[Game] VoxeLibre (formerly known as MineClone2) [0.86]

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texmex
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Re: [Game] MineClone 2 [0.3.0]

by texmex » Post

Closest to MC of a clone I've ever seen. Those mobs are high quality. Your own creation?

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

texmex wrote:Closest to MC of a clone I've ever seen. Those mobs are high quality. Your own creation?
The creeper, skeleton, zombie, cow, chicken, pig, and villager (based on skeleton animations) are from Stampy_game, modeled by me, and animated very nicely by Pavel_S.

I think the sheep is the generic MT sheep, Pavel probably added animations though. And I added the different wool color textures.

Slimes/magma cubes were a forum mod, it's also in Stampy game among others.

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Re: [Game] MineClone 2 [0.3.0]

by texmex » Post

Morn76 wrote:The creeper, skeleton, zombie, cow, chicken, pig, and villager (based on skeleton) are from Stampy_game, modeled by me, and animated very nicely by Pavel_S.

I think the sheep is the generic MT sheep, Pavel probably added animations though. And I added the different wool color textures.

Slimes/magma cubes were a forum mod, it's also in Stampy game among others.
They're really good. Great that Wuzzy are granting them new life by porting them to mobs_redo.

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Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Post

All mobs are from mobs_mc by maikerumine:
https://github.com/maikerumine/mobs_mc

Maybe some of these mobs ended up in stampy's game by coincidence or whatever. I don' know.

But of course, I still needed to tweak them a bit for this subgame.

The mob API is Mobs Redo.

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

texmex wrote: They're really good. Great that Wuzzy are granting them new life by porting them to mobs_redo.
Yes, I think so too. I was just a bit unhappy that Pavel changed some of the texturing (on the zombies I think) so that MC textures can no longer be used interchangeably as originally intended. But I got the model animation for free, so I'm not going to moan about it. ;-)

One side of the pig has the texturing upside down. I only realized that when I used the pig with saddle texture in my subgame. Never really bothered to fix that. Also, sheep have bad texturing on the underside of their heads.

I don't have the animated .blend file versions in all cases, because for some of the later models Pavel just sent me the finished animated .x. But here are all the old development .blend/.x files I have:

https://github.com/mdoege/stampy_mobs_blender_files

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

Wuzzy wrote: Maybe some of these mobs ended up in stampy's game by coincidence or whatever. I don' know.
It's the other way around: They were added to my mobs mod in March 2014 (https://github.com/mdoege/mobs/commits/ ... skeleton.x) and later versions were moved to Stampy game in 2015.

Villagers were added to Stampy game in September 2015: https://github.com/mdoege/stampy_game/c ... 4d5b6f508c

Mobs_mc on the other hand is about 8 months old.

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Re: [Game] MineClone 2 [0.3.0]

by maikerumine » Post

https://github.com/maikerumine/mobs_mc/ ... icense.txt
I would never take all the credit for these mobs. The license has the authors credited.


I just made the heads, enderman, ghast, and tweaked some codes, as well as compile them in this pack.
Spoiler
--MCmobs v0.2
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes such as this one.


Notes
-----

cows: right-click with empty bucket gets milk
sheep: right-click gets wool
chicken: right-click to get an egg

Milk and eggs need a food mod to be installed.

Textures are from Faithful 32x32 pack (http://www.minecraftforum.net/topic/727 ... gs-ctm-17/)

Sounds are from the Minecraft Wiki (Freesound license)

=====Pig=====(at layer 1)
=====Cow=====(at layer 2)
=====Sheep=====(at layer 3)

Ver.0.3
Mesh by Morn76
Animation by Pavel_S

===Chicken===
Mesh and animation by Pavel_S

Meshes : Pig, Cow, Sheep
Armatures : Pig_Rig, Cow_Rig, Sheep_Rig

==Animation==
Optimized for 24fps.
(the last frame equal to first in each animation)
The first frame of each animation is default pose.
=List of animations :
standing (head bobbing slightly up and down) : 1-24
walking : 24-50
eating (head goes to the ground) : 50-79
eating cycle : 58-73
look around
right : 79-99
looking left pose : 89
left : 99-119
looking right pose : 109
hurt (quick half jump with legs slightly crossed) : 119-155
death (falls on left side) : 155-180

There is no delays for looking around and repeats for eating!

