other' blocks that might be able to be added....perhaps a way to travel over large distances

How about this - a 'Portal' block.
As we know minecraft has a 'portal gate' to another level (another map actually), & we also know that DSCraft can save your current position with the map data AND DSCraft does have a limit to the maximum size of map allowed...So here's my idea

This special block - when walked over - will AUTOMATICALLY load a map (of a certain name or similar to the original maps name), & Walking over a 'portal block' in this new map will load in the older map

This way you could have a block in a doorway or on the edge of the map & by walking across it - you 'teleport' into another landscape...giving the impression of a larger map
(Actually I thought of the Doctor TARDIS when I thought of this - imagine walking into a small block house & finding it 'larger on the inside'
wink.gif
)

Let's assume the map you're on is called 'portal.map'
1) You walk over the special portal block
2) 'portal.map' is auto-saved - & at the same time remembering your spawn location
3) DSCraft then loads '_portal.map' & you appear at the spawn point you save the map originally (where you have also placed a special 'portal block' so that you can 'return' to the original map)
4) You walk over the portal block in '_portal.map'
7) '_portal.map' is auto-saved (& spawn point remembered)
8) 'portal.map' is re-loaded & you appear back @ the spawn point you left it
OK I know it's actually NOT part of the original minecraft (as such) - but it is an idea for creating 'larger/longer maps'

Right on. Since the DS does have it's limitations this could be very useful for creating large, multipart maps. Great idea
yaynds.gif
 

CannonFoddr

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jeremyw86 said:
Right on. Since the DS does have it's limitations this could be very useful for creating large, multipart maps. Great idea
yaynds.gif
The only problem with 'multipart maps' is HOW would you link a portal block to load a particular map ?? (my idea only allows only 2 maps to 'swap' between)

The only way I can think of is by having a 'red portal' block that loads 'red_????.map', a blue portal block that loads 'blue_????.map' etc etc, but this would mean we'll need a multitude of different coloured portal blocks - UNLESS smealum can figure out a way to what coloured block is UNDER the portal block & when you walk over it - it'll load in the map of that colour
If we assume
glass.png
= portal block,
mobnotch.png
= You walking over it
cloth3red.png
/
cloth10blue.png
= coloured block
cobblestone.png
= Surrounding land (Earth/dirt/cobble/stone etc)

then If you arrange blocks like

blank.png
mobnotch.png
blank.png

cobblestone.png
glass.png
cobblestone.png

cobblestone.png
cloth3red.png
cobblestone.png
would load in 'red.map'

while

blank.png
mobnotch.png
blank.png

cobblestone.png
glass.png
cobblestone.png

cobblestone.png
cloth10blue.png
cobblestone.png
would load in 'blue.map'
personally - I think that'll be too much work for the DS to handle, whereas my original 'toggle between 2 maps' I can't see much of a problem

QUOTE(ron975 @ Aug 30 2011, 07:49 PM) Hey, lucasade, what happened to DScraftHQ? Don't tell me it became DSCraftPlace
dry.gif
I can answer that - No !!

DSCraftHq is at http://dscrafthq.com/
DSCraftplace is at http://dscraftplace.blogspot.com/

'DSCraftHQ' is still under development - while he learns about all that website php stuff etc, while 'DSCraftplace' is another seperate site to host the maps/textures etc while we wait
 

Cyan

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I like the portal idea from CannonFoddr.
It would need settings (to define which map to load if you can place multiple portal in a single map) but it's a good idea. it's just a shortcut to exit&load another map file.
Though, it will need to save that information in the map file (header again?), or always keep an external .cfg file with the .map

The house example is great, it's like a RPG game, with tiny houses the size of the player, and when going inside you have a different map loaded.
Though, when going back outside of the house, it would reload the "external" map, but the player will be in the opposite direction, as it was saved "facing the house" when exiting to switch map. (maybe it could be saved 180° when taking a portal).

We are giving Smealum too much work and ideas.
Don't worry, just do what you can
wink.gif
 

CannonFoddr

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Cyan said:
I like the portal idea from CannonFoddr....We are giving Smealum too much work and ideas.
Don't worry, just do what you can
wink.gif
I agree it's putting too much onto smealum (@ smealum - just do what you like @ your own pace) - he's gotta get it bug free first ....
but like all suggestions, it's there IF he want to implement it...
just not sure HOW you could add settings to a block though - it's not as though we can right click it !
wink.gif

Having an external cfg MIGHT work - perhaps if we can determine the x/y/z position of a block (as in 'if character passes across location x/y/x then load map 'xxxx'), but the constant loading/reading the cfg file may cause problems
 

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CannonFoddr said:
Cyan said:
I like the portal idea from CannonFoddr....We are giving Smealum too much work and ideas.
Don't worry, just do what you can
wink.gif
I agree it's putting too much onto smealum (@ smealum - just do what you like @ your own pace) - he's gotta get it bug free first ....
but like all suggestions, it's there IF he want to implement it...
just not sure HOW you could add settings to a block though - it's not as though we can right click it !
wink.gif

Having an external cfg MIGHT work - perhaps if we can determine the x/y/z position of a block (as in 'if character passes across location x/y/x then load map 'xxxx'), but the constant loading/reading the cfg file may cause problems
Would it be possible for a double-tap to be treated as a right-click? I ask in such a way because I legitimately don't know if it's possible. Also, if it is, that might be asking too much.
 

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