Minecraft Mode!

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Star and Moon
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OK, so I have an idea, for gameplay mode. It adds in a major Minecraft element while still having strategic shots and skill.

Overveiw: Crates don't drop, and you start off with only land removing tools, what do you do? Well! Look though out the landscape! There are ore streaks! Damaging ore streaks will give you different weapons, and then you can fight your foe!

Dirt (Regular land) will sometimes yield 1-2 of any of these items:
Mudball, Landgun, Select Hog, (Uncommon) Seduction, (Rarely) Low Gravity.

Stone (Common Streak) will often yield 1-3 of any of these items:
Utility Items, Melee Weapons, Rope, Deagle, Girder, (Uncommon) Mine, (Uncommon) Grenade (Rarely) Extra Time.

Iron (Moderately Common Streak) will always yield 1-2 of any of these items:
Shotgun, Sniper Rifle, Bazooka, Grenade, Mine, Flying Saucer, Mortar, (Uncommon) Dynamite, (Uncommon) Airstrike, (Uncommon) Birdy, (Rarely) Extra Time, (Rarely) Low Gravity,

Gold (Less Common Streak) will always yield 1-2 of any of these items:
Flamethrower, Bee, Drill Rocket, Cluster Bomb, Molotov, (Uncommon) Cake, (Uncommon) Napalm Strike, (Uncommon) Portal Gun, (Rarely) Double Damage.

Diamond (Rare Streak) will always yield 1 of these items:
Dynamite, Cake, RC Plane, Melon, (Uncommon) Ball Gun, (Uncommon) Hellish Hand Grenade, (Rarely) Piano Strike.

New Weapons, Pickaxe, works like the blow torch, only slower. Can mine straight down also.

What do you think?

nemo
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Could actually be implemented I suppose, using lua scripting.
"ore" could be simulated w/ tinted sprites overlaying invisible gtTargets

Bring it up to mikade? Smile

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Star and Moon
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nemo allegedly wrote:

Could actually be implemented I suppose, using lua scripting.
"ore" could be simulated w/ tinted sprites overlaying invisible gtTargets

Bring it up to mikade? Smile

Yeah, definitely!

bowja
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And maybe instead of dynamite, there could be tnt?

Confucius says: "Man who run in front of car get tired, but man who run behind car, get exhausted."

oranebeast
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Me think i may do this tonight
Smile

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Star and Moon
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oranebeast allegedly wrote:

Me think i may do this tonight
Smile

Cool, contact me if you need any arts for it.

oranebeast
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Ok

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Star and Moon
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If you're REALLY ambitious you could write a script that generates the battlefield out of different blocks, would be kind of interesting.

oranebeast
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I may try that, Depends on my success with the first idea

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jobro
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As stupid this idea may seam, it actually sounds really fun to play!

oranebeast
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the idea is great but, its not that stupid, its really mining mode but we will keep it minecraft mode for now

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h3oCharles
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I am reviving this thread, because l made this idea to reality. However, before releasing it, I would like to have very single weapon available on this mode.

The ones I am missing are:
Old Limburger,
Sine Gun,
Ice Gun,
Kamikaze,
Sticky Mines,
(The New) Air Mines,
Mine Strike,
Drill Strike,
Rubber Band,
Parachute,
Teleport,
and Cleavers

So let me know where should they be and it to be common, uncommon or rare

Crates (The ones that drop from sky between turns) will be able to drop in the final script, but there will be an option to disable them via a scheme. Also, ore pockets are not going to be a thing, because it will make a massive hit performance-wise.

oh hi

mikade
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Not much of a minecraft mode without mining and ores...

It should be possible by doing what nemo describes above. The hardest and heaviest "performance" thing would probably be determining what is underground and where to distribute ores. Lua has no access to land, but it is possible to approximate land by creating nine billion objects (grenades will do fine) all over the map, tracking them for a few milliseconds, and then seeing which of them haven't moved. The ones in their original position are stuck, probably in land, and you can use that to infer where to place the ores. Then you just delete all the grenades, because otherwise you're going to blow up the entire map.

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h3oCharles
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mikade allegedly wrote:

Not much of a minecraft mode without mining and ores...

mining on it's own I have, basicly when you use the blowtorch, every 20 ticks you have 1/102 chance to execute a drop. However, It may be a dud. Or, an iron-painted stone xD

Ore wise, like I heard many times, targets are a valid option. However defining the texture of it, placing multiple of these in a cluster and registering what type they are may be difficult for me.

mikade allegedly wrote:

It should be possible by doing what nemo describes above. The hardest and heaviest "performance" thing would probably be determining what is underground and where to distribute ores. Lua has no access to land, but it is possible to approximate land by creating nine billion objects (grenades will do fine) all over the map, tracking them for a few milliseconds, and then seeing which of them haven't moved. The ones in their original position are stuck, probably in land, and you can use that to infer where to place the ores. Then you just delete all the grenades, because otherwise you're going to blow up the entire map.

Plausible, however like I said, it may be a massive lag on starting the engine.

So yea, feel free to put up any code on what you come up with about it.

EDIT1: I may be scared of desyncs on this mode, because of how much I am using GetRandom.

EDIT2: I am having trouble to compare velocity on a lot of tracked gears. When I use GetGearVelocity(gear), I am getting a tuple, while I need a single value :/ Can we (me and mikade) talk about that in private? I'll give you the code and we will try to do this together, because you know what they say, It's better to have 2 minds and not 1.

oh hi

nemo
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If you want to determine falling without ever blowing anything up, gtGenericFaller is a gear that just falls and bounces. Can give it sprites or mark it invisible.

Game uses it to mix up the RNG a bit right now.

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h3oCharles
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nemo allegedly wrote:

If you want to determine falling without ever blowing anything up, gtGenericFaller is a gear that just falls and bounces. Can give it sprites or mark it invisible.

Game uses it to mix up the RNG a bit right now.

I'm not sure if I want to use it, however, I found that cleavers are the less laggy than nades, so I decided to use those. Now I'm going to end up with a land, that has cleavers inside them and this might get messy really fast as it goes to code.

oh hi

nemo
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I'm not sure why you would choose cleavers of all the gears.. They stick to land when outside it, and to other cleavers. Can easily end up w/ stacks of cleavers. BTW, most gears that collide w/ stuff can be flagged to pass through things by land type, to skip hogs/barrels if this is run after spawn.

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h3oCharles
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nemo allegedly wrote:

I'm not sure why you would choose cleavers of all the gears.. They stick to land when outside it, and to other cleavers. Can easily end up w/ stacks of cleavers. BTW, most gears that collide w/ stuff can be flagged to pass through things by land type, to skip hogs/barrels if this is run after spawn.

Why specifically cleavers? They don't remove themselves, they aren't that laggy as nades, because nades need to "tick" which needs to register every milisecond. With those advantages I can take a look at the result longer and catch some errors I made.

Stack of cleavers, huh? I am aware of that, it happened many times during testing, but that's not a problem for me, it's rather an indicator. I am placing cleavers every 100 pixels, and sometimes for testing, at starting I'm setting 10% gravity to see how things work.

Another thing, I don't want to over-complicate things, because I really care about performance on the game. Targets will be laggy enough for this mode, because I'm expecting the diamond (the rarest type of ore that can appear) to have about 1-10 targets per ore cluster.

oh hi

nemo
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So... My best guess as to what you mean by the stuff above (since grenades and cleavers both run once a millisecond), is that a cleaver will inactivate itself once it collides with land. I'm not sure that really makes that much difference given how quickly this should all run based on mikade's suggestion though. Actually, Targets should work fine too to detect - that is, just delete targets that move, although I'd still use doStepGenericFaller - seems less messy.

But, eh, whatever.

WRT # targets... Shocking

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h3oCharles
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nemo allegedly wrote:

So... My best guess as to what you mean by the stuff above (since grenades and cleavers both run once a millisecond), is that a cleaver will inactivate itself once it collides with land. I'm not sure that really makes that much difference given how quickly this should all run based on mikade's suggestion though. Actually, Targets should work fine too to detect - that is, just delete targets that move, although I'd still use doStepGenericFaller - seems less messy.

But, eh, whatever.

You misunderstood me on "ticking". I meant that every milisecond the timer of the grenade is subtracted by 1, which in bulk, causes lag and cleaver doesn't do that.

