Homebrew Minecraft DS (in 3D !)

  • Thread starter Thread starter smealum
  • Start date Start date
  • Views Views 625,321
  • Replies Replies 2,508
  • Likes Likes 28
lucasade said:
I agree too...But still, what font is used in the main menu you made a while ago, Bmcs?

Oh, sorry about that, didn't see the question
biggrin.gif


I used ITC Machine Std
 
Bmcs said:
lucasade said:
I agree too...But still, what font is used in the main menu you made a while ago, Bmcs?

Oh, sorry about that, didn't see the question
biggrin.gif


I used ITC Machine Std
Cool, thanks. Making the crafting interface is hard! Well...for me. It is just soo irregularly sized at the moment. If it was 2px wider, i would be fine
tongue.gif
 
Would anyone be able to make some icons for the menu buttons? There still needs to be one for crafting, the add/remove blocks and movement. We have one for main menu (a book), but all input is accounted for.
 
lucasade said:
Would anyone be able to make some icons for the menu buttons? There still needs to be one for crafting, the add/remove blocks and movement. We have one for main menu (a book), but all input is accounted for.

You're talking about the interface that you're doing, right?
 
Bmcs said:
lucasade said:
Would anyone be able to make some icons for the menu buttons? There still needs to be one for crafting, the add/remove blocks and movement. We have one for main menu (a book), but all input is accounted for.

You're talking about the interface that you're doing, right?
Yeah. I might actually give up on it myself
tongue.gif
I am just not talented enough with Paint Shop to do it. I'll post as far as I got in a second.

EDIT: here it is...

EDIT2: Under each of the buttons at the top, it would say "menu", "move", "add/remove" (or whatever it is really called) and "craft"
 
You guys are coming up with some really nice looking designs. Stricty speaking as a user, I would prefer that the interface during gameplay mode would primarily remain on one side of the screen, that way it's easier to semi-conciously avoid accidentally tapping one of the on-screen keys when using mouselook. Also, rather than having two buttons for switching to add/remove block mode, a single toggle button would be sufficient.
 
lucasade said:
Bmcs said:
lucasade said:
Would anyone be able to make some icons for the menu buttons? There still needs to be one for crafting, the add/remove blocks and movement. We have one for main menu (a book), but all input is accounted for.

You're talking about the interface that you're doing, right?
Yeah. I might actually give up on it myself
tongue.gif
I am just not talented enough with Paint Shop to do it. I'll post as far as I got in a second.

EDIT: here it is...

EDIT2: Under each of the buttons at the top, it would say "menu", "move", "add/remove" (or whatever it is really called) and "craft"
nice
smile.gif
 
I added a menu bar to Bmcs movement and crafting interfaces. I hope you don't mind, bmcs.



What do you think?
smile.gif
Also, what should I put in the tools tab? I know there is something that has to go in there.
 
lucasade said:
I added a menu bar to Bmcs movement and crafting interfaces. I hope you don't mind, bmcs.

Oh, not at all
laugh.gif


QUOTEWhat do you think?
smile.gif
Also, what should I put in the tools tab? I know there is something that has to go in there.

It's nice and from a player perspective i think we can say that, everything is at hand
wink.gif
 
Bmcs said:
lucasade said:
I added a menu bar to Bmcs movement and crafting interfaces. I hope you don't mind, bmcs.

Oh, not at all
laugh.gif


QUOTEWhat do you think?
smile.gif
Also, what should I put in the tools tab? I know there is something that has to go in there.

It's nice and from a player perspective i think we can say that, everything is at hand
wink.gif
Thanks man
biggrin.gif

I might add buttons to quicksave and change control scheme, without going to main menu.

But I'd better slow down now....Smealum, what do you think of this?
 
lucasade said:
I added a menu bar to Bmcs movement and crafting interfaces. I hope you don't mind, bmcs.



What do you think?
smile.gif
Also, what should I put in the tools tab? I know there is something that has to go in there.

Why the craft button isn't "inventory" button?
 
BreafingBread said:
Why the craft button isn't "inventory" button?

I have to agree, we must not forget that smealum is only working on the Classic version, the classic version as no crafting....
 
Bmcs said:
BreafingBread said:
Why the craft button isn't "inventory" button?

I have to agree, we must not forget that smealum is only working on the Classic version, the classic version as no crafting....
Oh! I never knew there was no crafting in classic
tongue.gif
Silly me. Well I will definately fix that. Thanks
smile.gif


EDIT: I think I will move that off-toptic stuff somewhere else. Its bugging me here.
tongue.gif
Check my signature for link to it.
 
