Minecraft 2D

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Re: Minecraft 2D

Postby Camper1995 » Sat Jul 09, 2011 11:18 am

Nice. The color of the sky is strange :P
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Re: Minecraft 2D

Postby Imperialjester » Sat Jul 09, 2011 8:37 pm

fell free to change it then.
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Re: Minecraft 2D

Postby GrimmDingo » Mon Jul 11, 2011 5:17 pm

Checked up on this thread, and as far as i can tell by the posts, the tiles haven't been done yet. and you all want 16x16 so i just speedily made a test on mobile while i had some free time, if suitable i'll work on them more.
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Re: Minecraft 2D

Postby lcl » Mon Jul 11, 2011 7:54 pm

Hey GrimmDingo, what phone and what application you use for making your animations, they're nice! :D
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Re: Minecraft 2D

Postby GrimmDingo » Tue Jul 12, 2011 2:18 pm

lcl wrote:Hey GrimmDingo, what phone and what application you use for making your animations, they're nice! :D

i've just got an old nokia classic handset, it's java capable, i use a program called PaintCAD it's a russian program it's a java midlet that'll run on old phones, here's the link to the .jar
http://blackstrip.ru/PaintCAD.jar
Edit:almost forgot to say It is in English, just choose English when it asks english or russian at startup

it can be used to make images with an alpha channel, and it also does animated gifs, you'll need to draw frames seperately, but paintCAD can compile it, i just use it for static images,

===for anyone who intends on using it for more than just fun===
the maximum size of your canvas is dependant on your phones random access memory, older phones have less,
the memory on mine isn't too old(2008) and it'll only allow a stable canvas resolution of about 450x450, if you try using anything higher than your phone can handle it but it'll crash, and it may only crash when you goto save your image, so if anyone's serious about using it for game art, they should determine the maximum canvas threshold for your phone, test canvas sizes, open up a 1024x1024 canvas and go backward by hundreds until it doesn't crash, then save the blank canvas to see if your phone can handle the memory required to write the file, (bmp will require less memory to save, but the file size will be bigger, png will take more memory to write due to the compression etc, and obviously .png images have smaller filesizes)
just saying all that because almost nothing is more frustrating than losing work, especially with the time and effort spent on them, and the likelihood you might never be able to exactly reproduce it.

and thanks the compliment : )

btw when i'm on pc i just use the GIMP.


Here's something i've just done, it's 10x10, i was just thinking of how i'd do it for handheld mainly, it'd be fine 320x240 on pc, but it should work fine in 640x480 i spose, i personally would prefer a zoomable camera because having a small character with loads of terrain and screen isn't the best, usually a fifth of the screen is the character size, just look at most platform games, also i'd have the tiles when destroyed changed to that darker frame so it looks like intersection of the blocks repeating into the background, i think just going to sky looks rather lame, and when it is on that destroyed/background frame it's collision state would be disabled, and the character movement would be collision free, the grass growing would be easy too you'd see if it's collision free at y-

the sky would have a fixed Y Co-ordinate, and track with the view on the X axis, and the sun and moon would always come downward post midday/midnight, reinforcing the idea of 3 dimensions, as it'd be rising from the viewers direction, sky would either change based on a smooth transition of rbg values using scripts, or more appealing hue variation could be achieved with an animated sky object, which would take up a bit more file size but not much, i tried animating a pickaxe swing it looks ok but awkward so i didn't bother uploading, the jump frame is in the mockup, and btw what's yeoman mean? If i was naming my my in this 8bit-esque size i'd simply call it mini miner.
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Re: Minecraft 2D

Postby Imperialjester » Tue Jul 12, 2011 4:33 pm

i like your graphics grimmdingo.

yeoman is a farmer and/or a carpenter the does hard work. i tried adding zoom to it but its to slow on canvas. also i would preffer the player to be my animation because i spent alot of time on it and gag is already working on the head editor.
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Re: Minecraft 2D

