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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 29, 2009, 02:54:33 AM
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Two things I'd like to mention: - In the latest build, sand seems to have gravity (unlike all other blocks). I really like this as it allows to fill cave bits real easy if you accidentally bump on one while digging. Is this supposed to be like that? - The cloud tile might be a bit too low. If you build a maxed-out tower, the clouds are extremely flat and you can actually jump through them, which shortly shows that they are indeed nothing more than a tile. Perhaps a bit higher is better. Also, It might be nice to make them move, but I guess that would require a completely new cloud system... Anyway, happy to see the trees will be less saturated in the new build. Still hope to see that random offset coming back 
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 27, 2009, 02:49:54 AM
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Quite a lot of great ideas here so far!
Minecraft is quite the click-o-rama. I'd like to have an option to 'hold' block removal (and/or placement) i.e. holding the right mouse button would make you remove blocks until you let go. Alternatively something like shift+RMB to continuously destroy blocks.
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 25, 2009, 01:47:12 PM
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That looked like a lot of work Amadeous. I have a WIP going on myself. It first started out with a bridge crossing the large center lake, but as you can see I have shifted my attention to the castle at the bridge now. Though it is hard to see in the picture, the bridge's pillars go all the way down to the lake floor.  I finished the front part and the courtyard/garden and am currently working on the main building. Everything after the garden is very WIP: http://www.minecraft.net/play.jsp?user=baltirow&id=0Regarding ideas for the engine: - Sponge blocks were mentioned earlier: I'd actually would love to have "pump" blocks, but that would require being able to turn blocks I guess (to etermine pumping direction). It would just be great if you could more quickly 'reclaim' land. - I'd love to see slanted blocks (i.e. half 'triangular' blocks) to be able to make roofs, slanted roads (so you don't need to jump to go one square up all the time), more stylish windows and doors etc. Only one slanted block would be able to occupy a cell, just like any other block. This would, however, also require turning of blocks, not to mention it would double the amount of block types. - A 'ladder' block would be great to. - If water is present on one side
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4
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 23, 2009, 03:44:25 AM
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So, in short; update your java and don't use opera, or wait until LWJGL gets updated. :D I could use the latest nightly build of LWJGL, but I'm a bit wary of nightly builds.. Updated Java and everything's working fine now*, thanks for figuring that out  *) except perhaps for some visual bugs that have already been reported, like the lines around placing boxes and that you can use them as x-ray vision.
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 22, 2009, 01:08:17 PM
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Hum.. Could you try logging out and back in? Does that help?
Also, if you could post the contents of the java console, I'd muchly appreciate it. tools -> java console in firefox
Here's the code from the Java console, it mentions "access denied" quite a few times. I have no knowledge of the workings of Java, so I hope this helps: Java Plug-in 1.6.0_07 Java Plug-in 1.6.0_07 Using JRE version 1.6.0_07 Java HotSpot(TM) Client VM User home directory = C:\Documents and Settings\Koos
---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message l: dump classloader list m: print memory usage o: trigger logging p: reload proxy configuration q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack x: clear classloader cache 0-5: set trace level to <n> ----------------------------------------------------
java.io.EOFException: Unexpected end of ZLIB input stream at java.util.zip.InflaterInputStream.fill(Unknown Source) at java.util.zip.InflaterInputStream.read(Unknown Source) at java.io.BufferedInputStream.fill(Unknown Source) at java.io.BufferedInputStream.read(Unknown Source) at sun.awt.image.PNGImageDecoder.produceImage(Unknown Source) at sun.awt.image.InputStreamImageSource.doFetch(Unknown Source) at sun.awt.image.ImageFetcher.fetchloop(Unknown Source) at sun.awt.image.ImageFetcher.run(Unknown Source) Flood filled 71119 tiles in 12.685325 ms LavaCount: 15 java.security.AccessControlException: access denied (java.net.SocketPermission www.minecraft.net:80 connect,resolve) at java.security.AccessControlContext.checkPermission(Unknown Source) at java.security.AccessController.checkPermission(Unknown Source) at java.lang.SecurityManager.checkPermission(Unknown Source) at java.lang.SecurityManager.checkConnect(Unknown Source) at sun.net.www.http.HttpClient.openServer(Unknown Source) at sun.net.www.http.HttpClient.<init>(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getNewHttpClient(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.connect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at com.mojang.minecraft.c.