Homebrew Minecraft DS (in 3D !)

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I don't like bitching out homebrewers, because I know how hard their work is.


But seriously, dude. My R button, along with a lot of other people's R buttons, is completely unresponsive. And if you don't make accommodations for us, I will spam the fuck out of your personal email.


Alright, I was just kidding. I would never do that shit. I'm too good for that. But seriously, dude. Add a "broken trigger" control scheme. I'm thinking something like:


D-pad: look in all directions

X: Move forward

B: Move backward

Y: delete block

A: place block

Screen tap: Jump


A "Broken trigger" option would be just too cool. My warranty has expired and blowing into the trigger doesn't work.
 
Net_Bastard said:
I don't like bitching out homebrewers, because I know how hard their work is.


But seriously, dude. My R button, along with a lot of other people's R buttons, is completely unresponsive. And if you don't make accommodations for us, I will spam the fuck out of your personal email.


Alright, I was just kidding. I would never do that shit. I'm too good for that. But seriously, dude. Add a "broken trigger" control scheme. I'm thinking something like:


D-pad: look in all directions

X: Move forward

B: Move backward

Y: delete block

A: place block

Screen tap: Jump


A "Broken trigger" option would be just too cool. My warranty has expired and blowing into the trigger doesn't work.
I have the same issue, except it's my L button. I'll be using my 3DS when it's warranty expires, though.
yaynds.gif
 
Net_Bastard said:
I don't like bitching out homebrewers, because I know how hard their work is.


But seriously, dude. My R button, along with a lot of other people's R buttons, is completely unresponsive. And if you don't make accommodations for us, I will spam the fuck out of your personal email.


Alright, I was just kidding. I would never do that shit. I'm too good for that. But seriously, dude. Add a "broken trigger" control scheme. I'm thinking something like:


D-pad: look in all directions

X: Move forward

B: Move backward

Y: delete block

A: place block

Screen tap: Jump


A "Broken trigger" option would be just too cool. My warranty has expired and blowing into the trigger doesn't work.

Dont forget CROUCHING!

And here's a little suggestion how it could look like
smile.gif
I think its nice
biggrin.gif

Suggestionsss.png
 
Ray =D said:
And here's a little suggestion how it could look like
smile.gif
I think its nice
biggrin.gif

Suggestionsss.png
That does look pretty good. What do you think, Smealum? Also, any signs of a new demo? I'm as hyped up about this as I was for Crysis 2
laugh.gif
 
Bmcs said:
smealum said:
lucasade said:
@Smealum: Do I need to DLDI patch before running game with HBMenu? If so...How?
blink.gif
I never needed to do this before
I don't think so; on my G6 DS real hbmenu runs MCDS without me having to patch anything. Have you tried it yet ?

New screenshot !
biggrin.gif

inventory.png



Can't you put the inventory occupying all screen?

Unfortunately no; I'd have to make individual block icons bigger, which would mean going from 16*16 to 32*32 which would make it hard/impossible to fit all the icons in VRAM; plus, there might not be enough space on the screen.

lucasade said:
EDIT: Infact, if you have an R4 execpt R4 III, you can try out Wood R4. It works too.
Wood supports argv, so if you're using it you won't need hbmenu.
smile.gif


clops3000 said:
I have a question smealum, how many blocks will be available? because minecraft classic has less blocks than survival. And will you add colored wool in next version? I am dying to do some minecraft pixel art on DS
yaynds.gif

Not sure yet, I'll guess I'll try to add as many as possible.
tongue.gif


QUOTE(Net_Bastard @ Jul 26 2011, 06:39 AM) I don't like bitching out homebrewers, because I know how hard their work is.


But seriously, dude. My R button, along with a lot of other people's R buttons, is completely unresponsive. And if you don't make accommodations for us, I will spam the fuck out of your personal email.


