[Game] Pixture

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kaadmy
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[Game] Pixture

by kaadmy » Sun Sep 06, 2015 01:05

Image
Pixture 0.1.1

About
This is a subgame that I've been working on for a while now.

The graphics design is inspired by Kenney's cancelled subgame, VoXus.

It features 100% new graphics, and several new and unique mods.
The goal of this was to create a small and compact subgame that would be playable without any mods.

Note: This subgame uses different node/item naming, so most mods will be incompatible.

Features
+ Features


Screenshots
+ Screenshots


Licenses
  • Textures are all CC BY-SA 4.0
  • Sounds are mostly CC0, some GPLv2 in the weather mod(Hopefully these will be replaced with public domain sounds soon), and some are CC BY-SA 4.0
  • Source is LGPLv2.1, except for the mobs API(MIT).

Downloads

Current version is 0.1.1, see the releases page for previous releases.


Just unzip into the ~/.minetest/games/ folder and rename the resulting folder to pixture (see the wiki for more information)

Discord
We have a Discord server, too! https://discord.gg/v4Urdet

Note: this isn't 100% stable yet so don't worry if it crashes. If it does crash, please try to save any relevant information and post it in this thread.
Last edited by kaadmy on Wed Jul 05, 2017 00:37, edited 24 times in total.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by kaadmy » Sun Sep 06, 2015 15:12

cd2 wrote:wow, that looks really cool :D

Thanks :)
Have you played it yet, and if you have, how well does it play?
I know there's some problems with it still.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by necron099 » Sun Sep 06, 2015 22:19

Hi Kaadmy,

I played with this for a couple of hours last night, and today, and it's very good. It's a little tough starting if you don't spawn near some apple trees. Maybe your hunger goes down too fast?

The good: The UI, random villages and villagers, crafting (finally a use for grass), only 3 pages of inventory, crafting guide, the music box, and simple farming.

Keep up the good work.
 

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Re: [Game] Pixture

by kaadmy » Sun Sep 06, 2015 22:31

necron099 wrote:the music box

So, somebody noticed the music players :)

necron099 wrote:Maybe your hunger goes down too fast?

I know it goes down a bit fast, most of my testing I did with one seed which spawned me near villages, and with a few minutes of playtesting, I found out that you don't usually spawn near villages or apple trees.
Also, you can sprint(Fast mode), which makes you hungry quite a bit faster.
EDIT: The git repo now has hunger 50% slower.

necron099 wrote:random villages and villagers

I'll also have to fix villages, they spawn a bit patchy right now, I use mgv7's decorations to place them(Ingenious idea, IMO.)
Villages(I call them NPCs) have pretty fixed trading, too.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by jp » Mon Sep 07, 2015 13:22

I rarely seen such quality on 16px textures, good work. You should release a texture pack with various original
things.
[Maps] New York CityMinecraft Imported Maps
[Mods] Crafting GuideSpectator ModeX-Decor[+]
[Textures] PixelBOX Reloaded

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 15:00

4aiman wrote:Quite "toony" :)

Well, that was the goal.

jp wrote:I rarely seen such quality on 16px textures, good work. You should release a texture pack with various original
things.

They were inspired by Kenney's game, Voxus.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by benrob0329 » Mon Sep 07, 2015 16:06

I like it, but is the blood necessary? It is ultimately your subgame (you dlid a great job!), but not everyone likes to have blood when they punch something.
 

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Re: [Game] Pixture

by jp » Mon Sep 07, 2015 16:13

They were inspired by Kenney's game, Voxus.

Hope this helps...

Image
[Maps] New York CityMinecraft Imported Maps
[Mods] Crafting GuideSpectator ModeX-Decor[+]
[Textures] PixelBOX Reloaded

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 16:17

Did Kenney actually release the original images, or are those re-makes?
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by Dartmouth » Mon Sep 07, 2015 16:35

I think he did somewhere in the thread :)
 

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 16:54

Dartmouth wrote:I think he did somewhere in the thread :)

I just went through the whole Voxus thread, didn't find anywhere him releasing the original textures.
Never paint white stripes on roads near Zebra crossings.

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 16:55

benrob0329 wrote:[...]but not everyone likes to have blood when they punch something.

It's just in the mobs mod I included, I can disable them if you'd like.
Edit: Disabled blood on mobs.
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Re: [Game] Pixture

by benrob0329 » Mon Sep 07, 2015 18:23

Thanks, I don't mind the dirt and such flying, so you could edit the blood texture too.
 

