Homebrew Minecraft DS (in 3D !)

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Bmcs said:
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

It looks nice but there's still one ting that bugs me:
Why is the movement button on the same screen as the inventory button?
I eman they are the two touch screen interface modes you can change between.
I think It'S pointless to have the movement button on the movement screen,it wouldn't have a function
 
Ultralex said:
Bmcs said:
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

It looks nice but there's still one ting that bugs me:
Why is the movement button on the same screen as the inventory button?
I eman they are the two touch screen interface modes you can change between.
I think It'S pointless to have the movement button on the movement screen,it wouldn't have a function
Well...maybe if one lights up when you are in that interface, that would do. Other than that, I guess you are right. A single button that changes text would do nicely for inteface switching.
 
Ultralex said:
It looks nice but there's still one ting that bugs me:
Why is the movement button on the same screen as the inventory button?
I eman they are the two touch screen interface modes you can change between.
I think It'S pointless to have the movement button on the movement screen,it wouldn't have a function

I'm just following what smealum has said, so, if he says that he's going to use only one button, well, i'm here to change my mockup once again and as long it needs changes...

@ smealum: Just a suggestion, now that your project is very different from the one we first saw, maybe you can edit your first post with all the new stuff....
 
Bmcs said:
Ultralex said:
It looks nice but there's still one ting that bugs me:
Why is the movement button on the same screen as the inventory button?
I eman they are the two touch screen interface modes you can change between.
I think It'S pointless to have the movement button on the movement screen,it wouldn't have a function

I'm just following what smealum has said, so, if he says that he's going to use only one button, well, i'm here to change my mockup once again and as long it needs changes...

@ smealum: Just a suggestion, now that your project is very different from the one we first saw, maybe you can edit your first post with all the new stuff....
And add a new demo maybe?
wink.gif
 
smealum said:
So far, no actual water physics to speak of, but I'll be working on having a simple water-spreading system.
smile.gif
I must ask about this (I just remembered it):

1. Is it done yet
tongue.gif

2. What do you mean by this? That if you dig under a river it will fill your tunnel with water? Or that waves of some sort are caused when jumping in water?
unsure.gif
I really dont know.

EDIT: And there is something else (maybe) important too...Health/armour/oxygen meters?
 
lucasade said:
smealum said:
So far, no actual water physics to speak of, but I'll be working on having a simple water-spreading system.
smile.gif
I must ask about this (I just remembered it):

1. Is it done yet
tongue.gif

2. What do you mean by this? That if you dig under a river it will fill your tunnel with water? Or that waves of some sort are caused when jumping in water?
unsure.gif
I really dont know.

EDIT: And there is something else (maybe) important too...Health/armour/oxygen meters?

2- He means that, what's going to happen is, for example, when you have a wall blocking water, when you brake a block from that wall, the water will enter trough that hole and fill the empty space all around it (spreading the water). So, yeah, if you dig under a river, it will fill the tunnel or cave that you're in...

@ smealum: Speaking of water, will you be adding some sponge to the block list?
 
Bmcs said:
lucasade said:
smealum said:
So far, no actual water physics to speak of, but I'll be working on having a simple water-spreading system.
smile.gif
I must ask about this (I just remembered it):

1. Is it done yet
tongue.gif

2. What do you mean by this? That if you dig under a river it will fill your tunnel with water? Or that waves of some sort are caused when jumping in water?
unsure.gif
I really dont know.

EDIT: And there is something else (maybe) important too...Health/armour/oxygen meters?

2- He means that, what's going to happen is, for example, when you have a wall blocking water, when you brake a block from that wall, the water will enter trough that hole and fill the empty space all around it (spreading the water). So, yeah, if you dig under a river, it will fill the tunnel or cave that you're in...

@ smealum: Speaking of water, will you be adding some sponge to the block list?
Awsome! I could flood the entire underground system that is generated on that note
biggrin.gif

As for sponge, awsome idea! I could dry the entire underground system one its flooded
laugh.gif

Rofling ere
smile.gif


EDIT: HUGE possible crash there! What happens if it starts to flood the edges of the map!?!
 
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

Thankyou, thankyou, thankyou!
 
Sora de Eclaune said:
Bmcs said:
But what would go in that bottom right corner? A zoomed in version of the block you've selected? A map?

And what about the spot your character's supposed to be at? That looks quite empty.
Zoomed Selection would do, but then again would it not look nicer to fill the brown space with that since there is no crafting.

Infact! You could put the icon in bottom right and brick name and how many in the brown rectangle? Watcha think?
 
Sora de Eclaune said:
But what would go in that bottom right corner? A zoomed in version of the block you've selected? A map?

And what about the spot your character's supposed to be at? That looks quite empty.
So many questions!
laugh.gif


1- I don't know, i leave that decision to smealum
2- There's no need for that zoomed version in here because it already exists in the movement screen (it's the larger box in the bottom)
3- Could be a map, that would be good, but that will only be possible if smealum find a way to make a map that doesn't use much "power"
4- That spot is empty from the beginning, no one as made nothing to put in there, but i suppose that it's because everyone knows what's going to be in that spot, the character....


Oh, and i would like to ask something to the users who participate casually in this topic, please, when you make "quote" from a post with images, please remove the image from the quote. At some point, so many images in a single page can become really confusing...
 
Bmcs said:
Sora de Eclaune said:
Bmcs said:
But what would go in that bottom right corner? A zoomed in version of the block you've selected? A map?

