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You read it right - Instead of pocketing his sizable dividends, Markus "Notch" Persson distributed nearly 3 million dollars to fellow Mojang employees!  He stated that his fellow employees (often referred to as "Mojangstas") are "a massive part of the reason Mojang is the best place on earth to work at right now."  There are 25 employees working at Mojang - you see can see them all right here!

Since launch, Minecraft has generated approximately $100 million in revenue, covering the spectrum of Alpha, Beta and Full Release sales for the PC version of the game, as well as the highly popular Pocket Edition, which is currently available for Android and iOS handsets.  The XBox Live Arcade version of the indie blockbuster is expected to see release this year - and if the popularity of the PC and handheld game are any indication, this figure is likely to rise dramatically.

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For those of you curious what a "dividend" means in everyday terms, it is basically a form of payment made by a corporation (paid regularly, typically quarterly) to its shareholders out of its profits (or reserves).  For Notch, this means "money paid to him by Mojang as a shareholder".  So, Notch has taken the available dividends paid to him for the fiscal year of 2011, and distributed them among his fellow staff members, rather than take it home himself.

It is truly moving in this day and age to see such generosity from one man, especially one as successful as Notch.  That a single gesture can even move a fellow co-worker to tears speaks volumes about the impact his offering has had on his teammates - perhaps, we can all look to this as an example of selfless generosity, and emulate it in kind. Back to Top

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The 1.2 Update is finally here!  There have been a massive amount of changes since the last big update, and Mojang isn't showing any signs of slowing down.  Check out the new feature list!
  • New jungle biome
  • Added ocelots
  • Added cats
  • Added iron golems
  • New AI for mobs
  • Tame wolves can have puppies
  • Villagers will have children if there is room in their village
  • New map height limit (256 instead of 128)
  • New items and blocks
  • Doors have been updated so that double-doors work better with redstone
  • Added rare drops for mobs
  • Many other minor tweaks and fixes
  • Check out the full change log right here
NOTE:  Remember, the new map save format has been changed, so it would be a good idea to back up your saves before updating, just in case! In addition, the Minecraft launcher has been updated. The new launcher should properly select 64 bit Java installations for Mac OS X users.  Get yours here!

To update, simply run your game client normally, and it will prompt you to update to 1.2.2 - that's all there is to it!
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The new forum software has rolled out, and we are all very excited about the new changes!  As IPB moves their support to 3.2, so too do we upgrade the forum with some of the latest features, bug-fixes and more that will make the forums even better than before.  We will continue to make minor adjustments to the site in the coming days, so expect such changes to pop up from time to time.

Listed below are many of the updates included in today's upgrade - take a look!

Writ 2.0.2
  • Social Networking - You can like your favorite articles on Facebook, twitter, and Google +
  • Rate Articles - Vote for your favorites articles to let our authors know how great it is
  • Watch Articles - You can now track articles and watch them for updates.
  • Active Topic Block - This replaced the recent post block which gives a more accurate recent post history.
  • Forum Filters - Now filter by your favorite forums on the active topic block.
  • Tons of Bug Fixes - We fixed a ton issues that many site leads and users were facing.
  • Stability improvements - We wanted writ to run a bit easier on a site, so we fixed up a ton of things to do just that.
CurseAuth 1.3.0
  • Improved Account Merger - We improved our system just a bit
  • Newsletter Signup - You can now sign up for the Curse Newsletter
  • Stability Improvements - Tidy up the code means the site will run it better
Video System - 1.2.3
  • Youtube Subscription - You can now subscribe to the Curse YT channel
  • Stability Improvements - The video system was a little bloated, so we made it run a little bit better on the site.
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Today we went through an extended period of maintenance to perform updates to the forum, these were essential performance upgrades that have also brought some changes to the overall layout and functionality of the forum.

Please reply to this post including any bugs or problems you find with the forum, include as much information as possible to allow us to fix them promptly.

Thanks, we appreciate everyone's patience through the maintenance period. Back to Top

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Minecraftforum.net is currently in read only mode while our team perform essential software upgrades to improve site performance. During this maintenance period all posts will remain accessible, however you will be unable to use any account functions.

We have prepared a handy list of activities that should keep you busy until the forum returns:
If all goes to plan we will leave read only mode later today. Thank you for your patience, see you on the other side! Back to Top

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After many months of providing an amazing plug-in service for the Minecraft community, Bukkit has officially joined the Mojang team!  There are some immediately obvious benefits - official support for the game, better resources to develop Bukkit further - as well as the ability to develop tools, mod support and more which can be officially integrated into the game!

Bukkit developer EvilSeph stated numerous reasons for the move, including a desire to have better mod support for the game, that was more easily accessible to the community at large.

