Minecraft 2D

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Re: Minecraft 2D

Postby Game A Gogo » Tue Jul 12, 2011 8:37 pm

I have an NVidia GeForce GT 8600 +1GBVRAM
You'd think that'd help to run games faster, it doesn't... Plus I have a broken CPU so GE games are slower for me than others.

Also you talk about level editor, I always make my own... It's thousand times more convenient than GE's editor system. Depending on the kind of game you're making, you can also implement whatever you want in your level editor. If you look at my p2040 demo, you'll see what I mean :)
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Re: Minecraft 2D

Postby GrimmDingo » Tue Jul 12, 2011 9:56 pm

Game A Gogo wrote:I have an NVidia GeForce GT 8600 +1GBVRAM
You'd think that'd help to run games faster, it doesn't... Plus I have a broken CPU so GE games are slower for me than others.

Also you talk about level editor, I always make my own... It's thousand times more convenient than GE's editor system. Depending on the kind of game you're making, you can also implement whatever you want in your level editor. If you look at my p2040 demo, you'll see what I mean :)

speaking of specs i've got(well technically i bought it for my father) an ATI/AMD Radeon 5850 1GB VRAM and CPU is an AMD PHENOM2 X6 1044t @3ghz and all cores work fine and i barely notice any lag in anything, even running Crysis dx10 @1920x1080 with 8xAA &16xAF, smooth, big improvement over the last rig we had, and i had a horrible setup couple years back the cpu bottlenecked the whole system, and it'd overheat easily and it bluescreen alot too, had RAM issues too oh no all the memories lol , that's a pity you get poor ge performance,

yeah i've tried, and unfortunetely it'll take me ages before i'm capable of downloading it, the external link won't work, and as i mentioned i can't download it from the forums it keeps failing, i checked out the thread looked really interesting and well designed, and would be perfect to learn from and loosely base my own on, i also gather if i used collision states and wanted to do something akin to an activation sensor it'd be easily achieved by scripting a non draw tile that has something like if player .x and .y>actor.x and actor y, and <actor.x+actor.width and actor.y written properly of course, is there anyway other than that(player within sensor co-ordinates), that'll work? Because as far as i can tell on-collision events only work with collision enabled objects,
gtg sleep be back tomorrow
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Re: Minecraft 2D

Postby GrimmDingo » Thu Jul 14, 2011 7:13 am

tile Comparison.png

finally got some time to use the pc, feedback? I need to know if you are absolutely certain you'll use 16x16 before i spend time integrating, i'll probably make the stone tile more seamless, there is 3 sub edits of the tonal values each one seperated by the colour underneath, green red black, which do you all prefer? I'm leaning toward the right/black

Also jester i optimized your animations palette (it was full of unused colours) now the filesize is half and replaced one colour the highlight on the legs, it made no sense having a perceivably darker tone as the highlight (because of saturation) I matched it's brightness to the highlight tone on the shirt, also i cleaned up the animation a little, mainly inconsistencies in the shading, and the only major adjustment was the foreground arm in it's backward most frame, it was over accentuated and the arm lengthened a pixel and effectively broke the consistency you established in the flow of the limb movement, so i adjusted that. Other than those minor issues, it's quite a solid run cycle, It looks quite effective ingame.
Playerwalkright.gif
Playerwalkright.gif (2.71 KiB) Viewed 4917 times

Edit:
[ignore]okay i've just tried integrating, and i get this error when i press the generate clickbox Dirt_up - Create Actor, line 7: Illegal division by zero[/ignore] okay i got it working, but now when i goto break a block after the break anim finishes and it's about to destroy/convert to backblock it says
Break -> Draw Actor, line 2: illegal division by zero...
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Re: Minecraft 2D

Postby Imperialjester » Thu Jul 14, 2011 1:56 pm

i like your tiles alot grimmdingo. i like the ones on the right best.

and thanks for fixing up the players animation. im new at pixle art and this was my first sprite i made from scratch.

can you upload the ged your using when you get that error?

thanks for helping with the project +1 :)
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Re: Minecraft 2D

Postby GrimmDingo » Thu Jul 14, 2011 3:10 pm

Weird i started working on my own stuff, and after reading your post i went to check it and zip it, and it works fine now
Here
yeoman Gedit.zip
(577.48 KiB) Downloaded 228 times

i replaced the multiple files with one animation, it's a nightmare working on dozens of files.

And also i think you should change the trees, having them drop down constantly seems rather ridiculous and cheap, i think you should spawn the bottom most tree blocks as immobile trunks, so that those above it fall down, maybe make the trunk indestructable wouldn't be too bad an idea either, in reality unless you got heavy machines you can't remove trunks and roots, or just make it so that all the above tiles have to be destroyed before you can harvest the trunk itself. Here's an example to illustrate my point
Trunks.png
Trunks.png (3.14 KiB) Viewed 4907 times

also i recommend whoever is qualified edit the level generation code to limit the parameters for height variation to at least 2 or maybe 3 wide, single tile wide extrutions of terrain are annoying to navigate and seem to go against any geographic biome.
If you need more info on what i mean i can illustrate it.
And thanks for the point :) glad to see my contribution is appreciated,

also i've just noticed you've got a 17kb jpg as the viewrange graphic i've just replaced it with an indexed png with 1 colour that's only 167b , that's over 1000% smaller, but it's not worth updating the zip now just for that, and yeah it's not much but that's the kinda thing i get pedantic about lol and it only takes moments to do, and i'd have done it in the first place. i can upload some elements i just optimized seperately in a zip so you can swap the files out yourself if you would like.