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Re: [Game] Pixture

by Dragonop » Mon Sep 07, 2015 18:27

Hm I don't think you can use the textures Kenney created.
 

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 19:07

Dragonop wrote:Hm I don't think you can use the textures Kenney created.

That's what I thought, too...
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Re: [Game] Pixture

by Casimir » Mon Sep 07, 2015 19:27

At first glance the game feels smooth and beautiful. The most of the textures are very good. Values are well chosen and mapgen seems to have a balanced variety without being stuffed or entropic. Of course there are several bugs, but you are in the phase of creating something, you should not worry to much about the small things. (Let me just name those two: Crash as I used the craft guide. Big spikes in cpu use make the game go 0 fps every few seconds.) I don't like the walk and dig sounds that much, you might look out for some softer ones.
Your game also shows what Kenny complained about: With the current engine it is not possible to create a pixel-perfect UI.

What are your general goals in this game? What kind of feeling do you want to create? Which way do you want to go?

btw.: Kenny released some relevant textures on opengameart. But actually I like those used by kaadmy more.
http://opengameart.org/content/voxel-pack
http://opengameart.org/content/pixel-ui-pack-750-assets
 

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 20:14

Casimir wrote:Crash as I used the craft guide

Hmm, that's never happened with me before. It works fine, are you using MT 0.4.13? I use things that I think have been added in 0.4.13.

Casimir wrote:Big spikes in cpu use make the game go 0 fps every few seconds.)

Probably weather, i've had problems with it before. Try disabling the weather_enable setting in the pixture/minetest.conf file.

Casimir wrote:What are your general goals in this game? What kind of feeling do you want to create? Which way do you want to go?

I wanted this to be a mininal-styled subgame, playable without any other mods(It doesn't have any active mod support), and I wanted a cartoonish small-person-in-a-small-world kind of feeling.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by Casimir » Mon Sep 07, 2015 20:59

Using 4.13. But it could also be an engine bug.
Disabling weather does remove the spices.
 

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Re: [Game] Pixture

by kaadmy » Mon Sep 07, 2015 21:36

Casimir wrote:Disabling weather does remove the spices.

Good to hear, i'm doing weather very inefficently right now using ABMs, planning on fixing that soon.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

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Re: [Game] Pixture

by Sokomine » Tue Sep 08, 2015 23:33

As you might imagine, I'm particulary intrested in how you solved the problem of the villages :-) I flew around for some time but sadly didn't find any :-( Perhaps I'd have to wait some time in one region for it to actually appear?

Eventually, I spawned your villages manually by placing the spawner node. The villages are tiny but nice. There does not seem to be much variety? I do like the paths that are slightly lower than the sourrounding terrain and have included that in my mg_villages as well.
A list of my mods can be found here.
 

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Re: [Game] Pixture

by kaadmy » Tue Sep 08, 2015 23:40

Sokomine wrote: I'm particulary intrested in how you solved the problem of the villages :-)

Actually, I spawn them a very simple way; I use mapgen decorations that only spawn in the biomes that I want them to, then use an ABM that spawns a village 1% of the time.

Sokomine wrote:I flew around for some time but sadly didn't find any

Use the seed "pt" when you create a new world, I used that for testing and it has mountains, forests, and villages near where you spawn.

Village generation code: https://github.com/kaadmy/pixture/blob/ ... nerate.lua
Village mapgen code: https://github.com/kaadmy/pixture/blob/ ... mapgen.lua

Edit: GH links
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Re: [Game] Pixture

by jp » Wed Sep 09, 2015 07:32

I've spotted some dump() in https://github.com/kaadmy/pixture/blob/ ... nerate.lua.

dump() is only designed for the display in a console, readable by anything other than a human.
Use tostring() or minetest.serialize() (even combined with a pattern-matching), which are faster and more consistent here.
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Re: [Game] Pixture

by kaadmy » Wed Sep 09, 2015 15:46

jp wrote:Use tostring() or minetest.serialize()

Here's what I got with a bit of testing:
Code: Select all
10000 iterations with dump({x=0,y=50,z=100}) took 290.00ms
10000 iterations with tostring({x=0,y=50,z=100}) took 50.00ms
10000 iterations with minetest.serialize({x=0,y=50,z=100}) took 700.00ms
10000 iterations with (function({x=0,y=50,z=100}) return v.x..":"..v.y..":"..v.z end) took 100.00ms

So, I should probably use tostring() :)
Edit: the tostring() function returns something like
Code: Select all
table: 0x9ba29b0

so I'll settle with my custom function as above.
Never paint white stripes on roads near Zebra crossings.

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