Omicron - prerelease 0.5 "In the swamps..."

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azekill_DIABLO
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Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sat Jul 14, 2018 16:13

OMICRON by azekill_DIABLO


Image
I need a better header btw. This one's old. To see screenshots, scroll down the thread, I post images every week.

About this project


I'm trying to create some funny minecraft-like game just for fun on my spare time. I hope it will become more then just a small game. It is a fork of the game CraftNG (which has a radically different objective from me) which is already a fork of Craft (see the github readme to know more and get links). As both project seem dead or frozen for a long time, I decided to use both as a base for my game. The goal of the project isn't really defined, for now it's only about polishing graphics and adding new content and functionalities. Licensing is still uncertain.

+ To-Do list to release the game officially (up-to-date)

Downloading the game, contributing and more...


Download .zip or Github Link.
Sources are inclued in the download. refer to the readme in case of problems. You'll need it a lot LOL.

Note : In case of outdated OpenGL, refer to this post where I answer a similar question.

Have fun! I'm open to feedback!
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Re: Omicron - prerelease 0.1

by Stix » Mon Jul 16, 2018 00:51

The graphics/terrain remind me of MC, also the hotbar reminds me of the original one used in minetest; so-far all looks good, but a video ft. more information would be nice :-).

Also what is this a fork of?
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Re: Omicron - prerelease 0.1

by TumeniNodes » Mon Jul 16, 2018 04:11

Why is you're screenshot, one from the CraftNG fork of Michael Fogleman's 'Craft' ?

https://github.com/twetzel59/CraftNG

Is you're game then, a fork of CraftNG?
I'm just trying to understand this.
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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Mon Jul 16, 2018 10:07

Stix wrote:The graphics/terrain remind me of MC, also the hotbar reminds me of the original one used in minetest; so-far all looks good, but a video ft. more information would be nice :-).

Thanks! I'm currently making a promotional trailer.

Also what is this a fork of?

TumeniNodes wrote:Is you're game then, a fork of CraftNG?
I'm just trying to understand this.

My game's a fork of craft NG. I used the old screenshot cause I didn't have time to upload new screenies. My internet went boom before!
About the fork and everything; all is in the readme.

Also, what info would you like to have? I'm also open to suggestion!

--------------------


NOTE:
In the last version of the game, there's a bug that spawns you high up in the air on a dirt patch. Jump of it to see real world.
 

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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Mon Jul 16, 2018 10:18

Screenshots:
Image
-> The player block, I added it for fun.

Image
-> Sunset on the Desert and the Jungle. Note the trees.

Image
-> The first biome I created: MESA. I must admit I'm proud of the 'monoliths'.
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Re: Omicron - prerelease 0.1

by Linuxdirk » Tue Jul 17, 2018 12:56

azekill_DIABLO wrote:i'll put it on github. Even if don't really want to.

I understand you. No-one wants to host on a Microsoft service :)
 

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Re: Omicron - prerelease 0.1

by TumeniNodes » Tue Jul 17, 2018 15:42

I think, eventually all git hosts are going to end up being owned by corporations we don't like, sadly
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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Tue Jul 17, 2018 16:04

Sadly yes. Well not if I get a company before :D

Has someone tried the game yet? (just asking)

DEVLOG: I finally made some blocks 'buildable to' (this means, if you don't know, that the block you'll place will replace it). It took my whole afternoon and I have and headache but it works perfectly using a line_of_sight collision detector. This will be applied to:
  • Water
  • Lava (not added yet, will be after health update)
  • Small Plants (cacti, flower, grass)
  • Signs (if not already)
  • Clouds (Extremely important: Right now, you can't build trough clouds so creating towers is nearly impossible)

I'm also working on a special render for liquids. It would allow you to see trough liquids but still see the other blocks (Xray glitches).

Added Bedrock equivalent, just to avoid people to fall into the void by error. (was actually already impossible but I didn't like to have stone has a flat bottom, it looked odd).

Removed ugly flying dirt Patches. The world isn't high enough.
 

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Re: Omicron - prerelease 0.1

by TumeniNodes » Tue Jul 17, 2018 16:37

Keep plucking away at it, and I will try it eventually.
I love a lot of the aspects of 'craft', aside from the controls when flying (I like MT/MTG's flight controls much better)

I have not checked out CraftNG yet

I would love to be able to work the clouds and the visuals for day/night changes into MTG but it would require engine work too.
Would be well worth it though
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Re: Omicron - prerelease 0.1

by Vapalus » Tue Jul 17, 2018 16:56

Screw it, I'm gonna host a GIT server.
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Re: Omicron - prerelease 0.1

by Stix » Wed Jul 18, 2018 01:37

rubenwardy wrote:Did you actually change anything except the name?

