ASAP . Is it ok if we work on the forking system? it would be simpler for mesfan5 wrote: Can you add me on github now?
Making a program to help making of mods/games
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
Later, as this requires a lot of PHP, and the only way we can test it is to always upload it to SF.net, and this would require a lot of time (I am planning on doing this though, but later).cosarara97 wrote:Nice (I tried it)
It needs "Browse" buttons to choose pictures, like the ones here:
http://www.text-image.com/convert/ascii.html (just an example)
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
Thanks, I'll change that. Is there any difference between single and double quotes in LUA?jn wrote:It should be output = "c9:Cloud9" instead of output = c9:Cloud9, shouldn't it?
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I think if I understand, it would be the trash, right? Whenever you drag a block there, it deletes it. If you mean delete a custom-made block, it's just by closing the dialog that contains the blockcosarara97 wrote:It also needs a "remove block" button (Yep, I'm using it for my first mod, despite I could write it manually xD)
...
Last edited by lkjoel on Sat Mar 31, 2012 15:25, edited 1 time in total.
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
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Lol. It's just this:lkjoel wrote:Later, as this requires a lot of PHP, and the only way we can test it is to always upload it to SF.net, and this would require a lot of time (I am planning on doing this though, but later).cosarara97 wrote:Nice (I tried it)
It needs "Browse" buttons to choose pictures, like the ones here:
http://www.text-image.com/convert/ascii.html (just an example)
Code: Select all
<input type=file size=50>
Last edited by cosarara97 on Sat Mar 31, 2012 15:30, edited 1 time in total.
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So the dialog needs to be open to see the block in-game? I think what that guy ment was there should be like a browser for the blocks that have been made with this program. And a feature to delete them from the game.lkjoel wrote:I think if I understand, it would be the trash, right? Whenever you drag a block there, it deletes it. If you mean delete a custom-made block, it's just by closing the dialog that contains the blockcosarara97 wrote:It also needs a "remove block" button (Yep, I'm using it for my first mod, despite I could write it manually xD)
...
Keep calm and code python^_^
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Well, I actually meant something like the trash, which I hadn't seen, and doesn't actually work for me. Closing the dialog doesn't remove them from the blocks list either. Maybe I have to clone from git again for an updated version...Death Dealer wrote:So the dialog needs to be open to see the block in-game? I think what that guy ment was there should be like a browser for the blocks that have been made with this program. And a feature to delete them from the game.lkjoel wrote:I think if I understand, it would be the trash, right? Whenever you drag a block there, it deletes it. If you mean delete a custom-made block, it's just by closing the dialog that contains the blockcosarara97 wrote:It also needs a "remove block" button (Yep, I'm using it for my first mod, despite I could write it manually xD)
...
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No, not really.lkjoel wrote:Thanks, I'll change that. Is there any difference between single and double quotes in LUA?jn wrote:It should be output = "c9:Cloud9" instead of output = c9:Cloud9, shouldn't it?
Yes, but where and how do we store it?cosarara97 wrote:Lol. It's just this:lkjoel wrote:Later, as this requires a lot of PHP, and the only way we can test it is to always upload it to SF.net, and this would require a lot of time (I am planning on doing this though, but later).cosarara97 wrote:Nice (I tried it)
It needs "Browse" buttons to choose pictures, like the ones here:
http://www.text-image.com/convert/ascii.html (just an example)Code: Select all
<input type=file size=50>
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
Good idea! I'm gonna include thatDeath Dealer wrote:So the dialog needs to be open to see the block in-game? I think what that guy ment was there should be like a browser for the blocks that have been made with this program. And a feature to delete them from the game.lkjoel wrote:I think if I understand, it would be the trash, right? Whenever you drag a block there, it deletes it. If you mean delete a custom-made block, it's just by closing the dialog that contains the blockcosarara97 wrote:It also needs a "remove block" button (Yep, I'm using it for my first mod, despite I could write it manually xD)
...
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I haven't implemented that yet, but I think I should use Death Dealer's idea, as it seems bettercosarara97 wrote:Well, I actually meant something like the trash, which I hadn't seen, and doesn't actually work for me. Closing the dialog doesn't remove them from the blocks list either. Maybe I have to clone from git again for an updated version...Death Dealer wrote:So the dialog needs to be open to see the block in-game? I think what that guy ment was there should be like a browser for the blocks that have been made with this program. And a feature to delete them from the game.lkjoel wrote: I think if I understand, it would be the trash, right? Whenever you drag a block there, it deletes it. If you mean delete a custom-made block, it's just by closing the dialog that contains the block
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
That's interesting... I think I'm gonna stick with single quotes thenjn wrote:No, not really.lkjoel wrote:Thanks, I'll change that. Is there any difference between single and double quotes in LUA?jn wrote:It should be output = "c9:Cloud9" instead of output = c9:Cloud9, shouldn't it?