==Rig==
See Pig_Rig.png

==ChangeLog==
0.3
Added Cow, Sheep
Added Cow and Sheep animations
Fixed UVunwraps
Extended hurt and death animation

0.2
Added Pig animation
Fixed UVunwrap

=====Creeper=====
Ver.0.3
Mesh by Morn76
Animation by Pavel_S

Meshes : Creeper
Armatures : Creeper_Rig

==Animation==
Optimized for 24fps.
(the last frame equal to first in each animation)
The first frame of each animation is default pose.
=List of animations :
standing : 1-25
walking : 25-50
look around
right : 50-80
looking left pose : 65
left : 80-110
looking right pose : 95
hurt : 110-140
death : 140-190

=====Skeleton=====
Ver.0.3
Mesh by Morn76
Animation by Pavel_S

Meshes : Skeleton
Armatures : Skeleton_Rig

==Animation==
Optimized for 30fps.
(the last frame equal to first in each animation)
The first frame of each animation is default pose.
=List of animations :
standing (head bobbing slightly up and down) : 1-25
walking : 25-50
hurt (quick half jump with legs slightly crossed) : 85-117
death (falls on left side) : 117-146

=====Zombie=====
Mesh by Morn76
Animation by Pavel_S

1 - 24 - standing
24 - 48 - walking
48 - 64 - running
64 - 88 - hurm
88 - 120 - death


*******************************************************************************

Original "Slimes Redone" README follows

"Slimes Redone" - Mod for Minetest (http://www.minetest.net/)

Introduction
==========================================================================================================================
This mod adds two type of mobs in the world of Minetest: green slimes and lava slimes. They are hostile and will attack the
players as soon as they see them. If they are defeated, the slimes maybe will reward the player with useful resources.

Green slimes live in the tall grass of the jungles and in the ancient ruins of lost temples. And lava slimes live deep
underground near the lava pools.

I've made this mod inspired by this other: viewtopic.php?f=11&t=2979&hilit=slimes which adds friendly
slimes. Thank you Jeija!

Details
==========================================================================================================================
- Adds two new hostile mobs: green slimes and lava slimes.
- They attack players and hurt them on touch. (i'm not sure if the amount of damage is enough or too much...:/)
- The biger ones split in a random amout of smaller versions when defeated: big > medium > small.
- They can get different enviromental damage: water, lava, sunlight and falling.
- They use custom textures and sounds. (more work needs to be done here ;P)
- Cartoonish animation (they deform a bit when landing and stretch out when jumping).
- Effects (blood, smoke, bubbles, footprints,..).
- API to add new slimes.

Green slimes:
> spawn in jungle grass or in temples mossy cobble (default:mossycobble).
> on die, they drop a randomish amount of glue (from mesecon mod)
> Lava hurts them.

Lava slimes:
> spawn in lava pools deep under ground.
> on die, they drop a randomish amount of gunpowder (from default tnt mod).
> water hurts them.
> when they jump they leave behind a footprint of fire. ^^

Install
==========================================================================================================================
Unzip the archive an place it in minetest-base-directory/mods/minetest/
If you have a windows client or a linux run-in-place client.
If you have a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder worldmods/ in your world directory.
For further information or help see: http://wiki.minetest.com/wiki/Installing_Mods

How to use the mod:
==========================================================================================================================
Just install it an everything should work.

Mod Information
==========================================================================================================================
Version: 0.1
Required Minetest Version: >=0.4.12
Dependencies: default, default:tnt, mesecon (viewtopic.php?f=11&t=628&hilit=mesecon)
Soft Dependencies: (none)
Highly Recommended: (none)
Craft Recipies: (none)
Git Repo: https://github.com/TomasJLuis/mt-slimes-redone

Modders/Developers
=========================================================================================================================
If you are a modder, you should know that I've never used LUA before. this is my first mod for Mintetest, and I've used
this mod to learn how to mod on Minetest. So may be you will find a code full of mistakes and bad practices... ;P
If you spot someting that can/must be improved/changed/removed and want to help me to improve this mode and my knowledge,
please tell me here: viewtopic.php?f=9&t=11743&p=175186#p175186
Thank you!