Postby Game A Gogo » Tue Jul 12, 2011 4:40 pm

Yes, I have yet to start on it, but this week-end is reserved for it :) so the editor should be ready then, after that it's the rotation implantation that only takes a couple of hours :)
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Re: Minecraft 2D

Postby Imperialjester » Tue Jul 12, 2011 4:46 pm

thanks game a gogo. :)
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Re: Minecraft 2D

Postby Imperialjester » Tue Jul 12, 2011 4:48 pm

GrimmDingo wrote:Checked up on this thread, and as far as i can tell by the posts, the tiles haven't been done yet. and you all want 16x16 so i just speedily made a test on mobile while i had some free time, if suitable i'll work on them more.


i like them but i think they should be darker.
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Re: Minecraft 2D

Postby GrimmDingo » Tue Jul 12, 2011 5:50 pm

Imperialjester wrote:i like your graphics grimmdingo.

yeoman is a farmer and/or a carpenter the does hard work. i tried adding zoom to it but its to slow on canvas. also i would prefer the player to be my animation because i spent alot of time on it and gag is already working on the head editor.

okay cool, that's fine, although i am just offering constructive critique here, i'd stick with that being the player name, and even a working title, but i think the game title should be implicitly referencing the game in some way, and titling the game after the player character would be okay in some cases, i think in this case it probably wouldn't be the best, some poor examples would be, halo isn't titled masterchief , minecraft isn't named steve (that's apparently what the wider community call the mine craft player character) game titles usually reflect either the gameplay like minecraft (a game all about mining and crafting) or a big element of the game world like halo (the world you played on (in the original at least)), so if you have a name for your world maybe title it after that, or try to incorporate the gameplay in the title some way.

And that's fine, and mine only took me a few brief minutes, btw what've you animated so far? Got the walk cycle i see, but have you got jumping, item usage? And if you wanted to do equipment ie armour and cloths and such, you could do it via create actor and parenting, and i've read you may have custom colours in character creation. That method would be a good way to handle that too, as you can have the elements effected by colour seperate, biggest example of the benefit it'll allow an easy rbg overlay and won't recolour his skin tone.

This is mainly for gag, i've looked at some embedded code in the exported exe and noticed lines refering to it's dependencies, and noticed SDL and openGL libs so i assume the rgb is just gl colour overlay?
I keep reading that ge does most graphic operations via the cpu and is thus rather slow when it comes to complicated graphics, but isn't it opengl? Then why isn't it utilizing hardware? Or do those cpu only statements just apply to the game editor canvas system? And i'm kinda curious why, i recall doing sdl with open gl in c++ and rasterizing shapes using 3d operators which was rather fast, ge uses the same libraries, does it use the same system for canvas? And is the canvas vector based? Blah hope that all made sense
Imperialjester wrote:--
i like them but i think they should be darker.

i agree, i drew on mobile and my mobile's LCD is horribly bright, if you look at my mockups that was on pc and that'd be more the palette i intended.
Also I downloaded the source but can't access it until tomorrow, i might try adding somethings, because i've been getting more competent with game editor. So do you want me to do the tiles? If you do i'll get onto it.

Keep up the good work
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Re: Minecraft 2D

Postby Game A Gogo » Tue Jul 12, 2011 6:25 pm

GE has no hardware acceleration. The OpenGL is ONLY present in windows exports (And linux too I think) and really... barely speeds things up. (From when it didn't have opengl).
The canvas system and the rgb system is not opengl. (As far as I know...) since they were there before. Canvas system is extremely slow because every calculation for every pixel can become quite cpu extensive with GE when you want to draw stuff with putpixel.