EvilSeph said:

When news broke out about Mojang organising a Minecon, the entire community was alight with excitement and anticipation. Even today, I still find the sheer dedication from the fans unbelievable and overwhelming. Though we were also excited about Minecon, there was no way we would be able to go since Bukkit is an open source, free project. Much to our surprise, though, Curse had other plans in mind. They decided to fly us over, cover our tickets and accommodation, host us in their booth and setup a panel for us. I've never met a company that cares more about gaming than Curse: when the possibility of their supporting the Bukkit project first came up, we were all blown away. Curse wanted to throw themselves behind our project. They wanted to provide us with the support and resources we needed to continue functioning, no questions asked and their desire to send us to Minecon further reinforced this opinion we had of them. Thanks to their support, we were able to go to Minecon, have a great time and put together a panel filled with our fans, as well as sneak off to a secret meeting with Mojang.

From that meeting, a partnership was born.  We here at Curse are proud to have supported Bukkit, and to do whatever it took to help them continue doing what they did best - making an incredible set of tools for Minecraft players.  We very much look forward to seeing a Bukkit-driven multiplayer experience in the coming days, and wish them the very best with their future at Mojang!  You can read EvilSeph's full write-up right here, as well as Mojang's official statement on their home page - check it out!

Bukkit started in December of 2010, with the intent to develop tools to help run and extend SMP servers.  Response to their project idea was massively overwhelming - so much so that their hosting server almost outright failed numerous times.  Around this time, Curse & Multiplay's Steve Hartland offered their support, to make sure Bukkit was able to keep moving forward.  While the Bukkit team had often dreamed of developing a proper Mod API (and certainly had the skill-set for it), they lacked the experience of handling something of that magnitude.  Mojang, upon meeting with them at Minecon, discussed their ideas and the future of both Bukkit and Minecraft, and from there, the rest is history.

Once again, a HUGE "congratulations" to the Bukkit team from everyone here at Curse and the Minecraft Forum!  Your hard work and perseverance definitely earned it!

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The March Gaming Bracket Challenge presented by Curse and Alienware is a tournament that pits random video game characters against one another!

Each week in March we will be matching up characters from your favorite Curse Network fansites; from Skyrim to Starcraft, WoW to Minecraft. Who gets through to the next round is up to you since your votes decide who rises up and who falls in this arena!  Do you want to see Steve, the Enderman or some other Minecraft star win the battle?  Head on over and vote on your favorite!

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Pico gives us news on Minecraft, LoL, Guild Wars 2, Realm of the Mad God, Aion and Border Lands 2 - check it out!

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Dead Worker's Party member Brent Copeland has a LP series!  Check it out! Back to Top

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Something that's been growing in popularity in recent years is "demake" projects - taking modern games and recreating them in retro environments, typically 8 or 16-bit.  Notch is evidently working on a demake project of Team Fortress 2 (which you can watch live, here), and it certainly calls back to the pixellated top-down days of yore.  In the screenshot below, you can definitively make out the shapes of a sniper, doctor, soldier, heavy, scout and pyro, along with a healthy dose of pixel-bullets.

When (if ever) will this game be released?  According to Notch himself, "probably never".  The possibility exists that he is simply working on the project to give himself inspiration for other ideas.

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Modern demakes are typically whimsical in nature and often combine the gameplay of the original with nostalgic genres like platform games and beat 'em ups.  Team Fortress 2 has certainly seen its share of demakes in the past - as well as other popular Valve titles, like Left 4 Dead - but it is only one in a long line of game demakes.  What makes them so popular?  It's hard to say; for older gamers, it may be the nostalgic sense they evoke, with their blocky sprites and chiptune background music - for younger gamers, perhaps the appeal of a simple, easy-to-approach style of gameplay.

For as long as he has it up, you can watch Notch working on the TF2 demake on his livestream right here!

Time is running out to submit your entry to win a free 3D printout of your choice!  Be sure to check out the details, and get your entry in before March 4th!  Be sure to subscribe to the Curse Newsletter for more details, as well as chances to win in numerous contests and giveaways hosted every month! Back to Top

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Today, some friends and I take a look at the Labyrinth of Irritation adventure map, by Shredster7! We won't show you the solutions to every puzzle (or the surprise ending) - those are for you to discover! As we spent more time playing the map than reviewing it in greater detail, I'd like to take a moment to go over the finer points of the map itself.

Overall, the puzzles on the map were clever, well thought-out and even humorous at times. The entire thing gives off a subtle "Indiana Jones" feel - very rarely was the pacing of the map broken by a particularly difficult puzzle, and the layout of the map itself was quite innovative. If you're looking for a casual adventure to kill a few hours or so with friends, this is definitely worth a look. Check out the author's thread for details!

