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Building Game Test

Started by Tag365, 08 May 2015 - 05:42 PM
Tag365 #1
Posted 08 May 2015 - 07:42 PM
Test this game I built. Build structures in 2D, and play with friends.

By default it is able to handle infinite worlds but due to extreme hard disk limitations worlds are limited to 768 blocks tall by 768 blocks wide.

– Screenshots –
[attachment=2284:2015-05-19_10.21.19.png][attachment=2285:2015-05-19_10.21.31.png]

– Controls –
To move use the arrow keys.
To select a block press a number between 1 and 9.
To place a block click the screen.

– Download –
To download the online launcher run "pastebin get PsUYWcT5 game" in the shell.
To download the script for offline play run "pastebin get DhvLZnAX game" in the shell.

– Known bugs –
*You can't properly place blocks when connected to another server. Who cares about that when the multiplayer is breaking apart? I need to fix it. I don't even know about the status of multiplayer right now.
*Strange textutils errors at line 295 "attempt to concatenate string and table" Should be in a protected call, so it should be fine.
*Sometimes when failing to connect the script errors with the inventory not being loaded properly I fixed it.
*Sometimes the game loses connection to the server.
*The loading chunks screen disappears too early before all of the chunks near the player is loaded.
Edited on 19 May 2015 - 03:09 PM
Creator #2
Posted 08 May 2015 - 08:18 PM
game 462: game 440: not a directory. That is the error I get.
Tag365 #3
Posted 08 May 2015 - 08:19 PM
Relaunch the game with the online launcher. I added a line that checks if the directory does not exist and if it is missing it now creates it, thus fixing the error.
Edited on 08 May 2015 - 06:22 PM
ExplosiveFerrets #4
Posted 08 May 2015 - 08:45 PM
Haven't started it yet, but looked in the code.

Looks freaking awesome.
Tag365 #5
Posted 08 May 2015 - 08:49 PM
Nice. Connecting to a server appears to have screwed up, though. I'm working on a cure for the bugged client as it is secretly causing problems in single-player modes.
Creator #6
Posted 08 May 2015 - 08:58 PM
It is buggy, but interesting
Tag365 #7
Posted 11 May 2015 - 03:32 PM
I will fix the bugs. Right now I need people to test and report any bugs in the game.
Tag365 #8
Posted 11 May 2015 - 09:00 PM
I have added a chat feature into the game, along with the ability to change your world size using "/setWorldSize 2048" and save your world at will using "/save". To chat, press "c".
Edited on 11 May 2015 - 07:21 PM
Tag365 #9
Posted 13 May 2015 - 04:46 PM
I have added new blocks and commands into the game. Also, pressing 0 on the keyboard will give you a new row of blocks to place down.

Why isn't anyone talking about my game?
Edited on 13 May 2015 - 03:45 PM
Antelux #10
Posted 14 May 2015 - 01:32 AM
It appears that your game happens to be using the buffer which is in use in MiniatureCraft.
Though the license my game is under allows for such, I don't see any comments that show that the buffer is credited to me.
I kindly ask that you change it to reflect on such.
Edited on 13 May 2015 - 11:32 PM
Tag365 #11
Posted 14 May 2015 - 05:18 PM
I have already added a comment in my development build of the game.
Tag365 #12
Posted 14 May 2015 - 06:15 PM
I have updated the game so that terrain generation is enhanced.
*To publish your world so that other people can join, use /publish
*Added a server list so you can join other people's servers without having to get their ID.
*Updated the buffer API used in the game.
*Fixed the for loop so that computer zero will have their player data saved.
Edited on 14 May 2015 - 04:17 PM
Antelux #13
Posted 15 May 2015 - 01:57 AM
I have already added a comment in my development build of the game.

Thank you.

On a side note, I do like how your game has infinite generation and chunk loading. Though, I've seen the generator produce some weird results sometimes. All in all, it seems usable for an early release, though.

I also like the multiplayer abilities. I haven't tried it yet, but it seemed pretty promising.
Tag365 #14
Posted 18 May 2015 - 08:50 PM
Why does no one try my multiplayer feature?
By the way, I also updated the script again.
*Not anyone can kick anybody out, server hosts can now chose who will be privileged using the /setRank and /setPrivilege command.
*Using the /publish command will persist on shutdown and servers will now automatically be hosted on startup.
*Added /ban and /unban commands.
*Chat messages have dark gray backgrounds.
*Chat commands now error gracefully when missing arguments are given.
*Pcalled the rednet.send function because it was throwing errors at random.
Edited on 18 May 2015 - 07:05 PM
Tag365 #15
Posted 22 May 2015 - 05:18 PM
I have made a few slight improvements to the game, including:
*There is now an animated main menu screen that shows off your current world.
*Fixed more errors with the game's handling of the buffer, including the game not drawing lines in the correct place, the server list never drawing at all, the chat drawing glitch, and more.
*You can again manually type in a server to join.
*The loading chunks screen is fixed for real.
*The game now autosaves the configuration of worlds.
Tag365 #16
Posted 03 July 2015 - 11:20 PM
Sorry for the lack of updates recently. I haven't been on my computer lately. I will update the game soon.
Tag365 #17
Posted 28 October 2015 - 04:31 PM
I have published an update to the game, adding the ability to play the game without a modem.
*You can play the game without a modem.
*Added three new blocks.
*Edited the appearance of "Oak Wood Log" and "Oak Wood Plank" blocks.
Creator #18
Posted 28 October 2015 - 04:52 PM
How would the game transmit info without modems?
Tag365 #19
Posted 28 October 2015 - 04:57 PM
Obviously you can't play multiplayer without modems. But I made it possible to play single player without modems.
Creator #20
Posted 28 October 2015 - 05:05 PM
Ah, OK.
Konlab #21
Posted 05 November 2015 - 05:35 PM
It has great potencial, but now I could only play it for 10 mins then I got bored :(/>
Suggestions: survival and modding support and tile entities
No crashes atleast for now