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#Minecraft devlog
edwardos · 2 months
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[Minecraft Blog 2024 500th Post]
Edwardos is a small blog, but it's come a long way. So has my modding skill in the last 15 months. Welcome to an incomplete exhibition of what I've spent that time working on, a work-in-progress Minecraft Beta 1.8 revision mod. It's called Noticeably Beta 1.8, and here come some of its sparkly images!
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Starting out this afternoon with a fresh NBODE survival world so I can naturally show you what's in it, you can see I have no hunger bar... Note also the orthogonal grass.
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I think that tall grass looks way better. It was a real challenge to implement, too. One of the first changes I did!
Hunger has no place in a mod like this. The purpose of Noticeably Beta 1.8 is to revise Beta 1.8 until it's still familiarly Beta 1.8, but considerably good. I am trying to turn a copy of Beta 1.8 into the ultimate patch based on Beta 1.8 (for now).
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Tall grass cuttings and dead bushes can be obtained easily by attacking them with any sword.
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I deliberately wrecked the achievement system's shit - e.g. I got rid of that annoying notification to open your inventory every time you start the game from scratch - but it's more unintentionally broken than I thought, more to come on that later.
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I have reprised my Chain Links days by adding the logical chainmail armour crafting to this mod as well. The chain links are in the inventory's bottom right.
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We have a Survival Test style score counter in NBODE. Actually, we also have one for experience.
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In a new house. It uses four of my new blocks in this image alone. I'll leave you to work that out...
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Noticeably Beta 1.8 is spooky. There are a lot of Creepers. I'm not responsible for that part, I think Beta 1.8 just literally spawns more Creepers. And you can't sprint. I'll let you off the hook, that ceiling is hard sand. I was inspired by a grungy sand castle in a cartoon I saw to make a variant of sand that doesn't fall. It's smarter than you think.
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Emeralds generate at high altitudes, but not in a way that you just see them plastered all over the sides of rock cliffs.
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The emeralds can be crafted into tools. But not armour. It's smarter than you think.
I was being chased by this Creeper in SECOND-PERSON MODE.
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In a stroke of fortune he revealed two of the other features I was supposed to showcase, invisible clay deposits and mineral gravel.
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Mineral gravel has random drops of dust stuff, and like emeralds it's in the mountains.
You can do this.
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It wouldn't be Beta 1.8 without newly having access to these.
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The idea with building blocks in this mod is that you don't find different kinds of rocks in the ground to craft those. Instead, you collect OG rocks and gravelly deposits and you mix them together until you get tarmac, or soilstone. Or soilstone cobble (which was a totally original texture and REALLY hard to draw). Or varnished sandstone. Or broad sandstone. Or hard sand. The underground stays classically uniform.
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I didn't have time to find that other one, but this isn't the only new gem I've added. My take on balancing is goooooooood...
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Giant mushrooms in Beta are fantastic. Now you can make food out of any of them.
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And they stack to two now.
That's not very noteworthy in a hunger system Minecraft game, but when starvation is totally gone and food instantly heals hearts, having 8.0 points on your hotbar slot at once is a big deal.
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I'll be real with you, this is an annoying bug I have to fix. You may have noticed that this is the second time this post has seen me get the wooden sword achievement now. It's a pretty bad one. I only discovered it while playing this version tonight.
Now, some of my other vicious fix attempts on the other hand, now those...
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Those are on point.
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And that leaves us with the end of Post 500 for this convenience storefront of Tumblr. But before I go, I gotta say something... I started this mod in December 15 of 2022, and it's been a real journey. I've been proud of my idea to do this with Beta 1.8 since it was just an idea. And it's more than an idea now, it's the tangible result of a newbie modder with not much Java experience spending months of effort to get better at the job than he ever dreamed.
However, there's a sad side... With Minecraft, I've for a long time been absolutely terrified of plagiarists, or people otherwise getting to claim my ideas before I can. Actually my life on every topic is like that. I have too many ideas and I want to somehow protect all eleventy of them. I can't really say why, but I am feeling the pressure to get the full release of the first patch of Alpha of this mod done in a short amount of time so I can release it publicly as fast as I can. I'm feeling halfway certain my time is running out. I don't want to lose the race, if there is one. See, I had it within reason that I was going to be the first to make a revision mod of Beta 1.8. It makes sense, right? And as far as I know I'm the only person who calls this genre of mod a "revision mod". Nobody in the Minecraft community seems to popularly take Beta 1.8 seriously, not retro fans or people on the new edge. I was smart enough to realize it might have a special set of hidden talents, even though it's known as the "hated" update. But somebody else might screw with that. Can call it paranoia, hopefully.