Did you even read through the posts/topic before you posted this???
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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Wed Jul 18, 2018 09:51

@Rubenwardy >
Thanks for the answer Stix. Obviously I did much(well I'm still working on it, I only have 5 hours of work on it) more. Read my post https://forum.minetest.net/viewtopic.php?f=55&t=20478#p325752 and see the readme. Everyday I'm adding new things. Next will be the render of water. If I manage to do that, I'll add some liquids and I'll do a new release.

@Tumeni >
Tumeni, the game is called Omicron, not CraftNG. My game's a fork of craft NG. ANd I'll do something for the flight controls, I agree they are odd.

EDIT: btw I worked on caves, they look quite nice, IMHO. Please tell me If you want to see any features.
 

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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Sat Jul 21, 2018 12:40

Dev' Screenshots:

Image
New ores. Textures are only placeholders, they'll improved. Note the cactus texture too.

Image
A mine I built. It's only for testing obviously.

Image
A castle built on a hill.
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Re: Omicron - prerelease 0.1

by voxelproof » Sun Jul 22, 2018 10:33

azekill_DIABLO wrote:Dev' Screenshots:


Fantastic. But why haven't you advertise this project in the Screenshots thread? Sincerely, judging by what you posted there one could hardly imagine that you're engaded in such an obviously ambitious project.

Going to check it, keep on, it looks very nice.
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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Sun Jul 22, 2018 15:52

voxelproof wrote:Fantastic. But why haven't you advertise this project in the Screenshots thread? Sincerely, judging by what you posted there one could hardly imagine that you're engaded in such an obviously ambitious project.

Going to check it, keep on, it looks very nice.


Thanks! You made my day better ;)

I didn't really think to advertise in screenshot thread. Also, the topic was moved to offtopic sadly :( so if I talk about it in the Screenshot Thread, I'll get offtopic-ed. But i'll do.

DEVLOG: I found a way to alter the render of transparent block. Might not work but if it does it would do an enormous improvement over performance and design of the blocks. It would stop xray-ing too. I don't really think it'll work though, but I must try everything in order to suceed.

New caves does an enormous performance drop (instead of randomly placing stone without checking anything, it places air in stone.). If I don't find a way to improve that, it'll make the game really slow. It's a real issue that I don't really understand. I'm new to noises.
 

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Re: Omicron - prerelease 0.1

by cHyper » Sun Jul 22, 2018 17:26

are there any pre-compiled win versions.. i wanna try it under windows! thanks to all who are have a win version of the project!
 

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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Mon Jul 23, 2018 10:02

cHyper wrote:are there any pre-compiled win versions.. i wanna try it under windows! thanks to all who are have a win version of the project!

err... I got a little problem about this... something like 'I can't compile anything on my windows'. But if you see the readme, the compilation is quite fast. That's the advantage of C.
 

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Re: Omicron - prerelease 0.1

by LMD » Tue Jul 24, 2018 07:47

Why should "fast compilation" be an advantage of C ? How are other languages slower(for example Java) ?
C++ is little faster than Java(can go up to 30%) but in exchange is just - well - not platform independent. This makes releasing(especially for different devices) FAR harder.


Are there any mobs in Omicron ?
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Re: Omicron - prerelease 0.1

by azekill_DIABLO » Tue Jul 24, 2018 09:40

LMD wrote:Why should "fast compilation" be an advantage of C ? How are other languages slower(for example Java) ?

I just found out that compilation in C is far simpler than I first thought. Only 3 commands are needed to install the libs, build Cmake lists and build the executable. And it's REALLY fast. Like 15 seconds to build.

Are there any mobs in Omicron ?

Not for now. They'll be hard to add. I'm already stuck with the water rendering.
 

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Re: Omicron - prerelease 0.1

by LMD » Tue Jul 24, 2018 09:49

Please dont take me wrong, but why are you making Omicron ? How will it be different(better) from MT/craftNG ?

BTW, I saw you are making a website. Have you taken a look at my GitHub project md-pypage yet ? Its a Python Script that creates you a beautiful website out of MarkDown files based on 3 template files : one for CSS, one for regular page template(HTML), and one for index page template(HTML).

https://github.com/appgurueu/md-pypage

^ sorry for that advertisement(EDIT)
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