Author Topic: [axe] 2D minecraft game  (Read 30529 times)

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Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #45 on: May 04, 2012, 01:29:20 pm »
I'm sorry, but I haven't really done anything else to it. I have made almost all of this when I had nothing to do in school, and there haven't been many of those moments lately. And the progress that I did make was eaten by one of the glitches in the operating system.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline hellninjas

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Re: [axe] 2D minecraft game
« Reply #46 on: May 04, 2012, 03:03:30 pm »
Darn D:
I hope you'll find some time soon! ^.^

Offline TheBassetHound

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Re: [axe] 2D minecraft game
« Reply #47 on: May 12, 2013, 09:41:22 pm »
     Looks as if you haven't been doing anything with it lately... Could I by any chance have the source code? I'd like to see what axe is like, and i might be able to help improve the game. Cuz this is, like, a dream come true for me. I LOOOOVE Minecraft (I will get it onto my 3ds) and this is the PERFECT opportunity to sneak it into class.
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Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #48 on: May 13, 2013, 04:50:59 pm »
Sure you can have the source code. It's an open-source project.
On the previous page, there's a download. The two upper files are the source code.
I once had a working inventory, but I lost the source of it some time ago, so what you can find in this thread should be the most recent one.

If you don't understand something in the code, or want to know why I handled it like that, you can always ask me.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline TheBassetHound

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Re: [axe] 2D minecraft game
« Reply #49 on: May 13, 2013, 09:16:57 pm »
      Oh... oops. I didn't see it. Derp.
      Actally, I don't know any  axe. I was thinking i could learn a bit about  it by looking at the code. :P
     But thanks! :thumbsup:
TheBassetHound


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/   /\/˜¯¯¯\  \____/     \
   /          \___________\
 –(           |____________\
   \   /¯¯--•¦=––––––––––––\
    \/           ¯\==========\
\     ¯¯——__–¯\—————––\
 \––––___–¯–¦__                   \ √=_
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Offline DJ Omnimaga

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Re: [axe] 2D minecraft game
« Reply #50 on: June 30, 2013, 05:40:22 pm »
Shame that this died, since it looked quite cool. I haven't got time to try the latest version, though, so I'm gonna download it now for later. :)

Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #51 on: June 30, 2013, 06:54:49 pm »
Shame that this died, since it looked quite cool. I haven't got time to try the latest version, though, so I'm gonna download it now for later. :)
I have already considered to revive it, but the 2D part of this game makes it really limited. It's hard to build a nice looking home, and if I'd implement jumping, you'd need a ton of ladders to get around.
I already thought about recoding it with an isometric engine that can handle 3D worlds (and that can rotate the view at 90° intervals, or maybe 45° of which 4 of the views would be birdview instaed of isometric), and I did a small proof of concept of this (no textures, no player, only graphics), and it worked, but it was a bit unreliable and unstable, and it didn't look that good anyway).
Something else I have considered is a VERY limited voxel-based engine. I already have an algorithm to severely limit the amount of polygons needed to draw (for a 5*5*5 world: best case: 15 quads, most cases: 20 quads, worst case: 25 quads(could in some cases be decreased with aslightely more clever algorithm)), but for this to work correctely, I need a way to draw quads with a persfective-corrected and masked texture. And this might be so slow that even a 5*5*5 world is too much to handle. And if it's possible, I doubt that anyone wants to play minecraft with a view distance of 5 blocks.

Maybe when I have some time I should try to make 2 'prototype' engines following the methods mentionned above.
« Last Edit: June 30, 2013, 06:57:59 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline DJ Omnimaga

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Re: [axe] 2D minecraft game
« Reply #52 on: July 04, 2013, 01:18:09 am »
Isometric would be nice, but I wonder how slow it would be with that many layers of tiles to render or checking which one to render and which one not to? O.O

