[Game] Pixture

necron099
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Re: [Game] Pixture

by necron099 » Thu Sep 10, 2015 15:29

I got this error today when I tried to place a bookshelf.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-------------
  Separator 
-------------

Pixture [loaded] functions
Pixture [loaded] nodes
Pixture [loaded] crafting
Pixture [loaded] tools
Pixture [loaded] furnace
Pixture [loaded] mapgen
Pixture [loaded] hud
Pixture [loaded] player
Pixture [loaded] mod:default
Pixture [loaded] mod:weather
Pixture [loaded] nodes
Pixture [loaded] plants
Pixture [loaded] craft
Pixture [loaded] mod:farming
Pixture [loaded] mod:bed
Pixture [loaded] mod:tnt
Pixture [loaded] mod:mobs
Pixture [loaded] mod:village
Pixture [loaded] jewels
Pixture [loaded] mod:jewels
Pixture [loaded] mod:item_drop
[hunger] 'singleplayer' has 20 hunger and is saturated to 39%
Pixture [loaded] mod:door
Pixture [loaded] mod:builtin_item
2015-09-10 11:22:37: ACTION[Main]:         .__               __                   __   
2015-09-10 11:22:37: ACTION[Main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
2015-09-10 11:22:37: ACTION[Main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
2015-09-10 11:22:37: ACTION[Main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
2015-09-10 11:22:37: ACTION[Main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
2015-09-10 11:22:37: ACTION[Main]:       \/        \/     \/          \/     \/       
2015-09-10 11:22:37: ACTION[Main]: World at [/home/fred/linuxgames/minetest0413-dev/bin/../worlds/2pix]
2015-09-10 11:22:37: ACTION[Main]: Server for gameid="pixture" listening on 0.0.0.0:63553.
Got 77 craftable items
2015-09-10 11:22:39: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2015-09-10 11:22:39: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2015-09-10 11:22:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-09-10 11:22:39: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-09-10 11:22:48: ACTION[Server]: singleplayer places node default:bookshelf at (-401,2,291)
2015-09-10 11:22:48: ACTION[Server]: facedir: 3
2015-09-10 11:22:48: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback item_OnPlace(): Runtime error from mod 'default' in callback node_on_construct(): ...test0413-dev/bin/../games/pixture/mods/default/nodes.lua:447: attempt to call field 'get_slot_bg' (a nil value)
2015-09-10 11:22:48: ERROR[Main]: stack traceback:
2015-09-10 11:22:48: ERROR[Main]:    ...test0413-dev/bin/../games/pixture/mods/default/nodes.lua:447: in function <...test0413-dev/bin/../games/pixture/mods/default/nodes.lua:443>
2015-09-10 11:22:48: ERROR[Main]:    [C]: in function 'add_node'
2015-09-10 11:22:48: ERROR[Main]:    ...linuxgames/minetest0413-dev/bin/../builtin/game/item.lua:276: in function <...linuxgames/minetest0413-dev/bin/../builtin/game/item.lua:191>
2015-09-10 11:22:48: ERROR[Main]: stack traceback:
2015-09-10 11:22:48: ERROR[Main]:    [C]: in function 'add_node'
2015-09-10 11:22:48: ERROR[Main]:    ...linuxgames/minetest0413-dev/bin/../builtin/game/item.lua:276: in function <...linuxgames/minetest0413-dev/bin/../builtin/game/item.lua:191>
2015-09-10 11:22:48: ACTION[Server]: singleplayer leaves game. List of players:
 

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kaadmy
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Re: [Game] Pixture

by kaadmy » Thu Sep 10, 2015 15:43

All right, bookshelves work in the latest version, I just forgot to change the formspec after I reworked the UI system.
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necron099
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Re: [Game] Pixture

by necron099 » Sat Sep 12, 2015 18:39

I see that jewels spawn in chests, but are they going to mined in the future? Are the enchantments random or does it depend on the material and type of tool?

Also default:leaves are craftable into fiber what about birch and oak leaves?

Lovin' the mineturtle, at first I didn't think they were hostile, until it was too late, great drops though...
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 12, 2015 18:50

necron099 wrote:I see that jewels spawn in chests, but are they going to mined in the future?

Currently jewels can only be gotten from trading with NPCs and villlages, but my plan is to have them hidden in the Deep Forests in tree houses.

necron099 wrote:Are the enchantments random or does it depend on the material and type of tool?