Edit: and oh yeah, the grass growth code needs to be replaced it's broken now with the tilesize change, also the jumping should be rescaled, and the character is also slightly big now, example of how that's an issue: you need to make a hole 2 wide to be able to mine downward. but it is probably tolerable. Also i think the collision system needs overhauling, the jerking is very noticable, i think just turning yvelocity to zero whilst colliding on top of blocks would possibly eliminate that, i might add it.

but game editors been giving me alot of random errors that are beginning to frustrate me, i was working on my own game and all of a sudden my entire movement script was acting wrong, animations and everything were triggering wrong and i tried to fix it for ages, i ended up having to delete and repaste the code into a new actor and it worked fine, also it is crashing alot, i keep losing scripts i take forever to get to work, and even with post recovery they are missing. i'm starting to cringe if game editor is gonna start becoming such a hassle to use i might look elsewhere, i was using construct before this, and it became extremely unstable mid development of a game, crashing so constantly i abandon the project, don't want a repeat of that.

Sorry, i keep hijacking the thread by going slightly off topic.
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Re: Minecraft 2D

Postby Imperialjester » Thu Jul 14, 2011 4:13 pm

when you make a tunnel the top of the players hair hits the top if its only two blocks tall. but when the when GAG gets donw with the head editor the head wont have any collision so that bug will be fixed.
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Re: Minecraft 2D

Postby Imperialjester » Thu Jul 14, 2011 5:02 pm

okay i added the new images to my file and i think i might be able to realese my changes later today. i added a menu and im adding the graphics for the player to be able to hold the pickaxes. but i haven't finished animating the pickaxes yet.
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Re: Minecraft 2D

Postby jimmynewguy » Thu Jul 14, 2011 5:06 pm

Thought I'd come in and help with a few little things.

There are a lot of ifs for the sky code on this project. Here's something a little simpler.
Code: Select all
if(hour >= 16)
transp = 0.1 * (hour-16);
if(hour <12)
transp = 1 - (0.1 * hour);


One way to fix the bouncing you have is to set a limit on how fast the player can fall, plus it makes the game feel smoother and more planned.
Code: Select all
yvelocity = min(yvelocity + 0.8, 8);


Also just a note, wouldn't it be easier to make one actor called "block" that has all the functions for the blocks and distinguishes which through cloneindex? That way if you needed to change something, you would only need to edit one block instead of how ever many types get made by the end of this.

Oh well, I'm pickier :P I like the idea of this project though, so I want to see it get done!

P.S. doing all those collision free checks in the draw actor is not a good thing for frame rate. Just a thought.

EDIT: Oh yea, and one time I generated a map and there was no ground where the player spawned and I fell into oblivion!
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: Minecraft 2D

Postby NightOfHorror » Thu Jul 21, 2011 7:03 am

any news for this.
viewtopic.php?f=2&t=12136
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Re: Minecraft 2D

Postby Game A Gogo » Fri Jul 22, 2011 7:13 pm

UPDATE
The update requested by Imperialjester from my part has been completed.

With much delay... the improvements are:

-Customizable head
-Rotatable head on the fly
-Head editor
-Head bobs with running animation
-Edited sprites to be head-less

DOWNLOAD LINK

Please enjoy!

Image
Image
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Re: Minecraft 2D

Postby jimmynewguy » Fri Jul 22, 2011 7:25 pm

My guy looks crazy! I'm not very good with those sliders, so I'm not good at getting the color I want :P But I wanted him to look weird.

Gogo, your codes are dangerous for the weak minded.
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crazy.PNG
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Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: Minecraft 2D

Postby Game A Gogo » Fri Jul 22, 2011 7:37 pm

You'll notice I achieved a lot with few codes, I tried using everything I knew!
I didn't try to make the code reader friendly because my main goal was to make something solid.

Also the sliders are Hue, Saturation and Lightness. I decided to use slider system because of the screen limitation ImperialJester gave me (320x240)
I tried making them as user friendly (They change color as you pick one)
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Re: Minecraft 2D

Postby jimmynewguy » Fri Jul 22, 2011 7:58 pm

Yea, they took me a little bit. Then I realized it's not rgb :roll: no clue how I didn't notice that at first!
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Re: Minecraft 2D

Postby Camper1995 » Fri Jul 22, 2011 8:39 pm

Oh my.... the editor is just... ^^ Awesome job GaG!! I'm impressed!
Great. +1

You are just pr0 8)

Screen.jpg
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Say hello to my little friend.
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Re: Minecraft 2D

Postby NightOfHorror » Thu Aug 11, 2011 5:17 am

this wasn't gave up on. Was it?
viewtopic.php?f=2&t=12136
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