Alright, I was just kidding. I would never do that shit. I'm too good for that. But seriously, dude. Add a "broken trigger" control scheme. I'm thinking something like:


D-pad: look in all directions

X: Move forward

B: Move backward

Y: delete block

A: place block

Screen tap: Jump


A "Broken trigger" option would be just too cool. My warranty has expired and blowing into the trigger doesn't work.
No worries, I think I've already stated there will be multiple control schemes to choose from. You're not the only one with trigger issues.
tongue.gif

(plus the current control scheme really isn't practical, even with working triggers !)

QUOTE(lucasade @ Jul 26 2011, 12:47 PM)
QUOTE(Ray =D @ Jul 26 2011, 08:14 AM)
And here's a little suggestion how it could look like
smile.gif
I think its nice
biggrin.gif

Suggestionsss.png
That does look pretty good. What do you think, Smealum? Also, any signs of a new demo? I'm as hyped up about this as I was for Crysis 2
laugh.gif
It is nice.
smile.gif
However, the rotating block thing wouldn't be possible (well, 3D rotation I mean, but 2D rotation would be pretty dull anyway
tongue.gif
). I do think having a zoomed version of the selected block on screen is a good idea though, since the icons are so freaking small.
tongue.gif

Also, keep in mind the inventory screen won't be the "main" bottom screen.

As for a new demo : sorry people, not yet, still have lots of work before it's really playable.
Good news though, the cave generation code works quite nicely.
smile.gif
 
smealum said:
Good news though, the cave generation code works quite nicely.
smile.gif
Then give us at least new screenshots.
tongue.gif

But wow, this is really turning into a great game.
 
Hey smealum,

Nice work on this port, it is looking pretty sweet. I've been keeping tabs on this thread for a while now. its nice to see progress.

my question to you should you wish to answer it is: what language are you using to port this? and what other things are you using? i'm doing a degree in computer science therefore i am consistantly learning new languages. i'd love to be able to offer my knowledge to you or try my hand at homebrew for the DS myself. i really dont know where to start though. knowing which language your writing this in and what your using to do it would help though!

thanks,

Euden
 
Euden said:
Hey smealum,

Nice work on this port, it is looking pretty sweet. I've been keeping tabs on this thread for a while now. its nice to see progress.

my question to you should you wish to answer it is: what language are you using to port this? and what other things are you using? i'm doing a degree in computer science therefore i am consistantly learning new languages. i'd love to be able to offer my knowledge to you or try my hand at homebrew for the DS myself. i really dont know where to start though. knowing which language your writing this in and what your using to do it would help though!

thanks,

Euden

What I know is, that he uses C/C++ and devkitpro. I think... The most people use this. But it is very hard
smile.gif
 
OK, I've just had an idea for a new control scheme:

The bottom screen would have the world on (rather than the top screen which currently has it) and you use the stylus to rotate - wherever you point the stylus, the middle of aim would jump to.
Then, you would have 2 option to change to the 'block selection' view. You could choose between:
  • Holding down A/B/X/Y which would switch the screens (world view on top, block selection on bottom) for as long as you hold down A/B/X/Y. You then use the stylus to choose your block / craft etc.
  • There would also be a small button overlayed on top of the world view (showing an arrow or w/e) which you could tap with the stylus and achieve the same results as the A/B/X/Y method above.

Then, the control scheme would be:
D-pad = Up / down / left / right
L trigger = Place block / Remove block (change using another overlayed button)
Double tap = Jump


I hope all that made sense.....
 
smealum said:
Unfortunately no; I'd have to make individual block icons bigger, which would mean going from 16*16 to 32*32 which would make it hard/impossible to fit all the icons in VRAM; plus, there might not be enough space on the screen.

Yeah, understandable....

But the background could be a different color, or even an image of some sort....i'm just saying, black is a bit "heavy". Maybe i'm not making my self clear, what i'm trying to say is that, the game is all about colors and everything, and then you have a black "frame" around the inventory...it's just a bit "out of context".....

