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Another CC Game - MiniatureCraft [Released, Check Post For Details]

Started by Antelux, 25 May 2014 - 05:39 PM
Antelux #1
Posted 25 May 2014 - 07:39 PM
NOTICE: This game has already been released, check here.

So, I got bored and decided to make a game. I've never really made one before this point, and thought to give it a try. Naturally, a Minecraft themed game came to mind. However, as some of us know, a side-scroller minecraft was created for CC awhile back. So, I ended up wanting to make a game similar to Notch's Minicraft. It has ended up pretty good so far. However, I'm not sure if I should release it or not (or anytime soon due to the games unoptimized engine). I've been working on it in CC-Lite as its much faster than regular CC. The game has many API's to help it run, and is filled with features. It also has a simplistic modding API, making it easy enough to add your own generation code, recipes, assets etc. However, it is powerful enough to create a computer mod (Which I'm working on) within the game, theoretically allowing MiniatureCraft to run inside itself.

Recently, I made a video highlighting some of the features of MiniatureCraft. ( Sorry for the really bad quality )
[media]http://www.youtube.com/watch?v=4fv0QSAi6bc&feature=youtu.be[/media]

As you can see, there are a few bugs in the game, which is what i'm still working on.


Some old pics.

SpoilerThis is the main menu when you first play.
[attachment=1694:Mainmenu.png]

The overworld, showing off the (very basic) generation code consisting of grass, sand, and flowers of three colors as tiles, aswell as rocks and trees* for blocks.
[attachment=1695:Overworld.png]

Opening the inventory allows you to choose what you would like to select.
[attachment=1696:Inventory.png]

Choosing an item or anything with durability will show like this. The green bar is a visual representation for the durability, and under it is the items current durability out of its max durability.
[attachment=1696:Inventory.png]

Don't forget crafting. The list on the left shows what recipes you know. On the top right tells you how many of that item you have currently. The menu below that shows a list of items you need. Light gray if you meet the requirements, regular gray if you don't.
[attachment=1698:Craftinginterface.png]

This shows off the ( Laggy but usable ) lighting engine aswell as the mining level. The picture also shows off some rocks and dirt tiles, aswell as coal ore (black) and iron ore (magenta).
[attachment=1699:Lightingapiminingshowoff.png]

And this picture is a small house containing a bed, crafting table, furnace, anvil, and oven. Outside of it is water and lava I spawned in. The water is animated, and flickers along with the lava aswell ( Not shown here ).
[attachment=1700:Ahousewithotherstuff.png]

So, you may be asking: "If you may not release this, why even bother show it off to get me hype?"
Well, this project has proved to be a very fun experience as one of my first CC games. I must say that its been awhile since I've had alot of fun programming, and the end result always feels so satisfying. You may know how I feel, so you can understand. Plus, this game is actually kinda fun, so I wanted to see if anyone else was interested. The only problem as I've said before is that the game is heavily unoptimized. When I tried it in Minecraft, I could watch the game draw the screen, and wait about a second for the screen to update. It may also be my computer, but I doubt it.

Anyway! Let me know what you guys think.
Edited on 20 July 2014 - 12:10 AM
Lignum #2
Posted 25 May 2014 - 07:51 PM
This is looking pretty good!
You should release it once you've optimised it enough for it to run in Minecraft.
Also, [shameless self advertisement]you could make the light even laggier :)/>[/shameless self advertisement]
Antelux #3
Posted 25 May 2014 - 08:06 PM
Well, despite your program being pretty good, its not the type of lighting I'm looking for. The way my current lighting system works is that a sphere will go around the player as seen from the pics, and it could be adjusted in size. Your lighting system is more like a flashlight type.
Sir_Mr_Bman #4
Posted 25 May 2014 - 08:13 PM
Other than it being in the wrong forum, I love it

EDIT: I derped.

EDIT (again): Is it in the wrong forum?!?!

I DONT KNOW ANYMORE! AHGADFOJASKF<DA:PSDFasdfasdfa
Edited on 25 May 2014 - 06:15 PM
Lignum #5
Posted 25 May 2014 - 08:15 PM
Well, despite your program being pretty good, its not the type of lighting I'm looking for. The way my current lighting system works is that a sphere will go around the player as seen from the pics, and it could be adjusted in size. Your lighting system is more like a flashlight type.
I see what you mean. It would probably make the game unplayable anyway because of the massive lag.
Anyway, good luck with the project!
Antelux #6
Posted 25 May 2014 - 08:19 PM
Well, despite your program being pretty good, its not the type of lighting I'm looking for. The way my current lighting system works is that a sphere will go around the player as seen from the pics, and it could be adjusted in size. Your lighting system is more like a flashlight type.
I see what you mean. It would probably make the game unplayable anyway because of the massive lag.
Anyway, good luck with the project!

Thanks! I hope I will be able to release it, along with code for a server. The server would be far in the future, though.
Edited on 25 May 2014 - 06:19 PM
TheOddByte #7
Posted 25 May 2014 - 08:47 PM
This looks like a great game! I never play CC games but.. this seems so great that I want to play it! :D/>
Antelux #8
Posted 26 May 2014 - 01:37 AM
Well, finally made almost all items have recipes, meaning technically, your able to play the game in survival. Though, I should get farming and the entity API out of the way before you can play in survival fully.
Sir_Mr_Bman #9
Posted 26 May 2014 - 02:57 AM
I want beta-test downloads!

