Homebrew Minecraft DS (in 3D !)

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smealum said:
CannonFoddr said:
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
That's exactly what I'm thinking of doing actually, I probably should have made myself more clear.
tongue.gif
However, "switching modes" (like, say, opening the inventory) is done via a touchscreen button, not a physical one.
wink.gif
Oh Dam - no physical buttons... only touch screen controls (any chance of added an Option to DSCraft ??) - just thought it'll be easier using the whole of the DS instead of cramming it all onto a single touch screen

Still... based on your layout - IMHO I think the inventory/Save etc buttons may be a little small for real use so how about spreading it around a bit like this
DSCraft.gif


The layout I guess you can figure it out, but in case you can't
  • 'Quick Save' button at the top
    Compass - Top Left
    Clock - Top Right
    Add/Remove toggle button - down the left side
    Inventory button - down the right side
    In the Middle - any screen that need to be shown (Inventory/Crafting/Game options etc) but blank otherwise

Oh and those 2 little squares either side of Bmcs Large icon mockup - those are the 'Add' and 'Remove' buttons for blocks
 
smealum said:
I do kind of like the general idea; it's very uncluttered and I like that.
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.
tongue.gif

Oooooh, now i understood
wink.gif


And i made this new ones:

First, the movement screen:



So, as you can see, it has the compass in the upper left corner, the clock in the upper right corner, the buttons for switching between "Movement"; "Inventory" and "save". Now, about the "little boxes" next to the zoomed block, they are the "Place" and "Remove" buttons, the "Place" button is represented by a Solid block, and the "Remove" button is represented by a Broken block (like when you remove a block, and they broke). About the clock, you can see that it has an arrow below it, so, i was thinking that the arrow stays static and the only thing that moves is the clock itself, like this:






As for the inventory screen, i came up with this:



-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Well, I was kind of bored this morning and I thought I would see if I could still multitask (watch anime and image edit). Of course, after mindlessly working on the image for quite a while, I finally finished only to have GIMP crash on me before I could save the result :/...Fortunately, due to Windows 7 and being able to preview windows, I was able to salvage at least a picture of what my idea was...There isn't a "morning" icon or "place block" icon...anymore...but they swap the places of the two icons there...if I am arsed enough to add it back, then maybe I'll do that later.

subscreen2.png

Since I had absolutely no idea why you needed an inventory button when you could already see your inventory anyways, I just left it out. Instead of a "save" button, I put "menu" because I felt like it. That toggle between break/place block is just tapping on that broken block you see there (at least that was what it was in my imagination)...Day/night thing rotates like in Bmcs' since that is the general sort of thing I'd imagine for a clock thing (maybe a little more convenient too, since there isn't a need to point at what half of the day it is...). As for that map/compass thing...well, your icon sort of looked like a peculiar map, so I decided to make a map on my mockup
biggrin.gif
...If you look REALLY CLOSE, you will notice that there is a pixel (yes, ONE pixel) that shows where you are (red dot) and your spawnpoint (green dot)...I kind of thought that it would be disconcerting to have a compass rose that rotated while you turned (especially since the map is static...) and so instead, there is a bigger red dot along the rose that tells you what direction you are facing (slightly more sensible IMO since then you can see your "dot" go to where you are aiming to go to on the map).

Nothing really else to say about it...it's not the greatest thing since sliced bread, but meh it seemed sort of neat...in my head anyways...
 
jurassicplayer said:
Well, I was kind of bored this morning and I thought I would see if I could still multitask (watch anime and image edit). Of course, after mindlessly working on the image for quite a while, I finally finished only to have GIMP crash on me before I could save the result :/...Fortunately, due to Windows 7 and being able to preview windows, I was able to salvage at least a picture of what my idea was...There isn't a "morning" icon or "place block" icon...anymore...but they swap the places of the two icons there...if I am arsed enough to add it back, then maybe I'll do that later.

Since I had absolutely no idea why you needed an inventory button when you could already see your inventory anyways, I just left it out. Instead of a "save" button, I put "menu" because I felt like it. That toggle between break/place block is just tapping on that broken block you see there (at least that was what it was in my imagination)...Day/night thing rotates like in Bmcs' since that is the general sort of thing I'd imagine for a clock thing (maybe a little more convenient too, since there isn't a need to point at what half of the day it is...). As for that map/compass thing...well, your icon sort of looked like a peculiar map, so I decided to make a map on my mockup
biggrin.gif
...If you look REALLY CLOSE, you will notice that there is a pixel (yes, ONE pixel) that shows where you are (red dot) and your spawnpoint (green dot)...I kind of thought that it would be disconcerting to have a compass rose that rotated while you turned (especially since the map is static...) and so instead, there is a bigger red dot along the rose that tells you what direction you are facing (slightly more sensible IMO since then you can see your "dot" go to where you are aiming to go to on the map).