Version history
==========================================================================================================================
0.1 - Initial release

Copyright and Licensing
==========================================================================================================================

- Author: Tomas J. Luis

- Original sound for slime damage by RandomationPictures under licence CC0 1.0.
http://www.freesound.org/people/Randoma ... ds/138481/

- Original sounds for slime jump, land and death by Dr. Minky under licence CC BY 3.0.
http://www.freesound.org/people/DrMinky/sounds/

- Source code and images by Tomas J. Luis under WTFPL.

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004

Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION







*******************************************************************************

Original "simple mobs" README follows

=== MOBS-MOD for MINETEST-C55 ===
by PilzAdam

Inroduction:
This mod adds some basic hostile and friendly mobs to the game.

How to install:
Unzip the archive an place it in minetest-base-directory/mods/minetest/
if you have a windows client or a linux run-in-place client. If you have
a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods

How to use the mod:
See https://github.com/PilzAdam/mobs/wiki

For developers:
The API documentation is moved to https://github.com/PilzAdam/mobs/wiki/API

License:
Sourcecode: WTFPL (see below)
Grahpics: WTFPL (see below)
Models: WTFPL (by Pavel_S, see below)

See also:
http://minetest.net/

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004

Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>

Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

0. You just DO WHAT THE FUCK YOU WANT TO.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

maikerumine wrote:https://github.com/maikerumine/mobs_mc/ ... icense.txt
I would never take all the credit for these mobs. The license has the authors credited.
I think it would be better to put this information in README[.txt] or REAMDE.md as I did in my fork of simple mobs which contained the models. The sad reality on GitHub is that most people who clone/download only look at the README on the main GitHub repo page. All other .txt files seem to be ignored in my experience.

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Re: [Game] MineClone 2 [0.3.0]

by maikerumine » Post

Morn76 wrote:
maikerumine wrote:https://github.com/maikerumine/mobs_mc/ ... icense.txt
I would never take all the credit for these mobs. The license has the authors credited.
I think it would be better to put this information in README[.txt] or REAMDE.md as I did in my fork of simple mobs which contained the models. The sad reality on GitHub is that most people who clone/download only look at the README on the main GitHub repo page. All other .txt files seem to be ignored in my experience.
DONE!
:)
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

maikerumine wrote: DONE!
:)
Thanks! :-)

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Re: [Game] MineClone 2 [0.3.0]

by texmex » Post

Thanks for bringing the mob sources to light, it has helped me greatly. Now perhaps we should stay out of Wuzzy's thread. :*)

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

texmex wrote:Thanks for bringing the mob sources to light, it has helped me greatly. Now perhaps we should stay out of Wuzzy's thread. :*)
I don't think Wuzzy minds, after all we are here to help. There might be more things in Stampy_game that he could integrate in MineClone2. Especially as my goal with my subgame was never a complete clone of MC, so all these subgames can peacefully coexist with different objectives.

A proper wolves/dog mod that look like MC, with collars that can be dyed, teleporting dogs, sitting down, etc. would be nice to have I think. Maybe if we ask nicely Pavel can come back and animate other animals for us? :-)

I have also experimented with pathfinding in simple mobs, but could never get it to work. 3-D pathfinding would be important for spiders, if they can also climb walls.

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Re: [Game] MineClone 2 [0.3.0]

by GreenXenith » Post

Big list of stuff to add/fix coming soon...
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Re: [Game] MineClone 2 [0.3.0]

by GreenXenith » Post

More stuff to fix/add:
-Inverted sensor shouldnt be obtainable (i dont even think it exists)
-fix that I cant remove tnt in creative (but can in survival)
-fix that slimes dont seem to jump any more
-dog model is wrong
-pigmen attack me in creative
-edit: all mobs now attack me in creative but didnt before (even villager hates me). I think its cause i went to survival and back so now its messed up
-enderman is all messed up
-most models are wrong
-most textures are wrong
-arrows should stick in blocks
-need less caves
-smaller caves
-less lava in lava caves
-You need more Minecraft-like commands
-Need to add gamemode commands (you could modify these mods to your needs)
-need rain/snow (with /toggledownfall command aswell)
-slimes should have random spawn size (same with magma cube)
-Nametags!!!!
-If mob named "Dinnerbone" or "Grumm" it should flip upside down
-If sheep named "jeb_" then it goes thru all colors forever.

