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  Minecraft 4k (very early build)  (Read 20902 times)
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Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #30 - Posted 2009-12-03 20:07:44 »

Hmm, the controls are proving to be a problem. Using mouse dragging to look around kinda works. It's not perfect, but it does get the job done.
However, combing that with mouse clicking makes the game feel very hard to control. :-(

Play Minecraft!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #31 - Posted 2009-12-03 20:08:00 »

I'm always happy to see your stuff, Markus. Envious a little, but mostly proud to be in the same community. That being said, it might be nice to have the winner one year not be able to win the next year, or something. Bah, nevermind, that would just be dumb. I mean Markus clearly has the technology going for him at this stage, but it's still very possible it could be boring.

See my work:
OTC Software
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #32 - Posted 2009-12-03 20:11:48 »

I would offer to retire, but I'm faaar too proud. Wink

Play Minecraft!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #33 - Posted 2009-12-04 02:51:45 »

I've updated the applet and the web page. Make sure to force refresh everything.

Widescreen! Many block types! Building and destroying blocks! Different mouse look that frees up both buttons! Less bugs!
Also, the .pack.gz is STILL under 2kb Cheesy

I'd appreciate feedback on the new control system.

Play Minecraft!
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 75
Projects: 15


★★★★★


« Reply #34 - Posted 2009-12-04 03:00:00 »

you got all those different block types in and its still under 2kb!  Shocked

that is amazing stuff!
Offline Abuse

JGO Coder


Medals: 11


falling into the abyss of reality


« Reply #35 - Posted 2009-12-04 03:53:52 »

I've updated the applet and the web page. Make sure to force refresh everything.

Widescreen! Many block types! Building and destroying blocks! Different mouse look that frees up both buttons! Less bugs!
Also, the .pack.gz is STILL under 2kb Cheesy

I'd appreciate feedback on the new control system.

In the true spirit of minecraft, see attached Roll Eyes

Granted it would have made more sense if the words were swapped.... but I couldn't be bothered  Grin

:edit:

Oh, in the making of this you might be interested to know I encountered a rather strange bug with the players input.
It occurred after ~5-10 minutes of play. Movement keys stopped responding, and the mouse could no-longer control camera panning.
I could however still use the mouse to select, add & delete blocks.
Thankfully the bug corrected itself after a while, and I haven't encountered it since.

Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here! https://dl.dropbox.com/u/54785909/EliteIVsmaller.png
Offline davidc

Senior Member


Medals: 5
Projects: 2



« Reply #36 - Posted 2009-12-04 05:22:01 »

I have no idea how to turn this into a game. Cheesy

Something along the lines of <a href="http://en.wikipedia.org/wiki/The_Sentinel_(video_game)">The Sentinel</a>?
Offline SquashMonster

Senior Member


Medals: 1
Projects: 2



« Reply #37 - Posted 2009-12-06 02:15:34 »

Wow, that's crazy.  You're making my jaw hit the floor before I even have a chance to start coding, haha.

If you're still looking for a way to turn this into a game, my suggestion would be to try some different algorithms for setting up the initial world and see what ideas that yields.  I've never tried it in 3D before, but I think the cellular automata smoother I used for Treasure4k last year could get you some interesting places to explore.
Offline Alan_W

JGO Knight


Medals: 8
Projects: 3


Java tames rock!


« Reply #38 - Posted 2009-12-06 07:20:17 »

I had the same problem with applet mouselook a few years back, and did much the same for the Y axis, except I added the cursor Y value directly to the pitch angle, rather than the pitch rate.  This resulted in a progressively faster pan up/down as the cursor moved out of the central (no-panning) region.  When the cursor returned to the centre, we were back straight and level.  For X axis I used keyboard rotate left/right and forward back and didn't provide auto-panning.

The game makes me think of a cityscape.  I wonder how it would look with the cubes drawn as skyscrapers.  The blocky nature of the raytracing could be turned into an asset, as representing windows is very blocky. It might look rather nice combined with a fade to grey with distance.  Got me thinking now Wink

Weather is awful again this weekend in the UK, but having to do a rebuild, due to drive failure.  Fortunately I have all my source code, so no serious loss. Updated all my tools, so need new build files.  Trying to get Apache Tomcat to serve up pack200 at the moment.

Time flies like a bird. Fruit flies like a banana.
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