Homebrew Minecraft DS (in 3D !)

  • Thread starter Thread starter smealum
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smealum said:
Anyway, started working on that menu tonight, here's how it looks so far :

menu3.png

That's with full day/night cycle, clouds, stars etc. And you can't really see it on this screenshot, but while the top screen is in daytime, the bottom screen is in night time etc.
smile.gif

Thats awsome
biggrin.gif
what about using the menu buttons from like page 21? They will work well with that background.
Also, are both of the screens separate rendered?!
smile.gif
Amazing stuph, if they are.

QUOTE(Scathraax @ Aug 5 2011, 06:56 AM) I've only had about a half hour total with the demo, before and after work today.

Did manage to find the goofy collision/super jump glitch that's been mentioned, and once managed to crash everything when I tried to place a torch next to an open space at the end of the map in a cave I was in.. But I didn't have time to get any pictures of the error codes.

I've reset my stats and map files, to get a fresh start tomorrow when I get a chance to play. Plan on building for hours, and wandering about screwing around.

I shall report back, and send you my stats ASAP.


[edit] Also, why can we rotate the camera all the way around? I got all sorts of confused when the ground was up, and the sky was down on screen.
tongue.gif
You should try finding a path between two distant places via the caves
biggrin.gif
Thats what I'm doing, alothough it crashed last night. Good job I saved 30 seconds beforehand
smile.gif


As for rotation..do you mean you can rotate the camera 360 degrees as if you were leaning around a corner in like Call Of Duty??
 
If the map compress fine, I just thought maybe you could compress it?
I remember PocketNes development, Loopy used LZ77 for Sram file de/compression. He said it didn't require a lot of RAM/CPU to compress, and decompression could be done on the fly (well for GBA it was fast enough to be unnoticed, but it was only few kb file).
Maybe it's not a good idea with 32+MB map file
unsure.gif


I don't know if you can directly read/save into the LZ77 format instead of re-compressing all the file each time.
It's maybe not a viable solution for big file (and may be corrupted more easily?) but I remembered pocktnes feature and wanted to share it
tongue.gif
 
Scathraax said:
I've only had about a half hour total with the demo, before and after work today.

Did manage to find the goofy collision/super jump glitch that's been mentioned, and once managed to crash everything when I tried to place a torch next to an open space at the end of the map in a cave I was in.. But I didn't have time to get any pictures of the error codes.

I've reset my stats and map files, to get a fresh start tomorrow when I get a chance to play. Plan on building for hours, and wandering about screwing around.

I shall report back, and send you my stats ASAP.


[edit] Also, why can we rotate the camera all the way around? I got all sorts of confused when the ground was up, and the sky was down on screen.
tongue.gif

Yeah, don't worry about the error code since I know this bug, I know what causes it so no problem there.
tongue.gif

And yeah, it's possible to make 360 rotations right now, haven't put any limits in place yet.

Albert X said:
Man Smealum I really want to donate, but I do not have a credit card! Sorry
ohnoes.png

No problem, don't worry about it.
wink.gif


lucasade said:
Also, are both of the screens separate rendered?!
smile.gif
Amazing stuph, if they are.
Yeah, those are two unrelated scenes being rendered in real time.

QUOTE(Cyan @ Aug 5 2011, 10:44 AM)
If the map compress fine, I just thought maybe you could compress it?
I remember PocketNes development, Loopy used LZ77 for Sram file de/compression. He said it didn't require a lot of RAM/CPU to compress, and decompression could be done on the fly (well for GBA it was fast enough to be unnoticed, but it was only few kb file).
Maybe it's not a good idea with 32+MB map file
unsure.gif


I don't know if you can directly read/save into the LZ77 format instead of re-compressing all the file each time.
It's maybe not a viable solution for big file (and may be corrupted more easily?) but I remembered pocktnes feature and wanted to share it
tongue.gif
Well you know, I actually thought about that when I saw how small compression made my map files. Unfortunately, the way things work right now, I *need* maps to be that big for streaming to be fast enough; the way I do things can't work otherwise.
One solution though would be to decompress the file before playing and recompress it after playing... But I'm pretty sure the DS would take a while to compress a 32MB file, let alone 128MB. :/

@Bmcs : that's pretty nice, I like those buttons (are those from the gui.png in eldpack ?). Not sure the DScraft *needs* to be moved though, but anyway this is just a work in progress, so who cares.
tongue.gif



Anyway, fixed a few things, starting with collisions; it's now impossible see through blocks by getting too close to them
yay.gif

More importantly though, I just started working on making water dynamic and... well, I'm still not sure whether it's feasible. I do have something working already, but I have to do some more testing to be sure whether or not I can get this going without it suffering from any slowdowns.
I still made a screenshot of a waterfall I made to test it though :
tongue.gif

waterfall.png
 
smealum said:
@Bmcs : that's pretty nice, I like those buttons (are those from the gui.png in eldpack ?). Not sure the DScraft *needs* to be moved though, but anyway this is just a work in progress, so who cares.
tongue.gif

Yes, they are from eldpack...

