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View Code? Open in Web Editor NEWA Minecraft 2D Demake
Home Page: http://gamejolt.com/freeware/games/adventure/minicraft/2818/
License: Other
A Minecraft 2D Demake
Home Page: http://gamejolt.com/freeware/games/adventure/minicraft/2818/
License: Other
anything but XML will do! :-)
Because Minicraft was created ten years ago, it's pretty hard to find all of the versions. I've busted my butt in order to find the variations I have, and I'm just trying to get as many as I can to add here:
https://github.com/RandomGuyDTB/Minicraft-Ultimate
I'm sure to credit all of the authors in the Sources.txt, and I'm gonna add better ways to credit authors in a new update.
If you don't answer for a week then I'll take it as a "yes". You'll still be credited, however.
Right now, tossed objects are placed randomly somewhere near the player, on the side that the player is looking toward, with a small upward velocity.
I propose changing this behavior to instead give the object a velocity vector pointing towards the mouse, with a small random magnitude. The object would start roughly near the player's nose.
Also consider adding large tall/open caves. Generally, there needs to be a reason not to dig down other than losing a heart or two.
Add falling damage, drowning, and hearts.
Currently there can only be one Inventory
, and it's essentially a global. (It lives in the Game
class.) For the sake of sanity and future additions (like mobs or multiplayer), inventories should be members of living things.
Due to being able to climb trees, it's impossible to stand on top of a stack of logs without falling down.
This can hopefully be accomplished by writing a new android graphics/event handler class and by adding touch controls.
Repro:
Minicraft.sav
, if it exists.When testing torches, I often found that it seemed like placing them wasn't working, only to realize that the placement would slightly conflict with the player's bounding box. We should either make the torch bounding box smaller, or designate it (and other "passable" items) as able to be placed inside the player's box.
Not sure if this is a Mac-specific issue, but it's not working for me.
This could work similarly to the crafting table, but with some additional calls in World.chunkUpdate() for the actual smithing.
We need to be able to tint tiles for lighting, but our very simplistic java.awt.image, which is hardware accelerated, has no way to do this natively. We could render out different versions of all oft the images at load time, but there are better ways to do this which might carry over something to an Android implementation.
Current approach: Switch to OpenGL using jogl.
http://jogamp.org/jogl/www/
We need an 8x8 graphic. A torch needs to become a block with a recipe, and the lighting engine will need to keep track of both sun values and torch values so it can be interpolated smoothly at night.
ala Minecraft. This would allow the name attribute to be used for a more descriptive String.
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