D:
Antelux #10
Posted 26 May 2014 - 04:00 AM
Patience, Young Padawan. In due time, I might release it ( Though you would probably need a ccemu like the one I use to even play it without major lag ). I need to make better generation code, finish up the entity API, add chests, etc. Ill probably post my prograss here too.
Edited on 26 May 2014 - 02:01 AM
TheOddByte #11
Posted 26 May 2014 - 09:10 AM
Patience, Young Padawan. In due time, I might release it ( Though you would probably need a ccemu like the one I use to even play it without major lag ). I need to make better generation code, finish up the entity API, add chests, etc. Ill probably post my prograss here too.
Does this game flicker alot? If it does you should try to create and use a buffer, Or you could use someone elses, I believe Symmetryc made one.
oeed #12
Posted 26 May 2014 - 10:40 AM
This looks awesome!

When it's released would you be happy to have it included in OneOS?
Antelux #13
Posted 26 May 2014 - 05:28 PM
Well when I say flicker, I meant this:

Timer events update the world every half second, allowing animations to be drawn. So, its a bit faster than show in this gif.

This looks awesome!

When it's released would you be happy to have it included in OneOS?
Sure. I don't see why not :)/>
Antelux #14
Posted 26 May 2014 - 07:16 PM
Well, looks like I finally got the Entity API down! Expect zombies, spiders, pigs, cows, and more! Just need to add physics to them. ( i.e. Cant go through blocks, the player, etc )
apemanzilla #15
Posted 27 May 2014 - 05:04 PM
It's like adventure… But UI… 0.0
Antelux #16
Posted 27 May 2014 - 10:07 PM
At this point, I think its safe to say a release can be expected soon enough. Though it will probably need to be played in a cc-emu for it to be usable ( As in non-laggy), I think it will be pretty good overall. Just need to fix some bugs, and finish up some aspects of modding for others to add their own stuff the game. I will release tutorial mods for others to see and use. Its rather easy to mod, and any suggestions / criticism before I release a public version should be stated (That doesn't mean complaining about the graphics :P/>).
apemanzilla #17
Posted 27 May 2014 - 11:58 PM
At this point, I think its safe to say a release can be expected soon enough. Though it will probably need to be played in a cc-emu for it to be usable ( As in non-laggy), I think it will be pretty good overall. Just need to fix some bugs, and finish up some aspects of modding for others to add their own stuff the game. I will release tutorial mods for others to see and use. Its rather easy to mod, and any suggestions / criticism before I release a public version should be stated (That doesn't mean complaining about the graphics :P/>).
You realize CCEmu (or redux) is literally the exact same as playing in Minecraft, except without the rest of the game, right?

They basically just wrap the CC mod .jar.
Antelux #18
Posted 28 May 2014 - 01:52 AM
Thing is, I use CC-Lite, which is a coded in Love2D, not using the actually .jar. This is why my results in speed are different from ingame, as it doesn't actually use the CC Jar.
oeed #19
Posted 28 May 2014 - 02:34 AM
Thing is, I use CC-Lite, which is a coded in Love2D, not using the actually .jar. This is why my results in speed are different from ingame, as it doesn't actually use the CC Jar.

I'm sure you'll be able to speed it up in game. You could try adding a buffer which might improve the performance. Are you drawing anything outside the screen boundaries.
Antelux #20
Posted 28 May 2014 - 11:30 PM
Nope, I made sure that all my API's that draw use term.getSize() for drawing anything on screen. Though, for the level drawer, I have been working on experimental "Modes" as in which you can change the graphics settings (Fastest, faster, fancy), which ranges from only colors on screen to the text symbols on top of each tile/block.
oeed #21
Posted 28 May 2014 - 11:37 PM
Nope, I made sure that all my API's that draw use term.getSize() for drawing anything on screen. Though, for the level drawer, I have been working on experimental "Modes" as in which you can change the graphics settings (Fastest, faster, fancy), which ranges from only colors on screen to the text symbols on top of each tile/block.

Depending on how your renderer works, characters shouldn't have a performance impact.
Antelux #22
Posted 29 May 2014 - 12:10 AM
Well, perhaps the functions can be optimized a bit for use of tables. Alot of my functions pass around the same tables, which probably takes up memory ( Correct me if i'm wrong ), such as the world and such. ( The world is a very big table essentially )
Edited on 28 May 2014 - 10:10 PM
CometWolf #23
Posted 29 May 2014 - 12:48 AM
Passing tables around is the same as passing any other variable around really, since the info stored in the table variable is just the table's memory adress. How you use it afterwards is what matters.
SquidDev #24
Posted 01 June 2014 - 04:29 PM
I think it is pretty cool. Of course though, can you have computers in it?
Antelux #25
Posted 01 June 2014 - 07:46 PM
Theoretically, yes. There can be computers within the game with its own programming language and everything as long as you code it right. The way you add in mods allows such things as I wanted modding for the game to be flexible and powerful. I've taken a short break from the game for now, working on some other minor projects (It may be in my signature). I will resume shortly though.
Antelux #26
Posted 18 July 2014 - 01:51 AM
Just in-case anyone hasn't noticed, this game is released. Check it out here.