I moved the DScraft because i though it stays better in that place, but, well, i give a lot of importance to the aesthetics of things, so, everything i do is because in my mind it stays better that way
laugh.gif

As long as i don't bother anyone...i will continue to give out my ideas...

Oh, and that waterfall...
yay.gif
 
smealum said:
Scathraax said:
I've only had about a half hour total with the demo, before and after work today.

Did manage to find the goofy collision/super jump glitch that's been mentioned, and once managed to crash everything when I tried to place a torch next to an open space at the end of the map in a cave I was in.. But I didn't have time to get any pictures of the error codes.

I've reset my stats and map files, to get a fresh start tomorrow when I get a chance to play. Plan on building for hours, and wandering about screwing around.

I shall report back, and send you my stats ASAP.


[edit] Also, why can we rotate the camera all the way around? I got all sorts of confused when the ground was up, and the sky was down on screen.
tongue.gif

Yeah, don't worry about the error code since I know this bug, I know what causes it so no problem there.
tongue.gif

And yeah, it's possible to make 360 rotations right now, haven't put any limits in place yet.

Albert X said:
Man Smealum I really want to donate, but I do not have a credit card! Sorry
ohnoes.png

No problem, don't worry about it.
wink.gif


lucasade said:
Also, are both of the screens separate rendered?!
smile.gif
Amazing stuph, if they are.
Yeah, those are two unrelated scenes being rendered in real time.

Cyan said:
If the map compress fine, I just thought maybe you could compress it?
I remember PocketNes development, Loopy used LZ77 for Sram file de/compression. He said it didn't require a lot of RAM/CPU to compress, and decompression could be done on the fly (well for GBA it was fast enough to be unnoticed, but it was only few kb file).
Maybe it's not a good idea with 32+MB map file
unsure.gif


I don't know if you can directly read/save into the LZ77 format instead of re-compressing all the file each time.
It's maybe not a viable solution for big file (and may be corrupted more easily?) but I remembered pocktnes feature and wanted to share it
tongue.gif

Well you know, I actually thought about that when I saw how small compression made my map files. Unfortunately, the way things work right now, I *need* maps to be that big for streaming to be fast enough; the way I do things can't work otherwise.
One solution though would be to decompress the file before playing and recompress it after playing... But I'm pretty sure the DS would take a while to compress a 32MB file, let alone 128MB. :/

@Bmcs : that's pretty nice, I like those buttons (are those from the gui.png in eldpack ?). Not sure the DScraft *needs* to be moved though, but anyway this is just a work in progress, so who cares.
tongue.gif



Anyway, fixed a few things, starting with collisions; it's now impossible see through blocks by getting too close to them
yay.gif

More importantly though, I just started working on making water dynamic and... well, I'm still not sure whether it's feasible. I do have something working already, but I have to do some more testing to be sure whether or not I can get this going without it suffering from any slowdowns.
I still made a screenshot of a waterfall I made to test it though :
tongue.gif

waterfall.png
Yay and Awwww about the collision things. YaY Its fixed, awwww i cant cheat when finding caves
tongue.gif

Yay all the way about the dynamic water. How did you end up doing it? I'm just interested
smile.gif

Have you any ideas of things that we will be able to change in the options menu?

QUOTE(Bmcs @ Aug 5 2011, 10:23 AM)
QUOTE(smealum @ Aug 5 2011, 10:12 AM)
@Bmcs : that's pretty nice, I like those buttons (are those from the gui.png in eldpack ?). Not sure the DScraft *needs* to be moved though, but anyway this is just a work in progress, so who cares.
tongue.gif

Yes, they are from eldpack...

I moved the DScraft because i though it stays better in that place, but, well, i give a lot of importance to the aesthetics of things, so, everything i do is because in my mind it stays better that way
laugh.gif

As long as i don't bother anyone...i will continue to give out my ideas...

Oh, and that waterfall...
yay.gif
Looking good, and maybe if 'DSCraft' was actually a cloud, that did move, it would work better. Then every time it leaves the screen, the clouds coming in form to it again, so it never really disappears. But then again...text is fine
biggrin.gif


BTW: Were those guru meditation error codes helpful smealum? It hasn't happened since. Maybe it was the fact I had at least 50~75 torches placed.
biggrin.gif
 
IDaNL said:
what do you think:
scr00111.png
Lol, that would do great as player model
tongue.gif

Those are cool. If I go to create something awsome, it will probably be something architectural, like a house or bridge or car. I might try it later.
 