Whoa, thanks for the feedback everyone ! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Now answering to everyone is probably going to take a while though. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

<!--quoteo(post=3807183:date=Aug 1 2011, 10:55 AM:name=jjbeest)--><div class='quotetop'>QUOTE(jjbeest @ Aug 1 2011, 10:55 AM) <a href="index.php?act=findpost&pid=3807183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how about tnt i think tnt is one of the most fun things in minecraft so is it going to be with redstone or just click<!--QuoteEnd--></div><!--QuoteEEnd-->
I hadn't really given it any thought to be honest, but yeah, a basic version of TNT could be implemented I guess. Just not sure how useful it would be in Classic, but it should be possible. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Redstone is a definite no go though. (well, for the DS anyway... I guess a DSi version could handle a lot more stuff)

<!--quoteo(post=3807426:date=Aug 1 2011, 01:33 PM:name=Ultralex)--><div class='quotetop'>QUOTE(Ultralex @ Aug 1 2011, 01:33 PM) <a href="index.php?act=findpost&pid=3807426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=3807113:date=Aug 1 2011, 09:37 AM:name=smealum)--><div class='quotetop'>QUOTE(smealum @ Aug 1 2011, 09:37 AM) <a href="index.php?act=findpost&pid=3807113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- a clock, or at least some indicator of what time it is (same thing) (also, I have an idea of what it could look like so that it could be nicer then a regular clock, but... not sure how to describe it <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)<!--QuoteEnd--></div><!--QuoteEEnd-->
There is already a clock in Minecraft
<img src="http://www.minecraftwiki.net/images/9/93/Watch.png" border="0" class="linked-image" />
<a href="http://www.minecraftwiki.net/wiki/Clock" target="_blank">Clock (minecraft Wiki)</a>
Why don't you just use the clock from the texture pack you've got.
Or do you mean REal-Life time and not ingame?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know there is one, that's why I said "(same thing)"; I meant same as the compass. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Anyway, the problem with something like this is that it's not very readable, and since there is space <strike>to waste</strike> available on the bottom screen, might as well make it look nicer.

<!--quoteo(post=3807783:date=Aug 1 2011, 04:48 PM:name=lucasade)--><div class='quotetop'>QUOTE(lucasade @ Aug 1 2011, 04:48 PM) <a href="index.php?act=findpost&pid=3807783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OOOH! I just had an idea! A screenshot browser? What do ye think smealum? would it be possible, even if it is just some little text browser that can open the images?

@Smealum: I was playing the game last night. The cave system, like you said is amazing. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> There were like 4 or 5 caves that went from water level to bedrock.
But...there were 2 glitches:
1. The cave generation cuts through bedrock, leaving holes in the ground <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
2. The caves generate to the edge of the map aswell..same result as above.

Surely it won't be too hard to fix? Just telling it not to cut through bedrock, and leave 1 row of bricks at the edges of the map should do the job.<!--QuoteEnd--></div><!--QuoteEEnd-->
Concerning the screenshot browser : it's definitely feasible, but I really don't think it's necessary, especially considering screenshots weren't even supposed to be a feature at all. So probably not, sorry.
As for the cave generation bugs, yeah I know about that, don't worry it'll be fixed in due time. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=3807808:date=Aug 1 2011, 04:57 PM:name=CannonFoddr)--><div class='quotetop'>QUOTE(CannonFoddr @ Aug 1 2011, 04:57 PM) <a href="index.php?act=findpost&pid=3807808"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From what I can see of the bottom screen - I think you will definitely need a way to toggle between the inventory / crafting / item bar / saving etc.
Trying to get them all on the one screen would be to cluttered

Here's my suggestion... have different screens for different 'modes'<!--QuoteEnd--></div><!--QuoteEEnd-->
That's exactly what I'm thinking of doing actually, I probably should have made myself more clear. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> However, "switching modes" (like, say, opening the inventory) is done via a touchscreen button, not a physical one. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=3807969:date=Aug 1 2011, 05:53 PM:name=Prof. 9)--><div class='quotetop'>QUOTE(Prof. 9 @ Aug 1 2011, 05:53 PM) <a href="index.php?act=findpost&pid=3807969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My ideas for menu screen stuff:

- Mini map (though I can see this becoming memory intensive quite easily)
- Real time digital clock (could be stuffed in a corner or something)
- Game time clock
- Quicksave button
- Screenshot button
- Pause menu button
- Toggle sneaking
- Inventory (or block library like when you press B in Classic)
- Debug info button
- Screenshot button
- Free view button (stop moving character and move camera with d-pad)
- Set spawn point
- Warp to spawn point
- Change control scheme on the go

Probably too much to fit on the screen though.

