Bomb Bloke, on 07 June 2015 - 01:18 AM, said:
#103
Posted 07 June 2015 - 02:02 PM
#104
Posted 07 June 2015 - 02:24 PM
#105
Posted 07 June 2015 - 02:27 PM
MKlegoman357, on 07 June 2015 - 02:24 PM, said:
Edited by oeed, 07 June 2015 - 02:27 PM.
#106
Posted 10 June 2015 - 07:35 PM
Turtle Cameras
Maybe we'll see them in CC
Edited by MKlegoman357, 10 June 2015 - 07:35 PM.
#107
Posted 12 June 2015 - 08:04 PM
local symb = term.newSymbol("# #", " # ","# #")
term.setCursorPos(1,5)
term.writeSysmbol(symb)
That will draw a symbol where # == color pixel and " " == no pixel.It would look like this:
# #
#
# #
Forum removed the " " in the middle :/
But that all would take only 1 Space
Other idea would be that symbols wont override
so you can write anything over it to combine different colors(like this:
local symb = term.newSymbol("# #"," ","# #")
local symb2 = term.newSymbol(" "," # "," ")
term.setCursorPos(1,5)
term.setTextColor(colors.green)
term.writeSymbol(symb)
term.setCursorPos(1,5)
term.setTextColor(colors.yellow)
term.writeSymbol(symb)
sleep(5)
term.setCursorPos(1,5)
term.clearSymbol()
)I would love to hear your opinion on that concept
Edited by Luca0208, 12 June 2015 - 08:06 PM.
#108
Posted 13 June 2015 - 01:28 AM
Luca0208, on 12 June 2015 - 08:04 PM, said:
I would love to hear your opinion on that concept
Another screenshot again. It's not nearly as flashy as the last one though. Last night I made a few modifications to CCLite so it draws it as the current prediction has it. I'm beginning to question how accurate our guesses are given how many pixels are in this, but anyway. Here's a really basic bezier curve using Silica's new path drawing functionalities using this resolution, it's all generated by code, not Photoshop this time.
#109
Posted 13 June 2015 - 01:48 AM
oeed, on 13 June 2015 - 01:28 AM, said:
It wouldn't totally surprise me if there's a term.setSize().
#110
Posted 13 June 2015 - 01:58 AM
I've already got a huge game engine for CC, and I'm worried this will be its end.
At the same time, I'm excited for new features....
halp
#111
Posted 13 June 2015 - 02:07 AM
#112
Posted 15 June 2015 - 01:15 AM
MKlegoman357, on 10 June 2015 - 07:35 PM, said:
Turtle Cameras
Maybe we'll see them in CC
It seems CCEdu will be available to all, and compatible with regular MineCraft (so long as CC is installed as well). Assuming I'm reading Dan right.
dan200 said:
This is the visual programming GUI from ComputerCraftEdu, the learning/education focussed version of ComputerCraft I've been building over the last year with TeacherGaming, the developers of MinecraftEdu.
CCEdu was originally designed only for use in schools, and MinecraftEdu customers will have access to a lot of resources to help them with this, but we recently decided to make the mod available to everyone. ComputerCraftEdu will be launching next week alongside ComputerCraft 1.74.
#113
Posted 15 June 2015 - 05:31 AM
#114
Posted 15 June 2015 - 06:55 AM
#115
Posted 16 June 2015 - 10:09 AM
#116
Posted 16 June 2015 - 01:37 PM
#117
Posted 27 June 2015 - 01:08 PM
new computercraft render or standalone, this is awesome.
Looking at all the stuff on this thread i am leaning towards some type of standalone app. perhaps a lua interpreter like the normal lua standalone. would be awesome if we could full screen it from a small linux setup and have a "real" computercraft os on a raspberry pi or something
#118
Posted 27 June 2015 - 11:51 PM
Slash0mega, on 27 June 2015 - 01:08 PM, said:
new computercraft render or standalone, this is awesome.
Looking at all the stuff on this thread i am leaning towards some type of standalone app. perhaps a lua interpreter like the normal lua standalone. would be awesome if we could full screen it from a small linux setup and have a "real" computercraft os on a raspberry pi or something
#120
Posted 28 June 2015 - 01:06 AM
Another of Dan's projects discussed here, ComputerCraftEdu, is not the same thing but is already available as a beta.
Edited by Bomb Bloke, 28 June 2015 - 01:08 AM.
#121
Posted 28 June 2015 - 06:13 PM
Most of the core system is done. Rendering (apart from a little bug you'll see below), many views, events and, just in past 30 minutes, TEXT RENDERING
It's kinda freakishly fast, there's never really any lag at all. Bedrock runs like a turtle compared to this, and it's 50 times the amount of pixels. We probably won't be having any beta for a while, maybe once Dan releases the beta. Things like the animated progress bar are super cool, the whole thing just feels more...real.
We just got text rendering down now, it's only bitmap at this stage though. We will have vector fonts soon, but we need to sort out the path drawing issues first. Fonts are easily defined, Ben made a converter from paint to the font format, so we'll likely have a font designing app with the OS or otherwise available. They're also not monospaced too. The font below also supports characters like åéü¢ and many more. Basically all ASCII characters (although there seems to be a small issue at the moment).
Ignore the check, menu arrow and window button symbols. They're not drawing correctly at the moment. The font's also brand new, so it'll have issues and be touched up over time.

So, here's to hoping very highly that Dan does in fact release this soonish.
#122
Posted 28 June 2015 - 06:20 PM
oeed, on 28 June 2015 - 06:13 PM, said:
Most of the core system is done. Rendering (apart from a little bug you'll see below), many views, events and, just in past 30 minutes, TEXT RENDERING
It's kinda freakishly fast, there's never really any lag at all. Bedrock runs like a turtle compared to this, and it's 50 times the amount of pixels. We probably won't be having any beta for a while, maybe once Dan releases the beta. Things like the animated progress bar are super cool, the whole thing just feels more...real.
We just got text rendering down now, it's only bitmap at this stage though. We will have vector fonts soon, but we need to sort out the path drawing issues first. Fonts are easily defined, Ben made a converter from paint to the font format, so we'll likely have a font designing app with the OS or otherwise available. They're also not monospaced too. The font below also supports characters like åéü¢ and many more. Basically all ASCII characters (although there seems to be a small issue at the moment).
Ignore the check, menu arrow and window button symbols. They're not drawing correctly at the moment. The font's also brand new, so it'll have issues and be touched up over time.

So, here's to hoping very highly that Dan does in fact release this soonish.
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