I am Sacheverell, and I am not a robot (I swear!). Check the front page for all the latest Minecraft news, videos and more! Back to Top

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Interview with Jon Kagstrom

I recently had the opportunity to sit down with Mojang's resident AI guru, Jon Kagstrom, to ask some questions about the highly anticipated 1.2 update. Here's what he had to say!

Sach: There have been a lot of features added in recent snapshots (more advanced Testificate behavior, smarter mobs etc) that seem to indicate a wide range of potential for the future of hostile and non-hostile NPCs going forward - what are some of your plans for that?

  • Jon: My primary task at the moment is to improve mobs (animals+monsters+npcs) to do that I first move them to a new AI platform. Once a mob has been moved it's really easy to add new behaviors without breaking existing ones. This is when the fun starts. What I find really interesting is emergent behaviors from only a few lines of code. For example the villager children playing tag or the dynamic when zombies break doors and villagers are fleeing in random directions. There is no overhead "invade village behavior" it's all a mixture of smaller reusable behavior modules. Another interesting aspect is the emotional relationship the player builds up with mobs. It's worse to see a villager child being eaten by a zombie than a grown, so you want to protect the little ones. Also I really like small subtle behaviors that doesn't necessarily add something concrete to the game but only atmosphere, like the new Iron Golem giving a rose to the children in a village.

Cats and creepers have an interesting dynamic in regards to how they behave with each other - will there be similar "quirks" or relationships between other NPC/mobs in the future?

  • Yes, in the future we will definitely see more mob interactions, not only between the player and the mob but also between mobs, we want the world to feel alive and dynamic. In Minecraft you can basically build anything and I like the idea of having an adapting dynamic population as well. Next step might be some kind of trading with the villagers now that they are getting some life. So you have a good reason to keep them happy by protecting them from monsters. But Jens and I haven't really planned any details yet.

There are now a wide variety of diverse biomes, with the jungle being the most recent addition - and it has biome-specific life! Will there be any alterations going forward for certain biomes to be preferred homes for pigs, cows...even certain monsters?

  • Yes probably, nothing is planned but as we update mobs this is considered.

More information on the update will be forthcoming - keep an eye out!

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Improved half-blocks? Coming soon!

Pocket Edition - The Saga Continues

Daniel Kaplan took a moment to talk about Pocket Edition recently, showing some love for the incredibly active Korean fan-base of the popular portable title. He went on to say that there are a number of bug fixes in the works, such as continuously burning after respawning (if previously on fire), and the stubbornly unmovable cloth blocks being fixed. Finally, he offers this helpful hint on flying in Creative mode:

Daniel Kaplan said:

A lot of people have reported that you can't fly in Creative which is wrong. First double tap the jump button. Then you double tap up and or down to go up or down Posted Image Easy as that.

The hit portable sandbox game continues to make huge strides, currently sitting as the #8 top-grossing (earning/selling) app in the US market! Features for Pocket Edition have been released at a steady pace, and we look forward to the next iteration of advancement.

This week, David & Toby cover the bustling world of Minecraft's numerous goings-on, including a look at the recently concluded Mojam event, yesterday's Snapshot (with particular focus on the new Iron Golem) and more - check it out!

I am Sacheverell, and I am not a robot (I swear!). Check the front page for all the latest Minecraft news, videos and more! Back to Top

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Minecraft for PS Vita? Unfortunately...

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It seems that Minecraft will not be coming to Playstation after all. In a business meeting including Daniel Kaplan, it was confirmed that there were "no plans" to bring the indie title to PS Vita (Sony's handheld equivalent to the Nintendo DS), despite overwhelming success on the Sony handheld, Xperia.
Minecraft - Pocket Edition launched on Xperia Play last summer and quickly became the Android Market's most worldwide-downloaded app. Approximately 8500 people have played the game on the device since its unveiling. The recent Survival Mode update to the game makes Pocket Edition more of an action-oriented experience, with health bars, weapons and animals included, as well as the addition of more blocks from the PC version of the game.

The XBLA version of the game is still expected to hit consoles in March 2012.

Want to Code "Catacomb Snatch" Yourself?

With Mojam all wrapped up, Mojang's new title "Catacomb Snatch" is, technically, complete! However, Jeb has decided to encourage budding programmers by giving tips on how to use the open-source code of the game. He goes over his own history of getting into game development, as well as offering some helpful instructions to prospective game designers who might decide to take on the task of working on "Catacomb Snatch" further. He also offered sources for the development tools needed to code a Java game (using his examples), as well as positing a number of tasks and challenges for anyone brave enough to take them on. What can you add or improve on "Catacomb Snatch"?

Dead Worker's Party - The Eye

The Dead Worker's Party begins a new adventure this week, "The Eye"! What strange things await the entrepid trio? Can they solve the mystery of their amnesia? Will they ever get that minecart to work correctly? Give it a watch to find out! Back to Top

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