By the way, how about putting the selectable item buttons vertically on the side of the screen instead of horizontally at the bottom (like in Zelda: OoT3D, Trauma Center etc)? If there isn't enough screen space there could be a button to switch "pages".<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually thought of making a mini map at one point... I'm still not sure about it but it could be possible; I'm just afraid it might drain too much resources. I mean, it shouldn't, but considering how tight a fit everything is right now I don't think I'll be able to do it.
A real time clock seems a little useless though, I'm definitely not going to waste resources on something like this. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Anyway, as you said there's probably too much stuff in your list to fit on the screen, but stuff like a spawn point button could be a good idea (or maybe just assign it to a button like select or start, I dunno..)
Having the item bar on the side would of course be possible, but in order to stay as close to the original inventory art as possible it's probably better that I keep it down there.
As for "pages", not sure what you mean, there's an inventory screen to change which blocks are in your item bar anyway. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=3807974:date=Aug 1 2011, 05:55 PM:name=Bmcs)--><div class='quotetop'>QUOTE(Bmcs @ Aug 1 2011, 05:55 PM) <a href="index.php?act=findpost&pid=3807974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's what i came up with. Now, it lacks the save icon and the inventory, but i think that those can be physical buttons....

<a href="http://imageshack.us/photo/my-images/830/unled1copydl.png/" target="_blank"><img src="http://img830.imageshack.us/img830/9987/unled1copydl.png" border="0" class="linked-image" /></a>


Clock - Clock
Compass - Compass
Big block - Selected block
Small block (right) - Place block
Small <u>broken</u> block (left) - Remove block

Or maybe with buttons for "options" and "Menu"

<a href="http://imageshack.us/photo/my-images/811/cpy.png/" target="_blank"><img src="http://img811.imageshack.us/img811/442/cpy.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
I do kind of like the general idea; it's very uncluttered and I like that. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Also, I like the idea of having the zoomed out block in the middle of the item bar, although I'm not quite sure what the two little boxes next to it are supposed to be.
Not sure you really got what I meant when I said compass and clock though. What I wanted to say was that there should be and actual readable compass somewhere on the screen, same for the clock. Not sure the ones on your interface idea really fit the bill. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

<!--quoteo(post=3808040:date=Aug 1 2011, 06:30 PM:name=Bmcs)--><div class='quotetop'>QUOTE(Bmcs @ Aug 1 2011, 06:30 PM) <a href="index.php?act=findpost&pid=3808040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm assuming that smealum is doing things like they are in the PC version, so, if that's the case, the clock and the compass should pop up in the upper screen...
But yeah, i think that if they appear in the big circle that could be more easy...

Best thing to do now is wait for smealum to say his opinion...<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah so I definitely wasn't very clear. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Just see the screenshots at the bottom of my post to see what I meant.

<!--quoteo(post=3808273:date=Aug 1 2011, 08:22 PM:name=Sir_Voe)--><div class='quotetop'>QUOTE(Sir_Voe @ Aug 1 2011, 08:22 PM) <a href="index.php?act=findpost&pid=3808273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You guys are coming up with some really nice looking designs. Stricty speaking as a user, I would prefer that the interface during gameplay mode would primarily remain on one side of the screen, that way it's easier to semi-conciously avoid accidentally tapping one of the on-screen keys when using mouselook. Also, rather than having two buttons for switching to add/remove block mode, a single toggle button would be sufficient.<!--QuoteEnd--></div><!--QuoteEEnd-->
Completely agree ! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />



So anyway, I think I'm done with the saving system; everything that needed fixing has been fixed and it works better than ever. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Be aware however that it was not possible to make the saving seamless and that it won't be smooth like the map streaming is. This means that saving takes a certain time (varies depending on the card and how much of the map was changed; the average save takes a little less than a second on most cards) so it can be done two ways : either automatically as soon as the part you modified is about to be unloaded (so say, if you walk far away from what you just created (far away being about 128 blocks)) or manually by pressing the save button. Unfortunately, because of how slow and random writing to flashcard can be.
It still works though and really isn't that much of a pain; as I said the autosave is only going to kick in if you move through great distances, so it shouldn't bother you while you're building something. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
And since this is done, I started working on the bottom screen interface ! Please, before looking any further, this is <b>TEMPORARY "ART"</b> ! I'm not going to keep it and it's only there so that I have something to work with. It will be replaced in due time. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<img src="http://smealum.net/mcds/subscreen1.png" border="0" class="linked-image" /> <img src="http://smealum.net/mcds/subscreen2.png" border="0" class="linked-image" />