Thanks for reading my blog. It's not "taken off", but on any posting day I see random 5 note clusters in my activity immediately when I get posting, and honestly I guess I just want to say that makes me happy. Now let's hope I can achieve another one of my dreams.
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thewordofswitz · 1 month
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Finally! A new Minecraft Mod!
Y'know, I had a feeling that Battle for Dream Island needed a full-fledged mod for Minecraft, and I'm all in. No, it won't be just a couple of characters and a few items; it'll have all the characters, biomes, a lot of items and maybe even structures!
I've created a tumblr account JUST for the purpose of devlogging, heavily inspired by Notch.
The first version of the mod will be done today!
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Also to the fans that came from YT, hello!
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WIP
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Modeling a new animal that'll be found in the nether
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w1zrat · 8 months
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Minecraft resource pack baybee
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redrain0o0 · 7 months
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Hey all! Just wanted to give a quick update on Portal in Minecraft. I was originally gonna do Devlogs every wednesday, but as you can tell, that didn't quite work out. I've realized that having the threat of a Devlog every week is actually quite detrimental to my work habits, so instead of doing one every week, I'll only be doing them when I actually complete something worth showing off. EG: Once I finish the first 3 levels I'll show those off, or when I got the GLaDOS fight done. Anyways, thanks for sticking with the project, and I'm hoping to get something for PiM out in the very near future. Red out!
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Cornbread's Music Fixer Devlog v1.3.0 - Volume Tweak Update 2 April 5th, 2024
so, last week i held a poll to determine how loud swamp music should be in my resource pack, Cornbread's Music Fixer. unfortunately for everyone involved, i managed to make up my mind immediately after the poll went up, and what i decided should happen goes completely against the poll's results. apologies to all two participants. your generous donations of 0 dollars and -4 chewed up wads of gum will be refunded in 104 to one 118 business days.
but in all seriousness (okay, maybe not that much seriousness), i've finally made up my mind and decided that swamp music should play at 10% volume, and that underwater music should also be lowered to 10% volume. this is for two reasons:
even though underwater music is already at a lowered volume on bedrock compared to java edition, it technically wasn't added until 1.16, the rest of the music of which i've already fucked with.
underwater music is just really fucking loud. even at its vanilla 20% volume, you'd think it was 1.20 music with how loud it swells.
and so, i've decided both swamp and underwater music should adhere to the guidelines i've set out for this pack and be lowered to 10% volume.
this is not the most interesting thing about this update though.
Cornbread's Music Fixer will no longer be split into separate releases for bedrock and java edition. the pack will now be compatible with both, instead being split into two different variants: Bedrock Style and Java Style.
for those unaware, prior to 1.16, bedrock edition didn’t play any of its music at full volume, instead playing it at 10 to 30% volume, depending on the track, so that all the music is at around the perfect amount of audibility. unfortunately, most of the music since 1.16 hasn’t had this treatment, instead ranging from 40% to 100% volume like on java edition, without any care for how it meshes with the existing music.
obviously, a full 900% jump in volume is about the most jarring thing you could ever listen to, and so i needed to fix it.
Bedrock Style will fix this volume issue by lowering the volumes of all new music to match the old music, while Java Style will raise the volumes of old music to match the new music. this is the only feature difference between the two styles. both styles will be compatible with both editions.
the creative mode tracklist currently still differs between editions, just for no reason other than i'm not sure how i want to tackle this particular discrepancy. just to clarify this means it will play survival mode music as well as creative mode music on java edition, regardless of the style chosen, while it will only play creative mode music on bedrock.
also, 'one more day' plays on frozen peaks in both styles in both editions.
anyway, unless i come up with something else i wanna change, 1.3.0 is done and will be releasing sometime in the next 20 to 48 weeks, or longer, depending on how much i procrastinate. *raises wineglass* here's to wondering how much mojang'll fuck up 1.21's music, and to hoping ancestry isn't too ear-splittingly loud because i have not listened to it yet.
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civcubed · 4 months
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been working on EMI integration for CivCubed
(EMI is basically a modern JEI-like that's really cool)
this has been an Inch resting forray into minecraft modding (as opposed to minecraft server making which are basically two entirely different experiences)
also didn't help that i had to use java rather than scala because of .jar size concerns
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rustlemod · 8 months
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Devvinnnggg
My code is so messy I need to rewrite so much stuff
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But they're so cute it'll be worth it
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mirror-witch · 11 months
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Light Prism 3—A Space Odyssey
youtube
A week ago, I decided this was a youtube exclusive. And it still kinda is; it had to be on youtube because of the copyrighted song.
