MiniatureCraft [New Version, 1.2]
Csstform 03 Jul 2014
Antelux 03 Jul 2014
TheOddByte 03 Jul 2014
Detective_Smith, on 03 July 2014 - 04:06 PM, said:
Yea, I figured as much. Hopefully I can get proper exiting in soon. I've already implemented a buffer so far, except not everything on the screen draws. Currently fixing though, and soon enough the game will be playable! (In terms of lag / flickering.)
local function exit() term.clear() term.setCursorPos( 1, 1 ) print("Thanks for playing!") error() endThis is just a simple example, but it should work
Antelux 03 Jul 2014
TheOddByte, on 03 July 2014 - 07:51 PM, said:
Detective_Smith, on 03 July 2014 - 04:06 PM, said:
Yea, I figured as much. Hopefully I can get proper exiting in soon. I've already implemented a buffer so far, except not everything on the screen draws. Currently fixing though, and soon enough the game will be playable! (In terms of lag / flickering.)
local function exit() term.clear() term.setCursorPos( 1, 1 ) print("Thanks for playing!") error() endThis is just a simple example, but it should work
Don't worry, I already have some code in mind. I'm not bad at programming, just lazy
TheOddByte 03 Jul 2014
Antelux 18 Jul 2014
Made the buffer run (alot) faster, the game should be more stable now. More details in the main post.
Saldor010 18 Jul 2014
Still very laggy for me, but I'm sure it will get better over time. Atleast it's playable now
Antelux 23 Jul 2014
Update 1.2. Is out, with a bunch of new.... menus! More info in the main post.
TheOddByte 23 Jul 2014
Does the game run faster in the new version? I see that it's atleast playable now( from the comment above yours )
And how far from completion is the server script?
And how far from completion is the server script?
Antelux 24 Jul 2014
Its... getting there. I cant actually send the map over rednet, because it contains recursive entries. However, I found a solution that may stop users from having to download anything server related, like custom assets and such. This would probably increase security. As for the games speed, I have been having some problems with the buffer. I've tried to implement a feature to only draw what changes on the screen, and it hasn't gone too well.
Edited by Detective_Smith, 24 July 2014 - 12:32 AM.
Edited by Detective_Smith, 24 July 2014 - 12:32 AM.
TheOddByte 24 Jul 2014
Detective_Smith, on 24 July 2014 - 12:31 AM, said:
Its... getting there. I cant actually send the map over rednet, because it contains recursive entries. However, I found a solution that may stop users from having to download anything server related, like custom assets and such. This would probably increase security. As for the games speed, I have been having some problems with the buffer. I've tried to implement a feature to only draw what changes on the screen, and it hasn't gone too well.
Antelux 25 Jul 2014
TheOddByte, on 24 July 2014 - 09:51 PM, said:
I hope you're having the buffer as the top priority right now, because having the game running smooth before doing multiplayer is better
YoYoYonnY 11 Oct 2014
I think the APIs are a bit of a overkill. They might slow your game down and they might delay the rendering. At the very least, you should use a rendering method in the main game program, like this:
for x=1,w do for y=1,h do term.setCursorPos(x,y) term.setBackgroundColor(map[x][y].bc) term.setTextColor(map[x][y].tc) term.write(map[x][y].char) end end
TheOddByte 12 Oct 2014
YoYoYonnY 16 Oct 2014
TheOddByte, on 12 October 2014 - 04:16 PM, said:
Thats why I posted this exact code. It doesnt have the term.clear(), so the screen wont flicker. Acturely, if you redraw the same stuff you did before, you wont even notice the redraw.
Edit: I just made a term.redraw() function to redraw the screen only when I need to
for n=0,15 do term.setBackgroundColor(2^n) term.clear() term.redraw() -- Flicker the screen with all the different colors end for n=0,15 do term.setBackgroundColor(2^n) term.clear() end term.redraw() -- Make the screen black (No flickering)
Edited by YoYoYonnY, 16 October 2014 - 10:35 PM.
Saldor010 17 Oct 2014
Decided to check this game again, and see if it was any better when it came to lag.
..
IT IS!
It's about 3 times better than it was when it first released, and is now actually playable for people like me who do vanilla Computercraft!
Awesome job man!
..
IT IS!
It's about 3 times better than it was when it first released, and is now actually playable for people like me who do vanilla Computercraft!
Awesome job man!
Antelux 17 Oct 2014
Hmm. Didn't know this thread was still alive. Might as well tell you whats with it so far.
Basically, I did finish up a "working" buffer than only uses strings instead of tables, making it less of a memory hog, and allows for better rednet compatibility. I stopped awhile ago on the progress, but I don't remember why.
I might restart working on the game again. If I do, ill most likely rewrite it from the ground up, because I'm like that
Though, I would use some of the API's already available. It would mostly just be for cleaner code. Anyway, its cool to see people still playing my game, so thanks!
Basically, I did finish up a "working" buffer than only uses strings instead of tables, making it less of a memory hog, and allows for better rednet compatibility. I stopped awhile ago on the progress, but I don't remember why.
I might restart working on the game again. If I do, ill most likely rewrite it from the ground up, because I'm like that
Though, I would use some of the API's already available. It would mostly just be for cleaner code. Anyway, its cool to see people still playing my game, so thanks!