Nothing really else to say about it...it's not the greatest thing since sliced bread, but meh it seemed sort of neat...in my head anyways...

Imagination you say..eh?
glare.gif


And for the need of a inventory button, well, that's because we need something that you don't have in your mockup, a movement screen....

But overall, your idea looks ok...
 
I forgot the mobile internet when I left the house today
sleep.gif
So I haven't seen what was going on.

I think you guys have pretty much finished a possible interface for smealum
smile.gif
Using Bmcs' Move interface...

unled2copykk.png


Along with JurassicPlayer's Inventory interface...

subscreen2.png


AND the main menu with live background (click it for full image)...



...would pretty much do for the finished game
smile.gif
Who agrees?
 
I think the inventory ,Save and Movement Buttons on BMC's screen layout are too small.
I think you can hardly touch them.
 
Ultralex said:
I think the inventory ,Save and Movement Buttons on BMC's screen layout are too small.
I think you can hardly touch them.

That's only in here (Web, pc, photoshop, etc) that those buttons look small, on the DS Screen they will become bigger...
 
Bmcs said:
Ultralex said:
I think the inventory ,Save and Movement Buttons on BMC's screen layout are too small.
I think you can hardly touch them.

That's only in here (Web, pc, photoshop, etc) that those buttons look small, on the DS Screen they will become bigger...
Yeah. But even if they weren't, you could still make them bigger. Just stretch them from the clock to the compass, and make them thicker. It should still look as good.
 
boktor666 said:
the designs for the menu look nicely done. It seems that it's coming along very well. But peeps, plz don't go thread hi-jacking k
smile.gif
?
Wat do ye mean? OOh the fact I took the pictures? Sry
laugh.gif
It was just too long to add the quotes.
 
<!--quoteo(post=3809569:date=Aug 2 2011, 08:25 AM:name=smealum)--><div class='quotetop'>QUOTE(smealum @ Aug 2 2011, 08:25 AM) <a href="index.php?act=findpost&pid=3809569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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)
<!--QuoteEnd--></div><!--QuoteEEnd-->

so you have made a new version where is the download, and why does lucasade have a newer version than the rest of us, its incrediby annoying
 
me7i the amazin said:
so you have made a new version where is the download, and why does lucasade have a newer version than the rest of us, its incrediby annoying
I do not! I have version 280711. I got it from smealum's site BEFORE he took it off. I was giving it out about 2 days ago, but then smealum said that he was testing and I assumed that meant new versions soon.
If you want 280711, I will give to you (only!) but understand that smealum doesn't want to be giving out this version because it is buggy and unfinished.
 
Nathan Drake said:
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.

Oh... ok
smile.gif
Good to know
biggrin.gif
 
lucasade said:
me7i the amazin said:
so you have made a new version where is the download, and why does lucasade have a newer version than the rest of us, its incrediby annoying
I do not! I have version 280711. I got it from smealum's site BEFORE he took it off. I was giving it out about 2 days ago, but then smealum said that he was testing and I assumed that meant new versions soon.
If you want 280711, I will give to you (only!) but understand that smealum doesn't want to be giving out this version because it is buggy and unfinished.
Yes. He also said that this version may corrupt your flashcart.
 
Furiizaa said:
lucasade said:
me7i the amazin said:
so you have made a new version where is the download, and why does lucasade have a newer version than the rest of us, its incrediby annoying
I do not! I have version 280711. I got it from smealum's site BEFORE he took it off. I was giving it out about 2 days ago, but then smealum said that he was testing and I assumed that meant new versions soon.
If you want 280711, I will give to you (only!) but understand that smealum doesn't want to be giving out this version because it is buggy and unfinished.
Yes. He also said that this version may corrupt your flashcart.

Holy shit, i though that i was the only Brazilian checking on this project.

And he is right, smealum said that could corrupt your flashcart, that's the reason you shouldn't give away.
 
BreafingBread said:
Furiizaa said:
lucasade said:
me7i the amazin said:
so you have made a new version where is the download, and why does lucasade have a newer version than the rest of us, its incrediby annoying
I do not! I have version 280711. I got it from smealum's site BEFORE he took it off. I was giving it out about 2 days ago, but then smealum said that he was testing and I assumed that meant new versions soon.
If you want 280711, I will give to you (only!) but understand that smealum doesn't want to be giving out this version because it is buggy and unfinished.
Yes. He also said that this version may corrupt your flashcart.

Holy shit, i though that i was the only Brazilian checking on this project.

And he is right, smealum said that could corrupt your flashcart, that's the reason you shouldn't give away.