I played a bit with demo and i sent you a PM smealum.
It looks very good,and the only bug i had was the super-jump one...
So keep up the good work !

When i wrote the PM i didn't see that the bug were we could see throught blocks was fixed, so forget that
tongue.gif
 
lucasade said:
IDaNL said:
what do you think:
scr00111.png
Lol, that would do great as player model
tongue.gif

Those are cool. If I go to create something awsome, it will probably be something architectural, like a house or bridge or car. I might try it later.
thanks, but it is very big. 4X8X34
tongue.gif
 
smealum said:
I'm sorry, I don't need anymore testers, hope you understand.
smile.gif
Dam - & there's me hoping to do a video of this to show the current state of it
cry.gif


@ smealum: Still - just a suggestion though... how about on first post you mention which cards it's been tested on so far,
Anyone who has a different card could put their names forward as a BETA tester and when you're ready to release a 'proper' version, you could PM them to try it out on those cards

Also how about a bug list also on the first post, saves people who ARE testing it repeating the same bugs that have been found already
 
IDaNL said:
lucasade said:
IDaNL said:
what do you think:
scr00111.png

Lol, that would do great as player model
tongue.gif

Those are cool. If I go to create something awsome, it will probably be something architectural, like a house or bridge or car. I might try it later.

thanks, but it is very big. 4X8X34
tongue.gif


laugh.gif
I know, I was being sarcastic.
QUOTE(CannonFoddr @ Aug 5 2011, 12:28 PM) QUOTE(smealum @ Aug 5 2011, 05:17 AM)
I'm sorry, I don't need anymore testers, hope you understand.
smile.gif
Dam - & there's me hoping to do a video of this to show the current state of it
cry.gif


@ smealum: Still - just a suggestion though... how about on first post you mention which cards it's been tested on so far,
Anyone who has a different card could put their names forward as a BETA tester and when you're ready to release a 'proper' version, you could PM them to try it out on those cards

Also how about a bug list also on the first post, saves people who ARE testing it repeating the same bugs that have been found already
I was thinking about ideas of bugtracking too. The best way to do it for free and for now, would be to create a wiki page of bugs that all testers can edit/add to. And also a list of cards tested in same place. Watcha think, smealum?

EDIT: OH! We could use the Workspace! I will set it up on my account for ALL Beta testers in the CC of the download message (and smealum
tongue.gif
)
 
I knew i had a big question to make that no one had made.

Smealum, what about sound? Sound of walking in the different areas....sound of braking blocks....sound of placing blocks....etc....

Is that important? No, it's not....

But lets just call it, a "plus" to the game IF it's possible to do....


EDIT: Here i go again, playing with some textures
laugh.gif




And this one looks damn good..

(i'm just testing some textures to see how the game reacts)

-----------------------------------------------------------------------------------------------
 
Bmcs said:
I knew i had a big question to make that no one had made.

Smealum, what about sound? Sound of walking in the different areas....sound of braking blocks....sound of placing blocks....etc....

Is that important? No, it's not....

But lets just call it, a "plus" to the game IF it's possible to do....


EDIT: Here i go again, playing with some textures
laugh.gif




And this one looks damn good..


How can you allways edit the textures??
 
Ray =D said:
Bmcs said:
I knew i had a big question to make that no one had made.

Smealum, what about sound? Sound of walking in the different areas....sound of braking blocks....sound of placing blocks....etc....

Is that important? No, it's not....

But lets just call it, a "plus" to the game IF it's possible to do....


EDIT: Here i go again, playing with some textures
laugh.gif




And this one looks damn good..


How can you allways edit the textures??

Well, let's just say that i have my ways of doing that....but i'm not sure if i should explain how, at least for now...

Don't get me wrong, but, i use my methods just because i'm a curious person, and there's a lot of people who could use them for other reasons...

Let's not forget that this is smealum's project...
 
junkerde said:
if u no add wifi support, i no support U!
if u no realise how hard that is, U r fool.

Seriously. Its hard enough to code a SINGLE player game like this from the ground up. You notice most Homebrew is 2D? That is because its a LOT easier a challenge to be taken on by one guy in his spare time. Notch has as whole team working on Minecraft now. You really want Smealum to code a server program for PC and some way for multiplayer survival mode to work in the confines of DS RAM and hardware? All on his own? Really?! Get out.
 

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