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That certainly is some sort of post. I appreciate the colourful pictures though. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Feb 7, 2012 07:17 |
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# ? Apr 26, 2024 12:07 |
This is me throwing money at the screen but nothing is happening, please help Bicehunter
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# ? Feb 7, 2012 07:39 |
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PalmTreeFun posted:Got links? I'd love to try this. It'd make getting experience points a lot less awful. Here you go. Doesn't overhaul the enchantments/potions, but it does make combat more interesting with the dungeon mods. They'll all broadcast their attacks, so use parry as much as possible or they'll kill you. http://www.minecraftforum.net/topic/746330-11better-dungeons-v092-mods-for-the-adventurers/
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# ? Feb 7, 2012 07:53 |
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Killer-of-Lawyers posted:Here you go. Doesn't overhaul the enchantments/potions, but it does make combat more interesting with the dungeon mods. They'll all broadcast their attacks, so use parry as much as possible or they'll kill you. Thanks man. This looks pretty rad and I'm gonna try it tomorrow. E: Holy poo poo, the dungeons. https://www.youtube.com/watch?v=TYIBHWFTgEE PalmTreeFun fucked around with this message at 08:15 on Feb 7, 2012 |
# ? Feb 7, 2012 08:09 |
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Schwarzwald posted:Will anyone even get the Francisco Franco reference..? Honestly, it's one of my favorite SNL routines. It only takes a couple seconds, it always works, even after the networks' obsession with Franco's medical state, and it's said by Chevy Chase when he was still funny. Pure gold.
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# ? Feb 7, 2012 08:20 |
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Bicehunter posted:Oy, there is only precalculated lighting in the scene sent up as color vbo, I'm still fiddling around with it, wanted atleast something "good for now". What I try to do is fake ambient occlusion, sort of how minecraft does it. I've set up a couple of rules for it that is: Way back when, the way I did it when I hacked it into Minecraft was to look at the blocks immediately surrounding each block. The six blocks that were up against each face of the block weren't counted, which left 20 blocks in all, but some were counted for more than one face so that's 8 per face. Each block had a starting light level, if there was a block aligned with the corner I'd darken that corner by about 10%. If there was a block aligned with an edge, I'd darken both corners it touched by the same. That was the AO mod. Then for light smoothing I did it an easier way which was just to look at the four blocks around each corner of each face and average the light levels together. Because blocks that are inside a wall recieve no light, that has the same effect of darkening in the corners. They use some variant of this now I think, but I don't know exactly, I've not looked at it since. Both were janky as hell but seemed to work OK. Doing it in a shader would've probably made a lot of difference, I was doing the same in my little aborted MC clone, but I could never be bothered to go elbow-deep in MC to get GLSL working.
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# ? Feb 7, 2012 08:58 |
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jeb_ posted:Default world height is likely to be increased in the future, http://i.imgur.com/nyxrj.png https://twitter.com//jeb_/status/166808028413308928
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# ? Feb 7, 2012 10:00 |
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i like tacos posted:
Great, I see no reason why not to do this since I guess the "ground" level will be the same and it will only allow for higher towers to be built.. most of that stuff up there is going to be air anyways and that won't impact fps that much.
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# ? Feb 7, 2012 11:30 |
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Bicehunter posted:Great, I see no reason why not to do this since I guess the "ground" level will be the same and it will only allow for higher towers to be built.. most of that stuff up there is going to be air anyways and that won't impact fps that much. Actually unless they recoded the chunks to have "dynamic" heights as said before (which they didn't otherwise the new limit would be infinite), now the maps take up twice as much space (if they're twice as tall) on your computer due to air being actual blocks still stored. At least that's how it used to be, unless they actually made it better. In this case; won't chunks also be larger when sent over multiplayer, ie more lag..?? Edit: I mean yeah it looks cool and everything and I welcome the change, but I just hope they didn't screw it up by doing it lazily.
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# ? Feb 7, 2012 12:28 |
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Jewel posted:Actually unless they recoded the chunks to have "dynamic" heights as said before (which they didn't otherwise the new limit would be infinite), now the maps take up twice as much space (if they're twice as tall) on your computer due to air being actual blocks still stored. At least that's how it used to be, unless they actually made it better. In this case; won't chunks also be larger when sent over multiplayer, ie more lag..?? I was thinking of fps once stuff was loaded
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# ? Feb 7, 2012 12:44 |
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I've seen a couple of minecraft clone images pop up in this thread, so I hope it is okay to share my own effort in here. This is a game I am creating and I have every intention of fully fleshing it out. I would say this game is VERY heavily inspired by minecraft! Please note the game and engine are still in their very early days, and please ignore the ugly developer textures. (own hosting) Looking out over the (quite plain) world: A (quite plain) cave opening: Inside of a (quite plain) cave: A sectioned off section of (quite plain) ocean/river than is being emptied into a (quite plain) reservoir: I could rattle off thousands of planned features - but as of yet that means nothing. So for now I will try and show some self restraint. Here are the features I've completed so far:
Would anyone be interested in me creating a separate thread to detail my progress once I am further along? Does this look like something you would like to test/play?