Brazilians are everywhere bro
smile.gif
 
<!--quoteo(post=3809830:date=Aug 2 2011, 12:11 PM:name=Ray =D)--><div class='quotetop'>QUOTE(Ray =D @ Aug 2 2011, 12:11 PM) <a href="index.php?act=findpost&pid=3809830"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think it would be possible to make a version of Survival mode for the DSi yeah. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I still think it could be possible on the original DS as well, but right now I can't say I'm confident I can make it happen as everything is really tight; not sure I can optimize my stuff much more. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Anyway, I don't have a DSi, so it'd be hard for me to make a DSi version. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":unsure:" border="0" alt="unsure.gif" />

<!--quoteo(post=3809875:date=Aug 2 2011, 01:12 PM:name=CannonFoddr)--><div class='quotetop'>QUOTE(CannonFoddr @ Aug 2 2011, 01:12 PM) <a href="index.php?act=findpost&pid=3809875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[Oh Dam - no physical buttons... only touch screen controls (any chance of added an Option to DSCraft ??) - just thought it'll be easier using the whole of the DS instead of cramming it all onto a single touch screen

Still... based on your layout - IMHO I think the inventory/Save etc buttons may be a little small for real use so how about spreading it around a bit like this
<img src="http://pix.gbatemp.net/49779/DSCraft.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
What I meant when I said "no physical buttons" is that I think it's a little pointless to use a button to open the inventory or switch actions, since the whole point of being able to switch actions is to make everything more comfortable for the player (as in, won't have to put his stylus down or get into some weird position to reach ABXY/R (or d-pad/L for lefties)) and eliminate the need to use these buttons. So yeah, using physical buttons for that stuff kind of defeats the purpose.
As for putting the buttons on the sides, not sure it's a good idea. From a purely objective point of view, I think it's better to have a wide open area on the touchscreen to prevent accidentally hitting these buttons, simply because most of the time what the player is going to do is look around him, not up or down.
Thanks for the suggestions though. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=3809879:date=Aug 2 2011, 01:15 PM:name=Bmcs)--><div class='quotetop'>QUOTE(Bmcs @ Aug 2 2011, 01:15 PM) <a href="index.php?act=findpost&pid=3809879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=3809569:date=Aug 2 2011, 08:25 AM:name=smealum)--><div class='quotetop'>QUOTE(smealum @ Aug 2 2011, 08:25 AM) <a href="index.php?act=findpost&pid=3809569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Oooooh, now i understood <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

And i made this new ones:

First, the movement screen:

<a href="http://imageshack.us/photo/my-images/718/unled2copykk.png/" target="_blank"><img src="http://img718.imageshack.us/img718/9581/unled2copykk.png" border="0" class="linked-image" /></a>

So, as you can see, it has the compass in the upper left corner, the clock in the upper right corner, the buttons for switching between "Movement"; "Inventory" and "save". Now, about the "little boxes" next to the zoomed block, they are the "Place" and "Remove" buttons, the "Place" button is represented by a Solid block, and the "Remove" button is represented by a Broken block (like when you remove a block, and they broke). About the clock, you can see that it has an arrow below it, so, i was thinking that the arrow stays static and the only thing that moves is the clock itself, like this:


<a href="http://imageshack.us/photo/my-images/16/sun1a.png/" target="_blank"><img src="http://img16.imageshack.us/img16/6691/sun1a.png" border="0" class="linked-image" /></a>

<a href="http://imageshack.us/photo/my-images/854/sun2.png/" target="_blank"><img src="http://img854.imageshack.us/img854/2828/sun2.png" border="0" class="linked-image" /></a>

As for the inventory screen, i came up with this:

<a href="http://imageshack.us/photo/my-images/32/unled3copyt.png/" target="_blank"><img src="http://img32.imageshack.us/img32/5066/unled3copyt.png" border="0" class="linked-image" /></a>

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's pretty nice, your clock is more or less what I was thinking. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> however, I agree that the buttons you put in there are way too small.
Also, your inventory screen design conflicts with the very concept of the item bar, since you're showing it twice. Plus, I think you scaled the inventory screen down for it to fit in there ? Because I can't really have that, the block icons are already small enough as it is. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Thanks for the suggestions though. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=3809995:date=Aug 2 2011, 03:04 PM:name=jurassicplayer)--><div class='quotetop'>QUOTE(jurassicplayer @ Aug 2 2011, 03:04 PM) <a href="index.php?act=findpost&pid=3809995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, I was kind of bored this morning and I thought I would see if I could still multitask (watch anime and image edit). Of course, after mindlessly working on the image for quite a while, I finally finished only to have GIMP crash on me before I could save the result :/...Fortunately, due to Windows 7 and being able to preview windows, I was able to salvage at least a picture of what my idea was...There isn't a "morning" icon or "place block" icon...anymore...but they swap the places of the two icons there...if I am arsed enough to add it back, then maybe I'll do that later.