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source) java.security.AccessControlException: access denied (java.io.FilePermission level.dat write) at java.security.AccessControlContext.checkPermission(Unknown Source) at java.security.AccessController.checkPermission(Unknown Source) at java.lang.SecurityManager.checkPermission(Unknown Source) at java.lang.SecurityManager.checkWrite(Unknown Source) at java.io.FileOutputStream.<init>(Unknown Source) at java.io.FileOutputStream.<init>(Unknown Source) at com.mojang.minecraft.c.d(Unknown Source) at com.mojang.minecraft.c.a(Unknown Source) at com.mojang.minecraft.c.run(Unknown Source) at java.lang.Thread.run(Unknown Source) java.util.zip.ZipException: unknown compression method at java.util.zip.InflaterInputStream.read(Unknown Source) at java.io.BufferedInputStream.fill(Unknown Source) at java.io.BufferedInputStream.read(Unknown Source) at sun.awt.image.PNGImageDecoder.produceImage(Unknown Source) at sun.awt.image.InputStreamImageSource.doFetch(Unknown Source) at sun.awt.image.ImageFetcher.fetchloop(Unknown Source) at sun.awt.image.ImageFetcher.run(Unknown Source) Flood filled 62338 tiles in 7.066917 ms LavaCount: 15 java.security.AccessControlException: access denied (java.net.SocketPermission www.minecraft.net:80 connect,resolve) at java.security.AccessControlContext.checkPermission(Unknown Source) at java.security.AccessController.checkPermission(Unknown Source) at java.lang.SecurityManager.checkPermission(Unknown Source) at java.lang.SecurityManager.checkConnect(Unknown Source) at sun.net.www.http.HttpClient.openServer(Unknown Source) at sun.net.www.http.HttpClient.<init>(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getNewHttpClient(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.connect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at com.mojang.minecraft.c.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 22, 2009, 12:22:34 PM
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Great work so far. I have already lost more time building stuff with this 'game' than I'd like to admit.
The added saving feature doesn't seem to work in the last version (v0.013 something). I keep getting the message "failed to load levels" when I press the save button (I'm logged in). This happens both in Firefox as well as IE (which I tried for the sake of it).
Hope I'm the only one with this issue, but it's pretty annoying as I was looking forward to save progress...
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Jobs / Collaborations / Re: Adventures in TIG, Episode II: The TIGers strike back
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on: July 23, 2008, 03:12:42 PM
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The head ostrich rasps its beak, takes a shot look at you and follows it with what might have been a chortle, only to continue with a bombastic repose. During this longevitous speech, the HO makes short interruptions to make an uneasy to turn to you and glare with disgust, which is reflected in the crowd, also staring with disdain during these moments.
However, you fail to understand any word they are saying, either because you do not understand ostrich, or this is fail hell, or both.
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Jobs / Collaborations / Re: Adventures in TIG, Episode II: The TIGers strike back
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on: July 19, 2008, 06:40:47 AM
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Escaping the infinite hole of doom and resetting the gravity to north, you find yourself in a small room with a large window on the east wall. The sole piece of furniture in the room is a purple coffee table strangely mounted to the wall, MAGAZINES have fallen off due to the change in gravity. CLIVE is here and has a big bump on his head.
You are carrying a bunch of keycards, a small gun, a chainsaw, a single and an double-barreled shotgun, a minigun, a rocket-launcher a plasmarifle, the BFG2000 and enough ammo to last you until Christmas.
The large accumulation of mass is making the floor, which being a wall was never designed as a floor in the first place, creak in all the wrong places.
There is an additional exit with a small sign, that reads "Continue in original thread"
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Community / Archived Projects / Re: Adventures in TIG
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on: June 14, 2008, 07:32:47 AM
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>Change channel during commercial break
As this particular TIGventure is part of the Summer Olympics, it is entirely non-commercial in nature. There will be no commercial break. Or communal break for that matter.
There is an envious and unstable envellope holding a key in a threatening manner and some corpse-silhouette-tape in the other. He is gesturing you to lay down on the ground.
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Community / Archived Projects / Re: Adventures in TIG
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on: May 26, 2008, 01:52:27 AM
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Your confusion and bewilderment as to how to judge the pleasurefullness of the act performed has caused a large schism in your psyche. Furthermore, the forces erupted from this emotional overload has cause the fabric of TIG and space to fold, twist and buckle. In this very instant, you feel content for the first time in your life. This joy, however, is ripped from you, as the Law of Preserved Discontent, that drives all conscience life, resolves the issue by splitting your being in two.