Performance is key. Just for comparasing, spawn 1000 grenades versus spawn 1000 cleavers versus spawn 1000 targets and then check how much FPS you have. Targets will be laggy enough, unless there will be a replacement. Another thing I thought about gtGenericFaller is that I don't want to use it, because I want players to see the fancy loading "animation" there is going on.

nemo allegedly wrote:

WRT # targets... Shocking

One of you devs (I think that was sheepy or mikade) was commenting about my Planet KarBoy theme that has ores as sprays, which got a question "How we can make ores functional?", the answer was retextured targets.

Speaking of which, I am almost done with my script, I just need to figure out the ores, unless mikade is going to help me on that one :P

oh hi

nemo
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Ok. I thought maybe you meant that, but, was trying to be a bit more generous in the interpretation.
Now that I understand.
Cleavers and Grenades all run once a millisecond for physics. Checking for collisions, applying gravity...
The timer variable has almost no impact on this. The timer texture costs more, but is only updated once every second, assuming you are drawing a grenade timer, or drawing the grenade at all.

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nemo
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Yeah, the retextured targets I got. It was the sheer number of them that seemed excessive...

That is, since "ore" would only be an arbitrary number, it seems density could simply be a separate texture and count rather than using like a dozen of 'em.

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h3oCharles
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nemo allegedly wrote:

Yeah, the retextured targets I got. It was the sheer number of them that seemed excessive...

That is, since "ore" would only be an arbitrary number, it seems density could simply be a separate texture and count rather than using like a dozen of 'em.

That's a good idea, however now we are going to have 8 diffrent combinations of ores. That may be complicated for code.

Out of textures, I'm gonna need 8 textures in total: 3 stone, 2 iron, 2 gold and 1 diamond

oh hi

nemo
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Actually, come to think of it, it might be more efficient to just draw the ore sprites to the map using sprCustom1/sprCustom2 and just use the target to trigger collection. You could use Tinting to vary the colours.

http://hedgewars.org/kb/LuaAPI

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Orange_Ball
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I've tried it and it's totally amazing. Some kudos for you.

mikade
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Haha. If you're talking about HedgeCraft, I'm glad you liked it.

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Orange_Ball
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mikade allegedly wrote:

Haha. If you're talking about HedgeCraft, I'm glad you liked it.

Yep. Smile
Also, The problem is the drill jammed whenever one of the hedgehog hurts during the drill without hurting that hedgehog with the drill. Sad Smiley

mikade
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I'm not sure what you mean. Drill is supposed to jam when you try use it offensively against other hedgehogs.

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Orange_Ball
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mikade allegedly wrote:

I'm not sure what you mean. Drill is supposed to jam when you try use it offensively against other hedgehogs.

Well Unfortunately, No matter one of the hedgehog hurts while the active hedgehog is drilling, the drill jammed. Look: https://youtu.be/ARLRqwn9J9U

mikade
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Ah, I see what you mean. I was afraid that would happen, which is why I already threw in a damage check to only jam the drill if the damage suffered was in tiny drill units. Mines, etc. shouldn't be able to cause the same issue, but I guess flames still do. Nonetheless, I suppose I can add an extra proximity check to the gear being damaged. That's about as good as it gets as the source of damage is not exposed AFAIK.

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Orange_Ball
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Bug with hedgecraft installed while playing outside of Hedgecraft:
When i was playing with my online friend with hedgecraft installed. At Outside of Hedgecraft, I saw that he's placing rubber. In my screen, it is shown to have minecraft blocks instead of rubber, when he's goes through that, it would cause desync and i get an error.

(I'm not good at english Btw Sad Smiley)

Star and Moon
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mikade allegedly wrote:

Haha. If you're talking about HedgeCraft, I'm glad you liked it.

So um, where can I find this HedgeCraft? Never heard of it before, but I don't really keep up much here.

mikade
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I guess you could say it's in "closed alpha", but really I've just been too busy and/or lazy lately to get around to fixing the last few issues before I push it to the official repository. You can poke me online for a guided test, or if you're really keen and just want to figure things out yourself I can PM you a link.


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UltiMaxKom
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Great idea !!!
who play Minecraft here ? i do Smile (aw, i off topic)
i have wow house here (another off topic)
sorry,,,

But that fking nice idea,,,

( HAHAHA ! Provocation to Highlander Mode !!! )

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