<img src="http://img824.imageshack.us/img824/4504/subscreen2.png" border="0" class="linked-image" />
Since I had absolutely no idea why you needed an inventory button when you could already see your inventory anyways, I just left it out. Instead of a "save" button, I put "menu" because I felt like it. That toggle between break/place block is just tapping on that broken block you see there (at least that was what it was in my imagination)...Day/night thing rotates like in Bmcs' since that is the general sort of thing I'd imagine for a clock thing (maybe a little more convenient too, since there isn't a need to point at what half of the day it is...). As for that map/compass thing...well, your icon sort of looked like a peculiar map, so I decided to make a map on my mockup <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />...If you look REALLY CLOSE, you will notice that there is a pixel (yes, ONE pixel) that shows where you are (red dot) and your spawnpoint (green dot)...I kind of thought that it would be disconcerting to have a compass rose that rotated while you turned (especially since the map is static...) and so instead, there is a bigger red dot along the rose that tells you what direction you are facing (slightly more sensible IMO since then you can see your "dot" go to where you are aiming to go to on the map).

Nothing really else to say about it...it's not the greatest thing since sliced bread, but meh it seemed sort of neat...in my head anyways...<!--QuoteEnd--></div><!--QuoteEEnd-->
The design is very nice. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> What you did for the clock is actually exactly what I was thinking so that's great. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> The minimap also looks really cool although right now I don't think I can really afford to have one on the bottom screen. Also, I still think having a "main screen" that's pretty much empty and a separate inventory screen is best in order not to clutter things up and not to confuse the player. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />


So yeah, thanks everyone for your contributions !
Right now I'm still using my rather pathetic interface. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> However, it's now fully functionnal, so that's good. Added the clock, made the inventory work and stuff. Not much but at least it's there; I think not having to reach for R while holding the stylus makes the game much more enjoyable, so I went ahead and built myself a little fort, with a tower and an underground (which connects with a "natural" cave). <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'm rather pleased with how the game plays, so that's good. There are still a lot of things to work out before the final release, but it's coming along nicely. I also did a bit of optimizing, freed up a lot of RAM and got my drawing process to go faster again. Not sure how long I can keep making my stuff go faster though, it's getting harder and harder. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

Oh, and since the inventory works, I added a bunch of new blocks. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> (colored wool, other types of wood, obsidian, moss stone, metal blocks...)

<img src="http://smealum.net/mcds/newsub1.png" border="0" class="linked-image" /> <img src="http://smealum.net/mcds/newsub3.png" border="0" class="linked-image" />

Also, here's a cave :
<img src="http://smealum.net/mcds/litcave.png" border="0" class="linked-image" />
 
smealum said:
That's pretty nice, your clock is more or less what I was thinking.
smile.gif
however, I agree that the buttons you put in there are way too small.
Also, your inventory screen design conflicts with the very concept of the item bar, since you're showing it twice. Plus, I think you scaled the inventory screen down for it to fit in there ? Because I can't really have that, the block icons are already small enough as it is.
tongue.gif

Thanks for the suggestions though.
smile.gif

Modifications made:

- Movement Screen



- Inventory Screen

 
smealum said:
So yeah, thanks everyone for your contributions !
Right now I'm still using my rather pathetic interface.
tongue.gif
However, it's now fully functionnal, so that's good. Added the clock, made the inventory work and stuff. Not much but at least it's there; I think not having to reach for R while holding the stylus makes the game much more enjoyable, so I went ahead and built myself a little fort, with a tower and an underground (which connects with a "natural" cave).
tongue.gif
I'm rather pleased with how the game plays, so that's good. There are still a lot of things to work out before the final release, but it's coming along nicely. I also did a bit of optimizing, freed up a lot of RAM and got my drawing process to go faster again. Not sure how long I can keep making my stuff go faster though, it's getting harder and harder.
tongue.gif


Oh, and since the inventory works, I added a bunch of new blocks.
biggrin.gif
(colored wool, other types of wood, obsidian, moss stone, metal blocks...)

newsub1.png
newsub3.png


Also, here's a cave :
litcave.png

Before the final release, could you please release another new version?
smile.gif
I mean, surely its bugless now, and if the saving and dynamic lights are done now, its the perfect time for a new demo.

Bmcs said:
QUOTE(smealum @ Aug 3 2011, 08:20 AM) That's pretty nice, your clock is more or less what I was thinking.
smile.gif
however, I agree that the buttons you put in there are way too small.
Also, your inventory screen design conflicts with the very concept of the item bar, since you're showing it twice. Plus, I think you scaled the inventory screen down for it to fit in there ? Because I can't really have that, the block icons are already small enough as it is.
tongue.gif

Thanks for the suggestions though.
smile.gif

Modifications made:

- Movement Screen

Looking good
smile.gif

EDIT: Infact, the more I look at it the better it looks.
biggrin.gif
 

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