So a short run-through... What you can see on the first screenshot is the "main" screen; that's the screen you'll get most of the time. It has a large empty space in the middle so you can aim without having to worry about accidentally hitting buttons all the time. On the left, top to bottom : the "toggle action" button switches between placing and removing blocks (probably needs a better name, but as I said it's temporary, so who cares right ? <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />), the compass (points north) and space where I think I'll be putting the clock. To the right you have the "inventory" buttons which brings up the inventory screen; the inventory screen is what you can see on the second screenshot. It's basically the same thing except the inventory's open (duh <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />). So on this screen you can change which blocks are in your bar and stuff like that. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Also, aiming is deactivated while on the inventory screen. Finally, to the right there's the "save" button which is pretty self-explanatory. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

(oh, and I added some colored wool blocks to the game)
 
smealum said:
subscreen1.png
subscreen2.png


So a short run-through... What you can see on the first screenshot is the "main" screen; that's the screen you'll get most of the time. It has a large empty space in the middle so you can aim without having to worry about accidentally hitting buttons all the time. On the left, top to bottom : the "toggle action" button switches between placing and removing blocks (probably needs a better name, but as I said it's temporary, so who cares right ?
tongue.gif
), the compass (points north) and space where I think I'll be putting the clock. To the right you have the "inventory" buttons which brings up the inventory screen; the inventory screen is what you can see on the second screenshot. It's basically the same thing except the inventory's open (duh
tongue.gif
). So on this screen you can change which blocks are in your bar and stuff like that.
smile.gif
Also, aiming is deactivated while on the inventory screen. Finally, to the right there's the "save" button which is pretty self-explanatory.
wink.gif


(oh, and I added some colored wool blocks to the game)
looks good
smile.gif
 
So anyway, I think I'm done with the saving system; everything that needed fixing has been fixed and it works better than ever.
smile.gif
Be aware however that it was not possible to make the saving seamless and that it won't be smooth like the map streaming is. This means that saving takes a certain time (varies depending on the card and how much of the map was changed; the average save takes a little less than a second on most cards) so it can be done two ways : either automatically as soon as the part you modified is about to be unloaded (so say, if you walk far away from what you just created (far away being about 128 blocks)) or manually by pressing the save button. Unfortunately, because of how slow and random writing to flashcard can be.
It still works though and really isn't that much of a pain; as I said the autosave is only going to kick in if you move through great distances, so it shouldn't bother you while you're building something.
smile.gif

And since this is done, I started working on the bottom screen interface ! Please, before looking any further, this is TEMPORARY "ART" ! I'm not going to keep it and it's only there so that I have something to work with. It will be replaced in due time.
smile.gif


subscreen1.png
subscreen2.png


So a short run-through... What you can see on the first screenshot is the "main" screen; that's the screen you'll get most of the time. It has a large empty space in the middle so you can aim without having to worry about accidentally hitting buttons all the time. On the left, top to bottom : the "toggle action" button switches between placing and removing blocks (probably needs a better name, but as I said it's temporary, so who cares right ?
tongue.gif
), the compass (points north) and space where I think I'll be putting the clock. To the right you have the "inventory" buttons which brings up the inventory screen; the inventory screen is what you can see on the second screenshot. It's basically the same thing except the inventory's open (duh
tongue.gif
). So on this screen you can change which blocks are in your bar and stuff like that.
smile.gif
Also, aiming is deactivated while on the inventory screen. Finally, to the right there's the "save" button which is pretty self-explanatory.
wink.gif


(oh, and I added some colored wool blocks to the game)

I am impressed.
What about simple white wool so i can make the Dutch flag
biggrin.gif

What about a DSTwo version it has a great CPU.

Keep the great work up
yaynds.gif
 
Just one question.... Could it be possible to make the adventure mode on a DSi/XL? Thes DSi/XL is more powerfull and has 16MB RAM and is almost twice fast as the older DS's.
So could it be possible?

BTW: The screens look really good
smile.gif
 
Ray =D said:
Just one question.... Could it be possible to make the adventure mode on a DSi/XL? Thes DSi/XL is more powerfull and has 16MB RAM and is almost twice fast as the older DS's.
So could it be possible?

BTW: The screens look really good
smile.gif

If the game was designed in DSi mode, sure, it's probably possible. You have to remember though, only one cart can enter DSi mode, and very few cart owners made it a point to spend the $45. It would pretty much be a waste of time to design something exclusively in DSi mode imo. Dual versions with more supported features in DSi mode, sure. Just a DSi mode homebrew would fall into a minority though.
 

Site & Scene News

Popular threads in this forum