It's chosen randomly from a list of possible effects.

necron099 wrote:Also default:leaves are craftable into fiber what about birch and oak leaves?

Whoops! It's a bug, it's fixed now.

necron099 wrote:Lovin' the mineturtle, at first I didn't think they were hostile, until it was too late, great drops though...

It can't be hostile, can it ;) It's got a cute smile and runs towards you >=}
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Re: [Game] Pixture

by Inocudom » Sun Sep 13, 2015 19:37

Image
There look of this subgame is very unique and its sound effects are quite impressive.
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Re: [Game] Pixture

by Minetestforfun » Sun Sep 13, 2015 19:44

Wow, really great work !
 

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Re: [Game] Pixture

by necron099 » Sun Sep 13, 2015 21:11

You had mentioned disabling weather in an earlier post which causes a ton of lag for me (especially snow). But I missed the rain, so I commented out references to snowstorm in the init.lua file. It doesn't snow but it still rains, and the lag is not nearly as bad.

Also glad that when tnt explodes it doesn't cause a huge forest fire. The trees spawning in your game are pretty cool too.
 

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kaadmy
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Re: [Game] Pixture

by kaadmy » Sun Sep 13, 2015 21:56

necron099 wrote:You had mentioned disabling weather in an earlier post which causes a ton of lag for me (especially snow). But I missed the rain, so I commented out references to snowstorm in the init.lua file. It doesn't snow but it still rains, and the lag is not nearly as bad.

I know that snow has bad performance right now, i'll need to find a way to improve that.
I'll probably just redo the entire weather system some day.
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Re: [Game] Pixture

by Minetestforfun » Mon Sep 14, 2015 11:48

An easy way to avoid lags with the weather mod/snowdrift/snowdrift_forks/etc... is to tweak the configuration file in your world directory, in my servers i used snow mod tweaked and it never lags.

Keep up the good work, your subgame is really well done !
 

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Re: [Game] Pixture

by kaadmy » Mon Sep 14, 2015 15:05

Inocudom wrote:There look of this subgame is very unique and its sound effects are quite impressive.

The art style is based of VoXus, and the sounds are mostly from one of Kenney's CC0 art packs.
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necron099
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Re: [Game] Pixture

by necron099 » Sun Sep 20, 2015 20:09

Kaadmy, I like it that you can go into the crafting guide, armor, and inventory when accessing a chest or furnace, are you planning on making a tab to go back to the furnace or chest so I don't have close the formspec and re-open it?
 

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Re: [Game] Pixture

by kaadmy » Sun Sep 20, 2015 21:13

I was originally going to do that, but after you see how bad MT handles formspecs, I think anybody would probably quit trying to do that :)
I could take another stab at it, but it might not work.
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Re: [Game] Pixture

by stormchaser3000 » Wed Sep 23, 2015 19:54

i tried this on mac os x and found nothing but desert O_o
 

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Re: [Game] Pixture

by kaadmy » Wed Sep 23, 2015 21:13

OSX shouldn't make a difference, this has nothing system-specific, try using a different seed and or mapgen(v6 might not work, I use v7 and v5 for everything)
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Re: [Game] Pixture

by Esteban » Sat Sep 26, 2015 01:26

I was one of those who got super-hyped for Voxus, so it's good to see that someone managed to make full release from the few things Kenney displayed.
What I love the most from your game are the sprites. They look so smooth and are very nice to look at!
Thanks for making this game! :D
 

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Re: [Game] Pixture

by eduardomezencio » Sat Sep 26, 2015 04:50

Do you intend to declare Pixture ready to be bundled with minetest anytime soon? The community would definitely vote for it.

And by the way, do you have any kind of roadmap with the things that you want the game to have in the future listed?
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 16:14

There are many bugs/kinks that I intend to work out ASAP, like the weather and villages.
Here's some features that I plan on doing soon:
  • Better player model
  • Third person wielditem
  • More diverse mobs
  • Better weather(Right now, it's based off a fixed seed and uses the same pattern every time you start playing with the same map seed)
  • Balance crafting recipes
  • A storyline?
I might declare this as a release fairly soon, after some more polishing up :)
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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 16:22

Esteban wrote:I was one of those who got super-hyped for Voxus, so it's good to see that someone managed to make full release from the few things Kenney displayed.
What I love the most from your game are the sprites. They look so smooth and are very nice to look at!
Thanks for making this game! :D

Thanks :D
I started this before Kenney cancelled his VoXus, and after he cancelled it, I figured I might as well start to go it the same direction, use a cartoon/survival style.
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Re: [Game] Pixture

by eduardomezencio » Sat Sep 26, 2015 16:30

Nice.

kaadmy wrote:A storyline?