But these things are like that, because GE is multi-platform. It's hard to have top-notch quality with this many platforms supported.
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Re: Minecraft 2D

Postby Imperialjester » Tue Jul 12, 2011 8:04 pm

GrimmDingo wrote:

okay cool, that's fine, although i am just offering constructive critique here, i'd stick with that being the player name, and even a working title, but i think the game title should be implicitly referencing the game in some way, and titling the game after the player character would be okay in some cases, i think in this case it probably wouldn't be the best, some poor examples would be, halo isn't titled masterchief , minecraft isn't named steve (that's apparently what the wider community call the mine craft player character) game titles usually reflect either the gameplay like minecraft (a game all about mining and crafting) or a big element of the game world like halo (the world you played on (in the original at least)), so if you have a name for your world maybe title it after that, or try to incorporate the gameplay in the title some way.


but farming and building is the gameplay.

i think your tiles are good, they look more cartoony. i would like to see more :) =] and do you think you could add them into the ged when all the tiles are done?
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Re: Minecraft 2D

Postby Imperialjester » Tue Jul 12, 2011 8:10 pm

since the game runs slow on mobile devices (atleast mine) we need to use motion compensation. but it makes the velocity functions act funny, does anyone know how to fix this?
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Re: Minecraft 2D

Postby GrimmDingo » Tue Jul 12, 2011 8:27 pm

Game A Gogo wrote:GE has no hardware acceleration. The OpenGL is ONLY present in windows exports (And linux too I think) and really... barely speeds things up. (From when it didn't have opengl).
The canvas system and the rgb system is not opengl. (As far as I know...) since they were there before. Canvas system is extremely slow because every calculation for every pixel can become quite cpu extensive with GE when you want to draw stuff with putpixel.

But these things are like that, because GE is multi-platform. It's hard to have top-notch quality with this many platforms supported.

true i considered that fact. And it does seem he/they are slowly integrating per platform optimizations which is a good sign, i know adding hardware support is a massive undertaking due to the spread of standards, opengl is a decent api because of its hardware scope, it'd work for anyone with an opengl compliant card (unfortunetely if i recall most integrated graphics cards intel etc, don't support the api, maybe i'm thinking of something else), and the engine can always do a simple hardware capability check and fall back to it's non accelerated mode if acceleration not supported. I wonder how much work it'd be to modify the source and wrap the canvas commands to the opengl equivalants as the libs are there, that's all probably some impractical ponderance on my part, and for all i know there are similar features already.

it'd be good if there were some pre and post gl benchmarks, and you said the improvement was poor to unnoticable, have you got an ati or nvidia card? There would be no difference at all otherwise as it wouldn't use it. Windows and linux would be my target platforms, and i know some iDevices have hardware 3d, and i could be wrong but i think that's opengl, unless it has its own api, but when i think about the unreal devkits iDevice exporter was opengl and opengl is as it's name infers an open source graphic library, and alot of systems utilize it on a hardware level, if microsoft didn't distribute their directX/3d Reference and sdk widely to developers in the mid-late ninties to reinforce OS exclusivity chances are alot more if not most games would/could have been multiplatform

lol sorry i've gone far too off topic.pity there aren't any extensive papers on game editor that'd quell my queries, got used to that luxury with other apps and libs, btw more off topic, i couldn't download either of the two level editor examples you linked too, the forum doesn't support pause and resume and that's the only way to get bigger files than a mb or so from my mobile, it gets over halfway fails and restarts, went through alot of bandwidth trying, i'll have to wait till i get pc access, really eager to learn, i'd prefer to use a level editor, i have to place clones manually due to animated tiles, and i use clone index specific operations and i've read that may became a game breaking issue for some, anyway i'll shut up now [/sleep deprivation] :D
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Re: Minecraft 2D

Postby GrimmDingo » Tue Jul 12, 2011 8:34 pm

Imperialjester wrote:but farming and building is the gameplay.

i think your tiles are good, they look more cartoony. i would like to see more :) =] and do you think you could add them into the ged when all the tiles are done?

yeah but i'll just point out to everbody who is unaware that yeoman is a farmer, the name doesn't imply farming or building,

sure, if i don't have issues with modifying the new level gen code i'll integrate my tileset, so what tiles do you need? I quickly experimented with some trees, is that the kinda trees you'll have? and oh wait should i do 16x16 or 10x10? What fits with your player graphic?

Edit:forgot to upload image
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