Lucky you! I have done the work to give you screenshots of every inventory menu with the items! Yep, it shows all the items and menus. I also have screenshotted (english much?) every mob in minecraft (whoops, forgot snow golem, iron golem, wither boss, and ender dragon. will get later)!
The file was too big for the forum (26.2 MB) so I uploaded it to filedropper.
Notes about the screenshots:
-Only got 2 bunny colors, there are actually more
-Only got normal sheep, should be grey and black aswell (uncommon) and a pink sheep (even more uncommon than natural mese blocks, seriously, they exist.)
-There are a LOT of guardian pics cause it is REALLY hard to screenshot them out of water (and hard to see in water)

More coming eventually!
-Green
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Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Post

Wow, thanks a lot! Although I already know how the mobs look like, thanks to the wiki.
But the creative categories are certainly helping.

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Re: [Game] MineClone 2 [0.3.0]

by GreenXenith » Post

-chat needs to be on bottom
-minecraft chat font
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Re: [Game] MineClone 2 [0.3.0]

by Wuzzy » Post

GreenDimond wrote: -dog model is wrong
-enderman is all messed up
-most models are wrong
-most textures are wrong
-fix item frame texture
Sorry, saying that texture XYZ is “wrong” is not helping. I have no idea what you mean.
-You need more Minecraft-like commands
The commands in this mod are already included. But MineClone 2 is far from having all commands, obviously.
-need rain/snow (with /toggledownfall command aswell)
Can you suggest a good weather mod which you think would best imitate Minecraft atm?
-Nametags!!!!
Already included, but they will be improved in next version.
-If mob named "Dinnerbone" or "Grumm" it should flip upside down
-If sheep named "jeb_" then it goes thru all colors forever.
Easter eggs have the lowest priority.
-chat needs to be on bottom
This could be done in theory, but it would be an ugly hack at the moment, so I don't do it. As I said earlier, I don't try to stay true to the graphics and GUI 100%, but I also won't totally ignore it.
-minecraft chat font
Font is a client setting (font_path), I can't set it in the subgame (sadly). You can download a Minecraft font here: http://www.dafont.com/minecraftia.font

-fix that I cant remove tnt in creative (but can in survival)
Fixed in next version.

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Re: [Game] MineClone 2 [0.3.0]

by GreenXenith » Post

Wuzzy wrote:
GreenDimond wrote: -dog model is wrong
-enderman is all messed up
-most models are wrong
-most textures are wrong
-fix item frame texture
Sorry, saying that texture XYZ is “wrong” is not helping. I have no idea what you mean.
Sorry...
-Dog model is currently the Minetest model. Minecraft model is different.
-Enderman looks nothing like the Minecraft enderman.
-Most mob models in general don't look much like Minecraft
-Some textures in general don't look much like Minecraft either.
I can't help but be vague on the last 2. The textures of course don't have to be perfect, but the models should be close.
-need rain/snow (with /toggledownfall command aswell)
Can you suggest a good weather mod which you think would best imitate Minecraft atm?
Maybe something like this but maybe modified a bit?
-chat needs to be on bottom
This could be done in theory, but it would be an ugly hack at the moment, so I don't do it. As I said earlier, I don't try to stay true to the graphics and GUI 100%, but I also won't totally ignore it.
Look at this mod and maybe modify a bit?
Last edited by GreenXenith on Tue Jan 24, 2017 02:56, edited 4 times in total.
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Re: [Game] MineClone 2 [0.3.0]

by GreenXenith » Post

[Removed]
Last edited by GreenXenith on Fri Jun 12, 2020 19:27, edited 1 time in total.