I would definitely be in favor of that. I think since this game is already pretty unique in visuals, audio, crafting recipes, etc, it would fit nicely to also have a unique story behind, with some type of progression, even if very loose.

Of course you can make a release and then improve the game little by little after that..
 

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Re: [Game] Pixture

by eduardomezencio » Sat Sep 26, 2015 16:33

By the way, are villages not spawning right now or they are just very hard to find? I even tried using the seed you recommended, but could not find one...
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 17:37

I only use mapgen v7 for testing, v5 should also work, but v6 might not work at all.
With the seed as pt with mgv7, run the command
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/teleport -127 5 75

That should put you into a little village :)

Edit: If you think fast mode is still too slow, run the command /uberspeed [on|off|cinematic] :)
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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 18:17

Whoever has knowledge of Blender, the new player model animates fine in Blender, but after I export it as .x, the animation somehow breaks(See the walking animation from frame 168 to 167), as the legs bent out sideways while walking(Only in MT).

Edit: The .blend file is included in the git repo.
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Re: [Game] Pixture

by Amaz » Sat Sep 26, 2015 18:25

Does exporting it as a .b3d work?
(Export script here: http://supertuxkart.sourceforge.net/per ... _export.py )

I don't really know what I'm talking about, but I think .b3d is better size wise, and it might solve your problem...
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 18:33

Amaz wrote:Does exporting it as a .b3d work?
(Export script here: http://supertuxkart.sourceforge.net/per ... _export.py )

I don't really know what I'm talking about, but I think .b3d is better size wise, and it might solve your problem...

I could try that(I probably should), but would the problem be that Irrlicht doesn't handle quaternion animations the same as Blender?
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Re: [Game] Pixture

by Amaz » Sat Sep 26, 2015 20:49

kaadmy wrote:
Amaz wrote:Does exporting it as a .b3d work?
(Export script here: http://supertuxkart.sourceforge.net/per ... _export.py )

I don't really know what I'm talking about, but I think .b3d is better size wise, and it might solve your problem...

I could try that(I probably should), but would the problem be that Irrlicht doesn't handle quaternion animations the same as Blender?


I'm sorry, I really can't help you... I don't have a clue want "quaternion animations" are!
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 21:10

Actually, quaternions are an orientation/angle system :)
Edit: The exported should work, but it needs Blender 2.48, and I have 2.69, which changed the scripting system a lot :(
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Re: [Game] Pixture

by Amaz » Sat Sep 26, 2015 21:30

Ah, I thought that must be the one I used, but obviously it isn't... This is the one I have used in Blender 2.69: http://pastebin.com/mqvGiF65

Sorry about that!
 

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Re: [Game] Pixture

by kaadmy » Sat Sep 26, 2015 23:20

Thanks!
That exporter works, and now the git version of Pixture has a new player model :D
If anybody tried to use custom skins and they show up rotated wrong on the model, blame me, as I don't know what the UV coordinates are supposed to be.
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Re: [Game] Pixture

by eduardomezencio » Sun Sep 27, 2015 03:56

kaadmy wrote:I only use mapgen v7 for testing, v5 should also work, but v6 might not work at all.
With the seed as pt with mgv7, run the command
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/teleport -127 5 75

That should put you into a little village :)

Edit: If you think fast mode is still too slow, run the command /uberspeed [on|off|cinematic] :)


There's something very strange happening. Take a look at my screenshots attached.
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screen1.png
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kaadmy
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Re: [Game] Pixture

by kaadmy » Sun Sep 27, 2015 16:11

eduardomezencio wrote:[...]There's something very strange happening. Take a look at my screenshots attached.

Is it the missing water textures? That's a bug, I was going to add custom textures, but figured the current water textures were ok, but forgot to change the naming.
Edit: Fixed the missing texture.
Edit 2: I see the problem, I gave you the wrong coordinates by accident, sorry! It's at -177, 5, 75.
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