You are looking at you alter ego. You are looking at you alter ego.
What do you want to do? What do you want to do?
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Player / Games / Re: I'm so indie...
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on: May 23, 2008, 03:33:56 AM
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I'm so indie >>>>++++++++++[<<<<+++++>++++++>++++++++++> +++++++++++>-]<<<+++++++++++++.<------------------.>>>-. <---.+++.+.<<.>>>++++++++++++.<++++++++++.>----.<<<.>>-- -.+++..----.<<.>---------------.<+++++++++.
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Community / DevLogs / Re: One-Dimensional RPG (Work in Progress) (Looking for Help)
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on: May 21, 2008, 01:25:26 AM
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If you're going to be at all helpful, please just help me figure this out. Should the computer make its move nanoseconds after the player makes their move, or should it make a show of thinking and being user-friendly? Make it instant, but 'animate' the move by letting it blink (or somesuch) to show it is indeed attacking. With respect to the visualisation, the question you must answer for yourself is whether you want the gameplay to be 1D of the entire game (i.e. everything in dots). You can still keep a simple representation by using geometric shapes of various colors and sizes...
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Player / General / Re: Video Game Summary Generator
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on: May 19, 2008, 01:49:15 PM
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Your game is a flight simulator with the monster training of Pokemon where the player is the ghost of Pablo Picasso, spending money to curb the a fallen paladin Little glitch there. Stil awesome though  EDIT: Your game is a third-person shooter with the multiplayer style of Team Fortress 2 where the player is a malevolent magician, collecting magical scrolls left by an ancient wizard This one make sense. Now I'm sure it's broke 
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Player / General / Re: Video Game Summary Generator
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on: May 19, 2008, 11:54:26 AM
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Your game is a flight simulator with the weapon upgrade system of Gradius where the player is the head of a secret government organization, manipulating matter to destroy a mafia boss. You had me at "flight simulator with the weapon upgrade system of Gradius" 
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Community / Archived Projects / Re: Adventures in TIG
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on: May 19, 2008, 06:33:06 AM
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You gouge your left eye with your tralala. Your left eye being in this new position, you get an entirely new perspective on your tralala.
+1 Progression point.
Charlie won't allow you to use his tralala. Do you wish to gouge you right eye with your own tralala instead?
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Developer / Playtesting / Re: TRI OR DIE
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on: May 18, 2008, 11:49:40 PM
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Thanks you two! How far did you get by the by? I'll look into that error later on today and add a disclaimer for windowed mode  I think it has to do with the window losing focus too (not just the cursor going off screen), but I'm not sure.
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Developer / Playtesting / TRI OR DIE
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on: May 18, 2008, 01:14:46 PM
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 Project I thought I could do for the 3 hour comp we did at Poppenkast, but took me a lot more time (~12 hours). GAMEPLAYYou are a spinning triad with three colored blades. Destroy blocks by hitting them with equal colored part of triangle. Rotate triangle to more easily hit the blocks. Hit one wrong, you lose a life (displayed as inner circles). Three hits your out. Destroying blocks in a row gives combo bonus points. Each 10,000 points grants you a life, up to 4 lives can be stored. Boom blocks explode on contact killing nearby blocks (explosion does not harm player). Perma blocks cannot be destroyed without hurting player / boom block. There are 8 looping levels, speed increases with each loop. Colors change each level. Local highscores. Press space, enter of LMB in menu. CONTROLSMouse: Move LMB: Turn left slow + accelerates to faster RMB: Turn right slow + accelerates to faster Z: Turn left 60° X: Turn right 60° F4: Window/Non window Esc during game exits to menu. DOWNLOADVersion 1.0Older screens[ 1| 2]
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Community / Procedural Generation / Re: Star Box
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on: May 15, 2008, 05:28:12 AM
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Fun idea, loved the original Starwing (Starfox wasn't allowed as name in Europe because Atari beat the chase by 10 years). Will their be non-subdivided cuboid bosses as well? Planet name suggestion: Denim (instead of Venom) Pic of original map
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Community / Procedural Generation / Re: MMORPG Tycoon
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on: May 13, 2008, 07:12:32 AM
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- Simulated players (I really need a better name for them!) You could just call them Users (Simulated users), since they are supposedly your clients in this sim-game.
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