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# ? Feb 7, 2012 13:03 |
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Jewel posted:Actually unless they recoded the chunks to have "dynamic" heights as said before (which they didn't otherwise the new limit would be infinite), now the maps take up twice as much space (if they're twice as tall) on your computer due to air being actual blocks still stored. At least that's how it used to be, unless they actually made it better. In this case; won't chunks also be larger when sent over multiplayer, ie more lag..?? If there's any kind of decent data storage in their format then there should be barely any increase from the addition of a huge contiguous set of blocks of one type (air). I don't know about how Minecraft loads these things. Do they use Oct Trees, or at least some other system that'll decently compress this?
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# ? Feb 7, 2012 13:12 |
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DuFfY posted:
I'd quite like to see some of this in video form, to get a demonstrable idea of to what extent the world is deformable and how you'd want to tweak stuff, both large and small scale single interactions for deformation examples would be great, if that is something that is a part of your game, and to see how you allow players to add to and rearrange parts of the world. I also want to see how your fluid system works, in real time and a more detailed breakdown of how the water flow works, as well as what kind of overheads your fluid system comes with and how it copes with high volume/traffic fluid flow. A thread for your thing when it's further along/playable would be great. MikeJF posted:If there's any kind of decent data storage in their format then there should be barely any increase from the addition of a huge contiguous set of blocks of one type (air). I don't know about how Minecraft loads these things. Do they use Oct Trees, or at least some other system that'll decently compress this? lohli fucked around with this message at 14:14 on Feb 7, 2012 |
# ? Feb 7, 2012 13:59 |
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# ? Feb 7, 2012 14:00 |
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GhostDog posted:If this ever happened, I could never justify ever saying a bad word about Notch again.
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# ? Feb 7, 2012 14:18 |
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GhostDog posted:I can't say I disagree with him. If Notch is going to start a game publishing studio and publish Psychonauts 2 then goddamn hell yes, but somehow I doubt it.
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# ? Feb 7, 2012 14:19 |
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Notch can either: A) Want to fund it (Best outcome) B) Want to fund it and help make it (Notchcode in my psychonauts 2 eww) C) Do nothing, and was only making a joke (Never know, could only be a joke!) I do so hope he goes with A
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# ? Feb 7, 2012 14:21 |
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To Bicehunter and anyone else who is even possibly thinking about MAYBE making their own Minecraft-but-better clone. I can/will do your sounds. Please. As a sound designer, it pisses me off that a) MC has the sounds it does (some are ok, but most aren't) and b) it uses the sound 'engine' it does, which has next-to-no audio functionality beyond "play this sound, or randomize it with this ONE other sound, and modulate the volume based on distance from the player." I know that I'm probably thinking too far ahead, but really, you're posting interesting stuff, people here seem genuinely interested, we've all said we'd love to play it once it's 'a thing', so I'd like to officially apply for the task. Bice, I'd send you a PM, but you don't have them.
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# ? Feb 7, 2012 14:31 |
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DuFfY posted:I've seen a couple of minecraft clone images pop up in this thread, so I hope it is okay to share my own effort in here. This is a game I am creating and I have every intention of fully fleshing it out. I would say this game is VERY heavily inspired by minecraft! Please note the game and engine are still in their very early days, and please ignore the ugly developer textures. (own hosting)
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# ? Feb 7, 2012 14:47 |
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DuFfY posted:Would anyone be interested in me creating a separate thread to detail my progress once I am further along? Does this look like something you would like to test/play? Either all the clone makers (Begun, the clone wars have, etc etc) keep posting in here, or someone make a Minecraft Clone thread so we don't have to keep track of 19 different clone threads. Also, that way you guys can compete against eachother using screen shots to see who has the best/fastest lighting system, content, features, etc.
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# ? Feb 7, 2012 14:49 |
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Heh, someone just told Notch he's a terrible developer. xNotch posted:The hell, man?
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# ? Feb 7, 2012 14:52 |
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zalmoxes posted:Heh, someone just told Notch he's a terrible developer. Ouch! That's loving savage.
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# ? Feb 7, 2012 15:01 |
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HauntedRobot posted:Ouch! That's loving savage. Do you not read this thread at all?
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# ? Feb 7, 2012 15:05 |
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zalmoxes posted:Heh, someone just told Notch he's a terrible developer. And to think, this would actually be a situation where "Fair enough." is the proper response. Oh Notch.
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# ? Feb 7, 2012 15:07 |
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The Triumphant posted:And to think, this would actually be a situation where "Fair enough." is the proper response. Oh Notch. Or NO response! Like a normal person should respond. It's reddit!
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# ? Feb 7, 2012 15:09 |
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Hadlock posted:Either all the clone makers (Begun, the clone wars have, etc etc) keep posting in here, or someone make a Minecraft Clone thread so we don't have to keep track of 19 different clone threads. Also, that way you guys can compete against eachother using screen shots to see who has the best/fastest lighting system, content, features, etc. I agree with this, I would love to try some of these games as well.
