NEW ANNOUNCEMENT! (12-29-14) I've restarted development on Terrem. A complete reprogramming has been necessary and is progressing nicely. It won't be playable for a few more weeks, but it can be check out here!
ANNOUNCEMENT! (2012) Programming of Terrem has come to a halt for the time being. Sorry everyone. ---------------------------------------------------------------------------------------------------------- Terrem
An Indev Indie Game
Hello there community! My name is Tyler Daddio. I have been programming for about a year and half now, mostly in Java. I began programming by taking a class at a local college and have been teaching myself ever since. Terrem began as a small game that I wanted to make to teach myself programming in a more familiar fashion. When it actually started to work well and it was actually enjoyable to play, I thought it would be a good thing to create and play with my friends. Maybe we could even have competitions to see who could make the best pixel art. Since then, Terrem has come a long way and I feel it finally has some substance that you guys may enjoy. So here it is!
:-( ):Description
Terrem, at the moment, is in essence a 2D Minecraft clone. It won't be this way for long though! The Minecraft experience may be nice, but I think a new experience would be quite amazing, a Terrem experience! The goal for Terrem is COMPLETE freedom and customization. If you want to be a lord or knight protecting your towns from invaders, you can be. If you want to be a humble farmer who has a sense of adventure, you can be. If you want to be an experienced adventurer and scour the dungeons in the deep caves systems of the Terremian world, you can be. You can even be a nobody who wander aimlessly in a huge, seamless world with no other motivation except mining. That is the goal, complete freedom. Also, the ability to completely customize the world around you while playing the game! In game modding if you will. These are only some of the goals for Terrem, and they are getting closer to reality every day! But for now, it is a mere 2D Minecraft clone with some unique differences. Sign up and take a look for yourself!
:-( ):News
December 9, 2012 -
- Alpha 1.0_8 is out and the website is finally up and running! Please re-download the launcher (the old one won't work) and sign in as you normally would. Changes include:
Alpha v1.0_8 - December 9, 2012
+ Added 'Play Offline' button to launcher
+ Added Content-Packs! New gameplay whenever you want!
+ Added full error reporting for options file reading and writing
+ Added global texture resolution changing! Do 23x23 textures if you really want to!
+ Added 'place over' option for level 1 tiles
+ Added 'dynamic_rendering' option for level 1 tiles
= Changed chunk size button names in options menu
= Revamped terrain generation!
= Tiles can now be placed on wildgrass without having to break the grass first
= Equalized day-night transition so it isn't so abrubt
= There are now 21 light levels
= Light sources will now extend light as far as possible
= Terrem files are now downloaded and accessed in the same directory as the JAR file. More portability (for now)
~ Fixed 'Item Hotbar' option in Options menu initially loading incorrectly
~ Fixed tiles not rendering when standing directly on chunk boundary
~ Hopefully fixed main menu not initially loading (can someone test this?)
~ Other minor bugfixes
Once again, sorry for the extended down time of everything and my lack of responsiveness. Things are finally back to normal so I am hoping to start doing weekly updates finally
November 22, 2012 -
- Quite a bit of work has been done over the past few days. Terrain generation has been revamped with larger continents and oceans. Trees don't form mazes anymore and look more natural by thinning out the further away from the forest they get. Some things I would rather get done today are: - Working with water
- Add some more depth to the world
- Have fun with the entity code
- Fix some bugs
November 15, 2012 -
- Is anyone else drowning in work lately? Anyway, programming has been REALLY slow over the previous 5 or so days :/. I would just say give it until about Tuesday next week before I can get into some serious programming again. I am hoping to get a small update out this weekend with just some minor updates and features. That will be announced tomorrow if I can get to it.
Past Entries:
November 5, 2012 -
- Just an update for what has happened in the past 4 days of development. So far, a 'Play Offline' button has been added to the launcher and many minor bugs have been fixed. Also, I added in a 'content-pack' idea thingy.. It allows you to have different packs of tiles, items, GUI, etc which you can switch between like texture packs. More will get done for 1.0_8 when more time gets opened up for programming (hopefully tomorrow).