And what about the spot your character's supposed to be at? That looks quite empty.

So many questions!
laugh.gif


1- I don't know, i leave that decision to smealum
2- There's no need for that zoomed version in here because it already exists in the movement screen (it's the larger box in the bottom)
3- Could be a map, that would be good, but that will only be possible if smealum find a way to make a map that doesn't use much "power"
4- That spot is empty from the beginning, no one as made nothing to put in there, but i suppose that it's because everyone knows what's going to be in that spot, the character....
2- Well, It would be nice, to see all your inventory zoomed
4-No one made nothing == Everyone made something!
biggrin.gif
Its a common mistake, dont worry
tongue.gif

4-Hmm, character yeah. But why not have both the zoomed block in bottom right space and character in brown rectangle?
 
Bmcs said:
@ smealum: Just a suggestion, now that your project is very different from the one we first saw, maybe you can edit your first post with all the new stuff....
Done.
smile.gif


As for the water, I'm not sure right now; it would probably take a lot of ram and make map streaming slower, so I really don't know if I'm going to be able to do it right now...
ohnoes.png
 
RoyalCardMan said:
When is there going to be a download? I can't wait to play this.
I honestly can't tell. The game is pretty much playable already, but it needs a lot of polishing. There's also the fact that I need to have it tested on multiple flashcarts to tell whether the map streaming is viable in its current form or if I have to find a way to make it even faster. (reading speed can vary a lot from flashcart to flashcart...)
So no ETA at the moment, sorry.
 
smealum said:
RoyalCardMan said:
When is there going to be a download? I can't wait to play this.
I honestly can't tell. The game is pretty much playable already, but it needs a lot of polishing. There's also the fact that I need to have it tested on multiple flashcarts to tell whether the map streaming is viable in its current form or if I have to find a way to make it even faster. (reading speed can vary a lot from flashcart to flashcart...)
So no ETA at the moment, sorry.

If you need any help testing with an old original R4 (well, a 1:1 clone from what I can assume) running Wood, I'd be happy to oblige. :3
 
Nathan Drake said:
smealum said:
RoyalCardMan said:
When is there going to be a download? I can't wait to play this.
I honestly can't tell. The game is pretty much playable already, but it needs a lot of polishing. There's also the fact that I need to have it tested on multiple flashcarts to tell whether the map streaming is viable in its current form or if I have to find a way to make it even faster. (reading speed can vary a lot from flashcart to flashcart...)
So no ETA at the moment, sorry.

If you need any help testing with an old original R4 (well, a 1:1 clone from what I can assume) running Wood, I'd be happy to oblige. :3

If he wants a help for an Acekard 2i on DsiXL i would be very happy to help him too. And Smealum at the first post you posted that it has no saving capabilities, but then on what you have done so far you say that has saving, i see a contraction right there.
 
smealum said:
RoyalCardMan said:
When is there going to be a download? I can't wait to play this.
I honestly can't tell. The game is pretty much playable already, but it needs a lot of polishing. There's also the fact that I need to have it tested on multiple flashcarts to tell whether the map streaming is viable in its current form or if I have to find a way to make it even faster. (reading speed can vary a lot from flashcart to flashcart...)
So no ETA at the moment, sorry.

If you want any help for a DSTwo or/and DSTTi on a DSi, I would love to help
biggrin.gif


@BreafingBread
QUOTE(smealum @ Jul 10 2011, 07:57 PM)
What's done so far ?
Basically what I have right now is a basic version of Classic with no saving capabilities; that means :
- ability to add and remove blocks
- nice terrain generation (including cliffs, plains, small forests, lakes...)
- basic cave generation
- map streaming from file, meaning really big maps can be used (1024x1024 maps are fully playable)
- texture pack support (the game's default texture pack is eldpack)
- saving
- day/night cycle, clouds, dawn/dusk, stars... (basically : nice sky )
- more or less dynamic lighting system (torches !)
- basic bottom screen (working buttons, inventory)
- tons of blocks !

I know weird, i guess he fergot to change some stuff
tongue.gif
 
smealum said:
RoyalCardMan said:
When is there going to be a download? I can't wait to play this.
I honestly can't tell. The game is pretty much playable already, but it needs a lot of polishing. There's also the fact that I need to have it tested on multiple flashcarts to tell whether the map streaming is viable in its current form or if I have to find a way to make it even faster. (reading speed can vary a lot from flashcart to flashcart...)
So no ETA at the moment, sorry.
I like telling people ideas when im sleepy.
biggrin.gif

Would the best way to test the game on multiple cards not be to have a release with 'Please report bugs on this forum topic:' followed by the link to here, on the bottom of the top screen? And put the same in the download description.

My point along with most people biting our nails off waiting for a release is that we dont mind if it is glitchy or slow, we (me at least
tongue.gif
) really just want to play the game!
smile.gif

And so i BEG you...please give us an update version. It will be like Aperture Labretories, testing made fun
smile.gif
So dont do a Glados and do release it! Please.

On a different note: the water spreading system. Is it possible to check for bricks on each face of a water block. If water is detected, it can stop bothering to check that face ever again, but if something else is detected, it will scan it.
However, if no brick is detected, the game will create a water block on the corresponding face.
As for when it should scan for changes, i think a good idea is check if player is in proximity/close enough to actually modify a brick that would affect the water. That should reduce lag surely.

I hope that was in some way helpful. It was slow and painful to type on my phone. Plus, i hope it wasnt too long, im tired and bored
tongue.gif
 

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