Offline Piguy-3.14

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Re: [axe] 2D minecraft game
« Reply #53 on: July 23, 2013, 01:40:27 pm »
This is pretty cool, love the random world generator, and the fact that you could complete collision:) also I have a game similar to yours(Picraft 2) and of course it's nothing like yours, as I'm relatively new to axe so I'm not that good with coding yet, but I was wondering if I could by chance see the source code for the game, as I'm currently trying to add tilemapping into my game and I have not seen any tilemap tutorials that apply specifically to a Terria like game and I think viewing the code may help me understand it better and hopefully be able to design one for my game. I'm also struggling with collision which I see you've mastered and once again their is no specific tutorial on a building based collision engine so viewing how you managed it would most likely help me implement it into my game. So only if its ok with you am I allowed to view the source just so I can try to add some of those features into my game. Of course I would create my own code, but I think seeing how someone else did it may help me add it, btw great game, hopefully I can eventually make mine as good as yours, thanks.

Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #54 on: July 23, 2013, 02:54:14 pm »
Of course you can see the source of this open-source project. The latest not-lost source can be found as an attachement on this post. Feel free to use the source in any way you like. You are allowed to copy-paste parts of the code in your problem, and if you do that, it would be nice if you add me to the credits, but you don't have to.
Anyway, I hope you can learn from the source.

Edit: To make it more clear for you and anyone else who wants the source code of the latest version (shown in the screenshot):

Click here to download the main source file
Click here to download the source code of the world generator

To compile proprely, you must have both files.
« Last Edit: July 23, 2013, 03:04:24 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline DJ Omnimaga

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Re: [axe] 2D minecraft game
« Reply #55 on: July 24, 2013, 03:47:56 am »
I like the graphics, but if you are only gonna use 1 shade of gray for the entire tileset, wouldn't it be better to make it black or add more details with different shades of gray?

Offline Sorunome

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Re: [axe] 2D minecraft game
« Reply #56 on: July 24, 2013, 05:06:40 am »
Will you change later that you won't be able to fly? :P

But yeah, it is looking pretty cool, great job!

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Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #57 on: July 24, 2013, 07:17:01 am »
I like the graphics, but if you are only gonna use 1 shade of gray for the entire tileset, wouldn't it be better to make it black or add more details with different shades of gray?
Will you change later that you won't be able to fly? :P

But yeah, it is looking pretty cool, great job!
I think you misunderstood. I haven't worked on this project for a while, but I've gotten a few requests from poeple wanting to see the source code of this project. And because the download link is 'hidden' somewere in this thread, I decided to make it a bit easier to find.

I'm sorry, but this project won't be updated soon. I'm now focussing on my java game. Maybe after that, I'll see what I can do to revive this project.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline DJ Omnimaga

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Re: [axe] 2D minecraft game
« Reply #58 on: July 24, 2013, 10:40:03 pm »
Yeah I know it's dead, but I was pointing out for anybody who might want to restart the project from where you left off.
« Last Edit: July 24, 2013, 10:40:27 pm by DJ Omnimaga »

Offline ben_g

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Re: [axe] 2D minecraft game
« Reply #59 on: July 25, 2013, 11:17:25 am »
Maybe I should point out why I used the grayscale:
The whole tileset is made up of monochrome sprites. They were never meant to have muliple shades of grey. They have the dark-grey color because the player is black (and the planned mobs would have been black as well). The slightely lighter shade of the surroundings makes it easier to see the mobs. Further, the planned tile entities (like chests, signs, a fuse to replace redstone for safely setting off tnt, fire...), were meant to use the lighter shade.
This is mainly done because the screen is blurry when it's scrolling, then the different 'colours' make it easier to tell them apart.

The action bar also used greyscale to indicate which item was selected, but unfurtunately, the source code of this has been lost, together with the fully working inventory, because of an OS glitch :(

But when I look after it afterwards, the grayscale (together with the crappyness of the tilemapper code) made the engine very slow. But since so much of the game is based on the tilemapper, it takes a lot of work to change that. This, together with the loss of source code (AND on-calc backup), is the main cause why I lost motivation and why I didn't pick this project back up when I had time to work on it.

The flying is easy to change to jumping, but I let it in because it's easier while debugging, and because I was to lazy to make ladders work, it was the best way to get out of a pit.
« Last Edit: July 25, 2013, 11:24:32 am by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated