Making a Minicraft Clone (Blocky World)

Don’t worry about voting! I probably would have gone with 16x16 anyway. Glad to hear that you like what I’m doing :slight_smile:

1 Like

looks really nice, like it already. Do you have a name for it ?

I really haven’t come up with a name for it. I’d like to wait to get further into development so I can decide what the game’s “identity” will be.

When I get to that point, I’ll probably make a forum post with a poll here…

1 Like

It looks great, I cannot wait to get a pokitto and play it.

1 Like

I managed to get world generation working! I also implemented a rudimentary form of scrolling to test it out, but this type of scrolling won’t work with block editing, so I’ll have to use a different method.

Here’s a GIF of me scrolling through the map. I made different biomes for plains, forests, birch forests, and flower forests. I don’t think I found any flower forests when flying around, though…

Also, something else, that doesn’t scroll:

You may be thinking, “This is exactly what you did before!” And it gives the same output as before. However, now it’s using classes, so it can be used to add block editing, and is much more modular than before.

We’re in business.

UPDATE: I got my previous world generation working with the new class format. I also got scrolling working (it’s quite simple if you know how it works), but now I’m having an FPS problem. I don’t have time to fix it today, but I know how…the game’s drawing blocks offscreen, so I can just not draw them.

3 Likes

Okay, I added a player sprite in the middle of the screen:

What I need to do:

  • Fix the player flashing
    EDIT: Removed last three, because I did them!
    ANOTHER EDIT: I added back space for the bar! :slight_smile:
    YET ANOTHER EDIT: I added collision!

Also, now that there’s a player, you can kind of get the theme I’m going for. I think it’s finally time to name the game. Here’s a poll for it:

  • Minicraft for Pokitto
  • PokittoCraft
  • Blocky World

0 voters

And finally, I added the player to some of my old mockups. I also had a “checkerboard” idea for walls, to show that they are walls and not floors.

4 Likes

I added the side animations:

As is also apparent in the latter half of the GIF, I also added block editing! You can press C to switch to the block selector and change the block you have out. You can also press A to place said block.

Next up: collision detection!

2 Likes

Pokitto craft, to make people realize what it’s for.

Today I added back the smaller-sized window:

This was actually really easy to implement; I just made a new function that was the same as directBitmap(), but didn’t draw pixels past a certain point. Blocks use this function, while everything else uses ordinary directBitmap().

I also updated my mockups to add a GUI idea:

I’ll hopefully get around to adding collision detection tomorrow.

5 Likes

I’d like to demonstrate what color reduction looks like here

3 Likes

I don’t see a difference

One gray color is changed to brown, 2 brown colors are taken away, brown is used instead of dark read for the hearts, and the birch tree is kinda ugly now.

All in all, I think I can deal with the flashing; it’s been greatly reduced by the new draw block function I created, and if I remember correctly, @jonne mentioned somewhere that he was trying to fix it. It shouldn’t be a problem soon :stuck_out_tongue:

Also, I really use the stuck out tongue emoji too much :stuck_out_tongue: :stuck_out_tongue: :stuck_out_tongue: :stuck_out_tongue: :stuck_out_tongue:

3 Likes

I don see a difference either, and since we are looking at it on a HD screen i am geussing that on the Pokitto there is no difference at all.

1 Like

My point is that if you want fast flicker free graphics , you need a screen buffer.

If you want >16 colors, the next useful option is 256 colors (8 bits) which is 220x176 =~38000 bytes for screen buffer. Pokitto has 36kB of RAM. If you can manage with 16 colors, which in my opinion very many games could, you get a buffered mode, no flicker and all is fine and dandy.

DirectPixel will flicker because you are drawing stuff on top of each other on screen not in the privacy of the screen buffer. Its like undressing yourself on the aisle in the department store instead of the changing room - someone will notice :smile:

6 Likes

That makes sense! I’m still not too willing to give up my extra colors, though…

I think I can just modify my directBlockBitmap function to not draw pixels underneath the player. Sure, that means hardcoding the player’s pixels, but oh well…

1 Like

We have just added invisiblecolor to directbitmap. No need for hardcoding. see latest discussion & closed issue in github

3 Likes

Okay, today I added both collision detection and the console.

Unfortunately, the GIF is too big to upload :frowning:

Next up: adding new blocks!

1 Like

Cannot wait! 20 characters

Umm…I don’t really get what you’re saying here :confused:

Anyway, here come some progress updates.

I redid terrain generation, adding “biome groups.” Now forests are clumped together, for example. I also added two new biomes: the ocean and the desert!

I also completely redid block placing to add support for items, as well as making players break things with B. I added the shovel, which breaks the floor block underneath the player, and allows placement of new floor blocks.

In addition to all this, I added some water animation, and also animations for the player in water!

Finally, I added some “man-made” blocks: stone bricks, sandstone bricks, wooden planks, and wood logs. I added both wall and floor versions of each.

It’s been a while since the last GIF, so I made one so big that I had to split it up into 6 parts.

A house idea (sorry for bad framerate, had to lower file size):

Exploring a little town I made (again, had to lower size):

Placing floor blocks:

Placing wall blocks:

Into the desert (showcases dead bush glitch):

Building some desert ruins:

4 Likes

Comments must be more than 20 character :smile:

4 Likes