Comments (7)
That's great. I'm glad that we have similar ideas, and I've been enjoying working on this.
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@benmoran56 It's actually what I had in mind for a long time. I like it, because it's a good way to keep the savemode and game options separate from the engine. I really like your way of thinking, and keeping the project organized like you are doing is an excellent idea that I really appreciate.
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@benmoran56 Thank you, I promise to include your name in the wiki, and throughout the project. Having fun is the important goal, getting better, and sharing your knowledge.
Thank you so much, it's nice to meet people who think like you :)
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I've been working on this a bit. I have a pull request, but I'm testing some other changes too.
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Good. Thank you very much. As soon as I have time, I commit my graphic resources.
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Regarding graphics, what do you think about separate .pngs for each block type? Would this be easier to add new block types later?
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Yes, absolutely! it's much simpler and I recommend using the 16x16 pixel standard.
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Related Issues (20)
- New textures HOT 1
- Reorganization of the code (new modules) HOT 4
- I modifed the for loop to go from -10 to 10
- Added the setup.py module
- Exclude .idea and .vscode from the repository HOT 2
- Game will crash when trying to load a corrupted save. HOT 1
- Close old issues. HOT 1
- The crosshair has disappeared HOT 2
- Label with transparent black background? HOT 8
- Need to write a new function to create the vertex points for the block highlight HOT 2
- [proposal] remove "loading" code, and prepare for incremental map loading. HOT 5
- Need to add sound effects HOT 4
- We need an application icon HOT 5
- Add mobs HOT 9
- Add simple lighting (sun), and point light sources (torches, etc.) HOT 3
- Allow runtime script control for placing and removing blocks
- [Idea] Separate generate_world from scenes.py HOT 3
- time.clock() missing HOT 1
- Can I use TerraCraft for a project? HOT 2
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