One week later, this is the current state of this debug room, with the current debug shader.
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Development is going nicely. Occlusion shapes are accounted for. Lighting now goes to neighboring chunks. There were more cases of residual light, but they are now gone after clearing all decrease queues in a loop.
To finish off this article, here are more development images, in order of date taken:
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technoregression · 2 years
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Oh! (Re: games)
They should make a system where you can customise your avatar and save those characteristics in some String type code.
Like that thing they have for chess??
Oh here we go. FEN.
https://en.m.wikipedia.org/wiki/Forsyth–Edwards_Notation
For example: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
So you could use a FEN-like string to store your preferred facial features, skin, eyes, hair, etc. And you can just save that somewhere, or tie it to a game account. Apparently a lot of people use Steam so maybe it can be stored there? (I haven’t played games in so long, I don’t know what everyone’s up to these days)
But yea. I say this because I’ve been watching a lot of game dev log YouTube videos lately. And a lot of them have the initial character setup screen as, I’m sure there’s a name for it, but the default white dude. And I can imagine how irksome or frustrating it must be for the billions of people who don’t look anywhere close to Mr Default.
So initially I thought, ‘well if I ever create a game, I’ll make sure that Mr/Ms Default is generated randomly every time a person clicks ‘create character’’. And THEN I thought ‘Omg. Why not have a way to just save this info?? Do it once, and then the next time you start a new game and have to set up how your character looks, just import that info’. Obviously every game will have their own aesthetic, but I’m pretty sure you can easily have consistency across a couple of base characteristics. And each game can use whatever part of the code it wants to; e.g. if one game doesn’t have an option to change eye colour, then just ignore that part of the code.
Yea. Any game devs out there who have the coding skills to do this? (Or maybe it already exists?)
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jovial-thunder · 2 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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thewordofswitz · 1 month
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0.0.1a!
The first version of the mod!
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I've added a couple of stuff:
Entities:
Announcer
Passive, but attacks the player when hit
Deals 2 hearts damage
Has 14 HP (7 hearts)
Gets damaged in water
Drops a damaged motherboard and 4 wires
Says "Ouch" when hit.
He doesn't spawn, yet. The only way to spawn him is to craft the spawn egg
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(Note: Those aren't iron ingots, that's steel. The difference is that the steel ingot has a darker shade than iron.)
Blocks
Silver Ore & Deepslate Silver Ore
Generates underground from Y=56 to Y=0 and Y=0 to Y=-60 respectively.
When mined, gives you Raw Silver
Items
Motherboard
One of Announcer's parts
Can deal 1.5 heart damage (so that the item is at least a bit interesting, I guess.)
Gets damaged when a mob is killed with it.
The damaged motherboard can be fixed in a Smithing Table using a Silver Ingot.
Raw Silver
Can be smelted into a Silver Ingot
Silver Ingot
As mentioned before, can be used to repair a damaged motherboard in a Smithing Table
That's all the uses it has but I'm planning to do more with it.
Raw Steel
Can be smelted into a Steel Ingot
Can be obtained by blasting Raw Iron in a Blast Furnace
Steel Ingot
So far, the only use it has is being a part of the Announcer Spawn Egg recipe. You need 4 of them.
I'm also planning to do more with Steel!
Wires
Can be obtained by killing Announcer.
Is a part of the Announcer Spawn Egg recipe. You need 4 of them.
This will be also used in other mechanical characters, like Robot Flower, Remote, TV, etc.
And that's everything added into the mod so far!
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guys i thin
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i dont think this is supposed to happen
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w1zrat · 7 months
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ooo yeah the models and textures are finished and I feel bloody great! for context all of the weapon textures were 32x32 pixels before when the rest of the pack (apart from the custom mob model/textures I made they also need to be fixed D,:) is meant to be 64x64 pixels so I had to fix that, in total this has taken way more time than I thought it would BUT WOO OH YEAH WOO DONE YIPPEE!
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redrain0o0 · 7 months
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Hey all! Little update on Portal in Minecraft, I was originally intending on posting the Devlogs on a weekly schedule, but I've been struggling with implementing a few features, so Devlog 2 might be delayed from 20/09/23 to 27/09/23. I'm hoping it will be a weekly thing, but it might turn out bi-weekly instead. In the mean time, I will say that most my current time is being spent on a new grabbing system, as the current system is very jank and kinda sucks. After that it'll be finishing portals under the pre-macro system and prepping to port. I'm still so exited about this project, so hold on to your hats!
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