Sora de Eclaune said: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.
Like this?
Sora de Eclaune said: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.
Obviously this would be really easy to do, and yeah, it is easier on the eyes... Maybe I should make it an option ? Thing is, getting my little cube icons to work was a bit of a pain in the ass so I don't want to throw them awayEuden 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
Thanks.For this project (and all of my other projects really), I'm coding in C, with libnds to do DS-specific stuff obviously.(if you don't know, libnds is bundled with devkitpro, so all you have to do to start doing DS homebrew is install devkitpro)
Wizerzak said: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.....
I'll look into it as soon as I start working on the controls, thanks for the suggestion.
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.Bmcs said: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".....
Oh most definitely, right now I'm only using this inventory image as a test.As I said already, the inventory screen isn't even going to be the "main" bottom screen thing, since it would interfere with using the stylus to aim.
QUOTE(Sora de Eclaune @ Jul 26 2011, 08:28 PM)RoboticBuddy said:What about strafing? Maybe you should put an Option Page, and Change Controls Page?
Strafing will be in the default control scheme; as of now there is no strafing simply because it makes debugging certain situations easier.
It does look nice, but I don't think it would be very useful, especially considering that right now there aren't any tools, and there won't be until I start work on survival.Sora de Eclaune said: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?
1) Yes, it supports standard minecraft texture packs.
2) Maybe. Handling multiplayer on classic mode and on small maps (meaning 128*128, the size of the latest demo's map) would be very easy. Bigger maps I don't think I could do though.
3) I don't think so; I'm not even sure about survival right now.
4) It's definitely not possible to handle mods from the real minecraft if that's what you're wondering, and I don't plan on making a mod API. I guess I might release the source code at some point and people would be able to do whatever they want with it, but I can't tell for sure right now.
QUOTE(Bmcs @ Jul 26 2011, 09:13 PM) 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...
(now that I think of it, the same could be said for the hearts/armor/bubbles since they aren't in Classic)
QUOTE(Ray =D @ Jul 27 2011, 12:48 AM)
But that's just my opinion.
Like this?
Your opinionsmealum said:Obviously this would be really easy to do, and yeah, it is easier on the eyes... Maybe I should make it an option ? Thing is, getting my little cube icons to work was a bit of a pain in the ass so I don't want to throw them awayRay =D said:Sora de Eclaune said: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.
Like this?
smealum said:It does look nice, but I don't think it would be very useful, especially considering that right now there aren't any tools, and there won't be until I start work on survival.
(now that I think of it, the same could be said for the hearts/armor/bubbles since they aren't in Classic)
BreafingBread said:It's going to have a main menu?
If it haves a main menu, it could be like this.
Also, if it haves a main menu, you can put the aleatory message under the name? It's hard?
smealum said:1) Yes, it supports standard minecraft texture packs.Sora de Eclaune said: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?
2) Maybe. Handling multiplayer on classic mode and on small maps (meaning 128*128, the size of the latest demo's map) would be very easy. Bigger maps I don't think I could do though.
3) I don't think so; I'm not even sure about survival right now.
4) It's definitely not possible to handle mods from the real minecraft if that's what you're wondering, and I don't plan on making a mod API. I guess I might release the source code at some point and people would be able to do whatever they want with it, but I can't tell for sure right now.
Same here.Furiizaa said:- PS. Ain't progammers awesome? They can create anything they came up in mind, thats why I want to be a progammer now or then XD
QUOTE said:Are you going to put enemies like creepers or spiders? And how about modes; Peaceful, Easy, etc.?
RoboticBuddy said:Are you going to put enemies like creepers or spiders? And how about modes; Peaceful, Easy, etc.?
Aijelsop said:QUOTE said:Are you going to put enemies like creepers or spiders? And how about modes; Peaceful, Easy, etc.?
I would think he'd be working on the crashing fix first
Smealum is from France, look at his flag.BreafingBread said:Is this your site smealum:http://smealum.net/? I'm a little at doubt since it is in french or something like that.
Also, do you have any site to reccomend me to start homebrews? I'm a total beginner, but i'm thinking in entering the programing world by the nintendo DS.
BreafingBread said:Is this your site smealum:http://smealum.net/? I'm a little at doubt since it is in french or something like that.
Also, do you have any site to reccomend me to start homebrews? I'm a total beginner, but i'm thinking in entering the programing world by the nintendo DS.