Maybe something like this?

 
Bmcs said:
smealum said:
Unfortunately no; I'd have to make individual block icons bigger, which would mean going from 16*16 to 32*32 which would make it hard/impossible to fit all the icons in VRAM; plus, there might not be enough space on the screen.

Yeah, understandable....

But the background could be a different color, or even an image of some sort....i'm just saying, black is a bit "heavy". Maybe i'm not making my self clear, what i'm trying to say is that, the game is all about colors and everything, and then you have a black "frame" around the inventory...it's just a bit "out of context".....

Maybe something like this?


It's good, In my Opinion.
 
Bmcs said:
smealum said:
Unfortunately no; I'd have to make individual block icons bigger, which would mean going from 16*16 to 32*32 which would make it hard/impossible to fit all the icons in VRAM; plus, there might not be enough space on the screen.

Yeah, understandable....

But the background could be a different color, or even an image of some sort....i'm just saying, black is a bit "heavy". Maybe i'm not making my self clear, what i'm trying to say is that, the game is all about colors and everything, and then you have a black "frame" around the inventory...it's just a bit "out of context".....

Maybe something like this?


Wow it looks very nice
smile.gif
I would leave it like this^^
 
Bmcs said:
Maybe something like this?

That looks amazing! But just so there won't be any empty space in that box with the larger icon, there could be a sliding menu type thing. I mean, where the selected block is colored/brighter and the unselected blocks are darker/uncolored. Not all of the blocks have to be shown at once, since it could be made where you slide and the blocks move up (and disappear once the window borders are reached) to accomodate for all the blocks currently in the hotbar.

And to accomodate for all of the block icons in the inventory window being so small, each icon could be changed to its 2D counterpart instead of using that 3D look.

But that's just my opinion.

Questions to the creator:
1) Will Minecraft DS allow for skins and graphical themes?
2) What about Wi-Fi servers?
3) Will there be any new mobs that differ from the mobs in normal Minecraft?
4) What about mods?
 
Sora de Eclaune said:
That looks amazing! But just so there won't be any empty space in that box with the larger icon, there could be a sliding menu type thing. I mean, where the selected block is colored/brighter and the unselected blocks are darker/uncolored. Not all of the blocks have to be shown at once, since it could be made where you slide and the blocks move up (and disappear once the window borders are reached) to accomodate for all the blocks currently in the hotbar.

Maybe just having a second screen with block information...i think that information is never too much, so...like this?



^Type: Solid Block
Tool:


Besides, these are just ideas, we don't know if they are conceivable...
 
Bmcs said:
Sora de Eclaune said:
That looks amazing! But just so there won't be any empty space in that box with the larger icon, there could be a sliding menu type thing. I mean, where the selected block is colored/brighter and the unselected blocks are darker/uncolored. Not all of the blocks have to be shown at once, since it could be made where you slide and the blocks move up (and disappear once the window borders are reached) to accomodate for all the blocks currently in the hotbar.

Maybe just having a second screen with block information...i think that information is never too much, so...like this?



^Type: Solid Block
Tool:


Besides, these are just ideas, we don't know if they are conceivable...
PERFECT.
 
AlanJohn said:
Don't start working on the inventory until you already made the hand.

In my opinion, there's no need for that, if you see the PSP version it has no hand or block as a guide. I think that staying only with the cursor is more than enough....is simple and easy to use....
 
Bmcs said:
AlanJohn said:
Don't start working on the inventory until you already made the hand.

In my opinion, there's no need for that, if you see the PSP version it has no hand or block as a guide. I think that staying only with the cursor is more than enough....is simple and easy to use....
I agree. Besides, it would probably just use more of the limited ram available on a DS. Leaving that out leaves room for other stuff.

PS: Well, this is certainly getting a lot of attention aswell! 26 viewers right now
biggrin.gif
 

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