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# ? Feb 7, 2012 15:09 |
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I totally don't mind seeing lots of MC clones in this thread. I dunno about making a new thread for them all, there's already the (excellent) SA Gamedev thread in Cavern of Cobol.
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# ? Feb 7, 2012 15:26 |
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DuFfY posted:I've seen a couple of minecraft clone images pop up in this thread, so I hope it is okay to share my own effort in here. This is a game I am creating and I have every intention of fully fleshing it out. I would say this game is VERY heavily inspired by minecraft! Please note the game and engine are still in their very early days, and please ignore the ugly developer textures. (own hosting) Wow! I really like that! Definitely getting a more "serious builder" vibe out of it than a "game" vibe but that is not a bad thing at all. Sometimes you just want to build cool structures. Already got me thinking about what kinds of things I would want to build. If you ever want to alpha test that look no further.
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# ? Feb 7, 2012 16:55 |
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Please please please keep the minecraft clone talk here, or in one other thread! I desperately want to learn to do this kind of thing, if only to build my own personal little farming/survival sim one day. I haven't got the faintest idea where to start though, and seeing y'all's work and reading about your progress is crazy inspiring. Don't stop!
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# ? Feb 7, 2012 17:29 |
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Pucklynn posted:Please please please keep the minecraft clone talk here, or in one other thread! I desperately want to learn to do this kind of thing, if only to build my own personal little farming/survival sim one day. I am similar, I'd really love if someone could throw up a tutorial or something because I have wanted to experiment with a minecraft engine, without knowing where to start because my experience is limited to 2d prototypes. I am more interested in how to though as a learning experience, than actually making a game I would want people to play.
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# ? Feb 7, 2012 17:59 |
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Medieval Medic posted:I am similar, I'd really love if someone could throw up a tutorial or something because I have wanted to experiment with a minecraft engine, without knowing where to start because my experience is limited to 2d prototypes. I am more interested in how to though as a learning experience, than actually making a game I would want people to play. If you want to start with XNA, go here. It's the basics of 3d programming with XNA that can quickly be turned into voxely goodness.
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# ? Feb 7, 2012 18:17 |
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Wait, there's a limit to how high you can build? Why didn't I know this? What's the limit?
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# ? Feb 7, 2012 18:59 |
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Jamesman posted:Wait, there's a limit to how high you can build? Why didn't I know this? ...how long have you been playing minecraft?
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# ? Feb 7, 2012 19:03 |
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Jamesman posted:Wait, there's a limit to how high you can build? Why didn't I know this? The entire world (currently) is 128 blocks high, from the bottom level of bedrock to the height limit. Sea level is at 63, so you'll usually have around sixty-odd blocks to play with, depending on how elevated the point you start building from is.
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# ? Feb 7, 2012 19:05 |
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Medieval Medic posted:I am similar, I'd really love if someone could throw up a tutorial or something because I have wanted to experiment with a minecraft engine, without knowing where to start because my experience is limited to 2d prototypes. I am more interested in how to though as a learning experience, than actually making a game I would want people to play. Seconding the desire for a Minecraft Clone development thread. I would love to start playing around with a voxel engine and see what directions other people are taking it.
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# ? Feb 7, 2012 19:08 |
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arhra posted:The entire world (currently) is 128 blocks high, from the bottom level of bedrock to the height limit. Sea level is at 63, so you'll usually have around sixty-odd blocks to play with, depending on how elevated the point you start building from is. Well poo poo. That just brought my project to a screeching halt then. Shnakepup posted:...how long have you been playing minecraft? A couple months. I was aware there was a limit to how deep you could go, but I wasn't aware of a limit to how high you could go as well.
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# ? Feb 7, 2012 19:11 |
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Apparently back in July 2011 or so they changed the code slightly so that map height is simply a variable you change. This is likely to break savegames and mod support though (along with terrain generation), so try at your own risk. https://twitter.com/#!/notch/status/93295073374113792 more info: http://forums.canarymod.net/?topic=2219.0 probably check the minecraft mods thread and ask there for more info. Notch's example of terrain gen code gone horribly wrong with a sky height of 512 Hadlock fucked around with this message at 19:36 on Feb 7, 2012 |
# ? Feb 7, 2012 19:33 |
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Hadlock posted:Apparently back in July 2011 or so they changed the code slightly so that map height is simply a variable you change. This is likely to break savegames and mod support though (along with terrain generation), so try at your own risk. Jen says he will not be changing the gen code and has a converter to previous saves so that it just puts in air blocks above what used to be the height limit.
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# ? Feb 7, 2012 19:37 |
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Hadlock posted:Apparently back in July 2011 or so they changed the code slightly so that map height is simply a variable you change. This is likely to break savegames and mod support though (along with terrain generation), so try at your own risk. I want this to be official so drat soon. This might get me back into playing MC again.
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# ? Feb 7, 2012 19:49 |
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# ? Apr 26, 2024 12:07 |
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What ever happened to the cubic chunks mod? God forbid you make the game infinite in three directions.
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# ? Feb 7, 2012 19:56 |