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
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^_^ glad to help in some way.lkjoel wrote:I haven't implemented that yet, but I think I should use Death Dealer's idea, as it seems bettercosarara97 wrote:Well, I actually meant something like the trash, which I hadn't seen, and doesn't actually work for me. Closing the dialog doesn't remove them from the blocks list either. Maybe I have to clone from git again for an updated version...Death Dealer wrote: So the dialog needs to be open to see the block in-game? I think what that guy ment was there should be like a browser for the blocks that have been made with this program. And a feature to delete them from the game.
Keep calm and code python^_^
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Why do you want to store it? The user is the only one who wants to see it, and it's on his computer, so why store it in a server?lkjoel wrote:Yes, but where and how do we store it?cosarara97 wrote:Lol. It's just this:lkjoel wrote: Later, as this requires a lot of PHP, and the only way we can test it is to always upload it to SF.net, and this would require a lot of time (I am planning on doing this though, but later).Code: Select all
<input type=file size=50>
This program needs the path to the picture for two things, I think:
1 - Display the picture in the application
2 - Get the filename and use it in the code
If that's possible, I'll do it, but I think it's forced to store it in some way... Anyways, we will need PHP to generate the whole mod, so it shouldn't matter at all.cosarara97 wrote:Why do you want to store it? The user is the only one who wants to see it, and it's on his computer, so why store it in a server?lkjoel wrote:Yes, but where and how do we store it?cosarara97 wrote: Lol. It's just this:Code: Select all
<input type=file size=50>
This program needs the path to the picture for two things, I think:
1 - Display the picture in the application
2 - Get the filename and use it in the code
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
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Creating a recipe and a node it's easier than drink water with LUA (And also in c++).SelfishCar wrote:If you guys make this happen, there will be so many more mods...
You know, only experienced modders create mods for MT right now (right?)! But if lkjoel creates this program, almost anybody will be able to create a mod!
Thank you.
Developer of the BlockForge 2# Project!
Official thread: http://minetest.net/forum/viewtopic.php ... 290#p54290
Official thread: http://minetest.net/forum/viewtopic.php ... 290#p54290
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Why?lkjoel wrote: If that's possible, I'll do it, but I think it's forced to store it in some way... Anyways, we will need PHP to generate the whole mod, so it shouldn't matter at all.
Isn't javascript alone enough to put some strings together and give you a Save button?
(Yes, I want to run this outside my apache server =P)
Last edited by cosarara97 on Sat Mar 31, 2012 16:30, edited 1 time in total.
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And with this it will be as easy as blinking:DLorenzoVulcan wrote:Creating a recipe and a node it's easier than drink water with LUA (And also in c++).SelfishCar wrote:If you guys make this happen, there will be so many more mods...
You know, only experienced modders create mods for MT right now (right?)! But if lkjoel creates this program, almost anybody will be able to create a mod!
Thank you.
Keep calm and code python^_^
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But this program will do more things, right?LorenzoVulcan wrote:Creating a recipe and a node it's easier than drink water with LUA (And also in c++).SelfishCar wrote:If you guys make this happen, there will be so many more mods...
You know, only experienced modders create mods for MT right now (right?)! But if lkjoel creates this program, almost anybody will be able to create a mod!
Thank you.
Let me explain: The PHP generator will generate a .zip file containing all of the files needed in the correct places. JavaScript is unable to do that . Then, PHP will put the uploaded files into the .zip file.cosarara97 wrote:Why?lkjoel wrote: If that's possible, I'll do it, but I think it's forced to store it in some way... Anyways, we will need PHP to generate the whole mod, so it shouldn't matter at all.
Isn't javascript alone enough to put some strings together and give you a Save button?
(Yes, I want to run this outside my apache server =P)
Also, it will be hosted online at sourceforge.net, so you don't need to host it (unless you want to, of course ).
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
Yep! It will let you create tools, mobs (if sapier is ok, we will use the animals mod for this), mesecon circuits etc...cosarara97 wrote:But this program will do more things, right?LorenzoVulcan wrote:Creating a recipe and a node it's easier than drink water with LUA (And also in c++).SelfishCar wrote:If you guys make this happen, there will be so many more mods...
You know, only experienced modders create mods for MT right now (right?)! But if lkjoel creates this program, almost anybody will be able to create a mod!
Thank you.
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I'm planning on letting you store your mod into HTML5's wonderful localStorage, so that if you reload the page, all of your changes will still be there.
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
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I want a tar, instead of a ziplkjoel wrote:Let me explain: The PHP generator will generate a .zip file containing all of the files needed in the correct places. JavaScript is unable to do that . Then, PHP will put the uploaded files into the .zip file.cosarara97 wrote:Why?lkjoel wrote: If that's possible, I'll do it, but I think it's forced to store it in some way... Anyways, we will need PHP to generate the whole mod, so it shouldn't matter at all.
Isn't javascript alone enough to put some strings together and give you a Save button?
(Yes, I want to run this outside my apache server =P)
Also, it will be hosted online at sourceforge.net, so you don't need to host it (unless you want to, of course ).
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