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Smeal, btw, you don't have to reply to every post, no one will think less of you. Just a tip for your convenience.


Yeah, I know, don't worry.machomuu said:Smeal, btw, you don't have to reply to every post, no one will think less of you. Just a tip for your convenience.

So does this mean the map i worked very hard on wont work in the new version? *cries* is it possible to build a converter? also those packs are AWESOMEsmealum said:Yeah, I know, don't worry.machomuu said:Smeal, btw, you don't have to reply to every post, no one will think less of you. Just a tip for your convenience.![]()
Anyway, the menu actually works now ! The only major thing left to do in it is the options screen. I got it to list and load texture packs and world files and it all works really well. I was too lazy to implement texture packs' pack.png but I think what I have instead is better : basically, when you select a texture pack, it loads up directly and you can see how it looks on the background scene ! I think it's pretty cool.![]()
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(yeah, a few things are off in the background scene, like the lighting at night and the fact that the logo is covered up by dawn, but I'll fix that)
(oh and that thing on the right is a scroll bar for when there are too many worlds/packs to fit on the screen)
Also, here's my castle with painterly pack : (I had to rebuild it because I lost my previous map file so it's not quite complete... a tower is missing actually)
![]()
And here it is on jolipack :
![]()
That, and I just added a header to map files in order to store info like the map's size etc. (I should have done that a long time ago, just never got around to doing it). Anyway, that means the map's size isn't hardcoded anymore, so it's possible to have maps of different sizes. Unfortunately, that means maps made with a previous beta won't be compatible with new versions ! (well, that was already true because of the new water code, but now loading an old map might actually crash the game)![]()

All awsome! I like the change texture packsron975 said:Hey, Lucasade, if you aren't already, try using Drupal as a CMS
http://drupal.org/
Yeah, I've seen drupal on portableapps.com. Looks very good, so I might as well learn it )
Yeah, I know, don't worry.smealum said:QUOTE(machomuu @ Aug 9 2011, 06:36 AM) Smeal, btw, you don't have to reply to every post, no one will think less of you. Just a tip for your convenience.![]()
Anyway, the menu actually works now ! The only major thing left to do in it is the options screen. I got it to list and load texture packs and world files and it all works really well. I was too lazy to implement texture packs' pack.png but I think what I have instead is better : basically, when you select a texture pack, it loads up directly and you can see how it looks on the background scene ! I think it's pretty cool.![]()
![]()
![]()
![]()
![]()
![]()
(yeah, a few things are off in the background scene, like the lighting at night and the fact that the logo is covered up by dawn, but I'll fix that)
(oh and that thing on the right is a scroll bar for when there are too many worlds/packs to fit on the screen)
Also, here's my castle with painterly pack : (I had to rebuild it because I lost my previous map file so it's not quite complete... a tower is missing actually)
![]()
And here it is on jolipack :
![]()
That, and I just added a header to map files in order to store info like the map's size etc. (I should have done that a long time ago, just never got around to doing it). Anyway, that means the map's size isn't hardcoded anymore, so it's possible to have maps of different sizes. Unfortunately, that means maps made with a previous beta won't be compatible with new versions ! (well, that was already true because of the new water code, but now loading an old map might actually crash the game)![]()
smealum said:I think it's pretty cool.![]()
Totally agreeBmcs said:smealum said:I think it's pretty cool.![]()
Pretty cool?? Get out of here man! This is AMAZING!!
No matter how many times i say this, i never get tired of saying it: You're doing an amazing job!!!

Bah, don't say that, your tower was pretty cool !TheDreamLord said:So does this mean the map i worked very hard on wont work in the new version? *cries* is it possible to build a converter? also those packs are AWESOME
Yeah, that's what it means, sorry. A converter wouldn't be too hard to do, but I'd have to find the time to make it. (and it's obviously not one of my priorities)![]()
All awsome! I like the change texture packsIDaNL said:@smealum once again the images are amazing![]()
Thanks.![]()
well thanks I guess.Jamstruth said:Smealum. I think you're probably doing a better job coding this Minecraft Clone than Notch is at coding the current Minecraft. Just due to the fact that you're optimising for such a small footprint. Its basically the same number of polygons and you're obviously very limited by hardware as to what extra features you can put in.
Basically: BLOODY WELL DONE! I reckon this would've been a serious contender for the Homebrew Bounty had it been made a few months earlier.
Thanks !Don't be fooled though, my game can't render nearly as much as Minecraft can unfortunately.![]()
QUOTE(Nathan Drake @ Aug 9 2011, 12:37 PM) Honestly, this is so much better than Lamecraft on the PSP. The controls on that are awkward, it isn't nearly as good as it could be, and it is overall a pretty huge disappointment. Using significantly weaker hardware, you're doing an amazingly better job.I don't think a PSP and a DS game can really be compared though, especially for controls : the DS is definitely advantaged there when it comes to first person games.![]()
QUOTE(lucasade @ Aug 9 2011, 01:10 PM)And your fortress is amazing too. Did you see the ones in myvideo? They are NOTHING comparing to that. Infact, I'd say they are a small room in size comparing to that![]()
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As for the map sizes, does that mean 'New Game' and 'Set map size' Options.

....smealum said:Bah, don't say that, your tower was pretty cool ! biggrin.gif
As for a "new game" option, I'm not sure yet. I obviously have some level-generation code working already, but right now it comes in the form of a small windows program. The thing is, while generating terrain directly on the DS is easy enough since I can do it by "chunks", making caves there is much more of a pain, so generating worlds directly on the DS would give inferior results. Plus, making big maps would be slow. So right now I don't know yet.
By the way lucasade, your video was featured on tinycartridge.com ! biggrin.gif http://tinycartridge.com/post/8651470339/d...pment-continues

Well that's exactly what it's doing.lucasade said:....smealum said:Bah, don't say that, your tower was pretty cool ! biggrin.gif
As for a "new game" option, I'm not sure yet. I obviously have some level-generation code working already, but right now it comes in the form of a small windows program. The thing is, while generating terrain directly on the DS is easy enough since I can do it by "chunks", making caves there is much more of a pain, so generating worlds directly on the DS would give inferior results. Plus, making big maps would be slow. So right now I don't know yet.
By the way lucasade, your video was featured on tinycartridge.com ! biggrin.gif http://tinycartridge.com/post/8651470339/d...pment-continues
My video....featured!![]()
![]()
I actually am shocked! First of all, it wasnt working in you tubeand secondly, IDaNL's was much more descriptive.![]()
Anyway....as for texture packs....would it not be handier to read them from a folder, then people can add any they want or even make their own![]()
Koolsmealum said:Well that's exactly what it's doing.lucasade said:....smealum said:Bah, don't say that, your tower was pretty cool ! biggrin.gif
As for a "new game" option, I'm not sure yet. I obviously have some level-generation code working already, but right now it comes in the form of a small windows program. The thing is, while generating terrain directly on the DS is easy enough since I can do it by "chunks", making caves there is much more of a pain, so generating worlds directly on the DS would give inferior results. Plus, making big maps would be slow. So right now I don't know yet.
By the way lucasade, your video was featured on tinycartridge.com ! biggrin.gif http://tinycartridge.com/post/8651470339/d...pment-continues
My video....featured!![]()
![]()
I actually am shocked! First of all, it wasnt working in you tubeand secondly, IDaNL's was much more descriptive.![]()
Anyway....as for texture packs....would it not be handier to read them from a folder, then people can add any they want or even make their own![]()
![]()

Thanks.lucasade said:I know theyre too big, ill resize them. But of course, I can only do it once you release a new version![]()
Well I don't think a new version is too far away really. I don't think I have any other major feature to add, so now it's all bug killing and fine tuning.
Great work smealum! Also props to everyone who has given this game it's shape.. simply cannot wait to try this. Love the idea of the different texture packs, too. Adds more spice to it.Bmcs said:For those who like sonic:
Or maybe a bigger moon:
@smealum: The big block moves when we place or remove blocks?
Neat.I really do have to do something about the current moon, it looks atrocious. (not because of eld's texture, which is great. the problem is the texture format I'm currently using for it doesn't support variable alpha...)![]()
As for the block hand thing, yeah it moves when you press the action button.It's also animated when the player walks around, like in minecraft.![]()
QUOTE(jeremyw86 @ Aug 9 2011, 06:01 PM)





