[Game] Pixture

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kaadmy
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[Game] Pixture

by kaadmy » Post

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
Spoiler
  • Designed for use with Minetest 0.4.16
  • Small package size(13mb, ZIP is under 5mb)
  • Built-in mobs
  • Villages and trading
  • Unique v7 mapgen(Do not use v6; it is not supported and will break)
  • Upgradable tools via jeweling
  • Hunger
  • Playable without added mods
  • Custom inventories
  • Built-in armor
  • Crafting guide
  • A variety of trees
  • Weather
  • Beds
  • New and better player model
  • Builtin player skins
Screenshots
Spoiler
Image
A small sample of the available biomes

Image
Weather system

Image
Pixture's new crafting method

Image
Mobs and armor

Image
Achievements!

Image
Builtin player skin support
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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cd2
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Re: [Game] Pixture

by cd2 » Post

wow, that looks really cool :D

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Re: [Game] Pixture

by kaadmy » Post

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

necron099
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Re: [Game] Pixture

by necron099 » Post

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 » Post

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

4aiman
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Re: [Game] Pixture

by 4aiman » Post

Quite "toony" :)

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Re: [Game] Pixture

by jp » Post

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

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Re: [Game] Pixture

by kaadmy » Post

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.

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Re: [Game] Pixture

by benrob0329 » Post

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 » Post

They were inspired by Kenney's game, Voxus.
Hope this helps...

Image

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Re: [Game] Pixture

by kaadmy » Post

Did Kenney actually release the original images, or are those re-makes?
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Re: [Game] Pixture

by Dartmouth » Post

I think he did somewhere in the thread :)

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Re: [Game] Pixture

by kaadmy » Post

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.
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Re: [Game] Pixture

by kaadmy » Post

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 » Post

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 » Post

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

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Re: [Game] Pixture

by kaadmy » Post

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 » Post

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 » Post

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.
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Re: [Game] Pixture

by Casimir » Post

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 » Post

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.
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Re: [Game] Pixture

by Sokomine » Post

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 » Post

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 » Post

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 » Post

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.
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