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Re: [Game] MineClone 2 [0.3.0]

by Morn76 » Post

With recent MT git builds, when I light TNT in MineClone 2 the MT client freezes and consumes 100% CPU.

I have bisected this issue, and it looks like this MT commit created the problem: https://github.com/minetest/minetest/co ... 56e53df0f9

TNT in minetest_game (which also uses particles) does not cause the game to freeze. But in Stampy game, the client freezes, almost immediately upon logging into a world. My subgame uses all kinds of particles, e.g. for lava.

I am not sure if this is a proper engine bug or just some problem with the MC 2 and Stampy subgames. That is also why I have not yet filed a bug report at the main MT repo. Is anybody else seeing this freezing problem?

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Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Post

Morn76: I do not like to support bleeding edge versions of Minetest. Supporting latest stable is hard enough.

Version 0.4.0 released!

Image
  • Creative inventory reacts much faster now and is much less annoying to use now
  • Categorize most or all items into correct creative inventory categories
  • Allow to press enter in creative inventory search
  • Fix most appearance issues of creative inventory, and make other creative improvements
  • Added missing armor preview images
  • No more easy jumping over fence gates
  • Fix TNT not diggable in creative
  • Change mob health
  • Change player physics
  • Don't display mob health anymore
  • Fix some items you get with fishing rod (work is not finished)
  • Change some incorrect item names
  • Add saddle
  • Hunger system has a bit more Minecraft-like values (work is not finished)
  • Major code refactor everywhere to avoid potential weird bugs (work is not finished)
Replies

About chat:
Look at this mod and maybe modify a bit?
The features seem pretty esoteric. Also, I do not like to mess with the chat position like this, as this mod most likely circumvents the client's chat display which I don't want to do as this may introduce pointless lag.
Can you mention specific and functional Minecraft chat features you're missing?
I think changing the chat position is a missing engine feature.

About mob models:
I have very little experience with modelling. I will maybe eventually try my best to create my own models later. But I will gladly accept model submissions.
I agree, the wolf/dog does indeed look way too off.

About the weather mod:
Thanks. I will look at it.

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Re: [Game] MineClone 2 [0.4.0]

by Morn76 » Post

Wuzzy wrote:Morn76: I do not like to support bleeding edge versions of Minetest. Supporting latest stable is hard enough.
I just wanted to mention this problem so if the next stable MT release still has this issue, we already know which commit to investigate. As only two subgames seem to be affected so far, it is probably not something the MT engine devs will fix for us.

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Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Post

Please file an issue on GitHub anyway.

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Re: [Game] MineClone 2 [0.4.0]

by GreenXenith » Post

Just a few things:
-Creative mode survival inventory does not have the player preview (dunno if this bug or not).
-Inventory tabs have outlined boxes around the tab icons as well as the helmet when on the player preview.
-For armor slots: Each armor piece should only go in their designated area, I shouldn't be able to put them just anywhere.
-Add dyed leather armor?
-Slippery ice
-Carrot on a stick (and make pigs controllable with them)
-Steve's sitting model should not have legs in front. More down-diagonal spread apart(ish).
-Breeding?
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Re: [Game] MineClone 2 [0.4.0]

by Wuzzy » Post

GreenDimond wrote:Just a few things:
-Creative mode survival inventory does not have the player preview (dunno if this bug or not).
This is of course on the TODO list.
-Inventory tabs have outlined boxes around the tab icons as well as the helmet when on the player preview.
The outlines are intentional, they mark the clickable area on the tabs, because you (sadly) can not click on the entire tab. Maybe I should find a trick to make the entire tab area clickable, because this doesn't look nice and is maybe even a bit confusing.
I have no idea what you mean with the helmets.
-For armor slots: Each armor piece should only go in their designated area, I shouldn't be able to put them just anywhere.
-Add dyed leather armor?
-Steve's sitting model should not have legs in front. More down-diagonal spread apart(ish).
-Carrot on a stick (and make pigs controllable with them)
-Breeding?
Yes.
-Slippery ice
Missing engine feature. :-(
People attempted to implement it already but so far, it never got merged.
Freeminer has slippery ice, but I probably won't jump ship and go to Freeminer just for one feature.

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