November 1, 2012 -
- Update 1.0_7 has been released! Please make sure all changes you have made to the default tiles, textures, and GUI are backed up or put into their own texture pack before updating! Then, press the re-download button on the launcher to download the Alpha 1.0_7 update! Changes are mostly on the server-side application and a full changelog can be found on the launcher. Below are the features of the 1.0_7 update:
Alpha v1.0_7 - November 1, 2012
+ Added dynamic rendering of level 1 tiles in SP and MP
+ Added ground items to multiplayer
+ Added entities to multiplayer
+ Added item swinging animation to Multiplayer
= Rehashed multiplayer code into more efficient formats
~ Fixed bad IP shutting down client
~ Fixed collisions setting in SP and MP
~ Sped up server connection
~ Other minor bugfixes
* Entities in MP despawn when not in any client's loaded chunks
October 21, 2012 -
- Progress notes so far. (Yes, I am still here )
- fixed collisions between chunks in Multiplayer
- removed the 'numonline' command and added it to the 'online' command
- recoded main server functions and reorganized code
- added ban reason to banned player file
- added whitelist to server
- fixed terrain not being random on server
- added nameplates over players in multiplayer
- added FPS performance increases to multiplayer
- changed zoom level of multiplayer interface
October 17, 2012 -
- Terrem Alpha v1.0_5 has been released! Just click re-download on your launcher to update the game! Also, any custom textures should be in their own texture pack before updating as well as any changes to the default tiles, items, GUI, etc
- Multiplayer does not work in this release! Sorry for the inconvenience. I wanted to get the singleplayer updated as fast as possible. The multiplayer update will be released with Alpha 1.0_6 which will follow by bug fixes for the 1.1_0 release!
- There is also an optional launcher update to fix the way operating systems are detected. This should fix some issues on Linux and certain versions of Windows.
- Check the changelog for the features added in this version
October 14, 2012 -
- fixed monsters so they are layer specific
- added on ground items! No longer do you just instantly receive the item after breaking the tile!
- almost done with item labels (so you can see what item it is when hovering over it
- fixing up the item swinging animation (possibly going to figure out 2D modeling so I can move certain parts of the body)
- added some rough framework for entity-on-entity collisions
- Multiplayer update will come after the 1.0_5 update. There are just so many things that need to be done that I will release the singleplayer updated version first.
- After either the 1.0_5 update or the Multiplayer update (1.0_6 or 1.1_0?), weekly updates will begin with some random bug fixes inbetween. So no more wondering when an update will come out!
October 12, 2012 -
- Time to get to work! Today's To-Do List:
- add item labels
- finish item swinging animation
- upload brief video with progress and changes
- change zoom level of multiplayer interface
- add whitelist to server
- add ban reason to banned player file
- add entities to server
- add item swinging animation to Multiplayer
- add FPS performance increases to Multiplayer
- bugfix server gameplay
October 10, 2012 -
- Vacation from coding over! Time to get back to business!
- Almost done with swinging tools
- Attempting to improve rendering speed and performance, add collision boxes to skeletons and the player to avoid merging entities, and ya... performance upgrades!
October 7, 2012 -
- Uploaded Terrem Alpha v1.0_4! Check the changelog or the news from October 4th to today for the changes! Please download the updated launcher and re-download the game with the 're-download' button on the launcher. Enjoy!
- 50+ users. 200+ posts. 2800+ views. What else can a guy ask for?!?!? Thank you everyone for you support and interest over the last 2 weeks!
- Added Skeletons!
- Added monster hostility
- Monster test results:
* spawned 7500 skeletons
* FPS dropped by 5
* [/media]
Older videos
:-( ):Screenshots
Just a nice torch lit night in the forest
At work gathering supplies
It is a bit dark down here...
:-( ):Bug Reporting
- If you come across a bug, please report it with the form below:
Java Version-
Operating System-
Bug Description-
How to reproduce-
Date found-
Terrem Version-
This would be a great help to me and development! Thanks!
:-( ): Bugs
Current Bugs
- lighting around the player flashes underground
- underground generation doesn't spawn ores
- monsters despawn when world is reloaded
- some ground items shake and aren't able to be picked up
- ground items aren't level independent
Fixed Bugs
:-( ):Banners
Thank you to starfox1o1 for his contribution of this banner!
:-( ):Contact
If you want/need to contact me, comment here, email me, or message me. No telepathic messages will be accepted from strangers. [email protected]
TerremCoding (Skype) Tumblr
Hahaha yes it would. I am working on that right now... I can't seem to get one that doesn't look too terrible. So how does the game play on your computer? I hope not too laggy/buggy
EDIT: And I would apply for that website, but it says, "The majority of your game must be developed and consequently you must be able to show a significant amount of progress".
Sounds nice. Is it gonna be more like Minecraft, or more like Dwarf Fortress?
Also I'm amazed you were able to make a proper lighting engine
I don't know much about Dwarf Fortress, but I plan to have it more of a mix of Minecraft, Pokemon-like layout (lol your avatar), and have some basic RPG roles in it. No main quest line or anything but small quests to make money/friends.
And ya it actually didn't take too long to get the lighting working in the beginning but then fine tuning it was an issue.
No, the launcher just closes and the error message is printed in the terminal.
I think I know why. Close the launcher and delete the Terrem folder in its respective directory. I will upload another fix for the print out. One second please
It's very alpha indeed, but you got a good foundation here. A couple of things I noticed that may be Linux specific:
- The guy keeps accelerating if I hold down w/a/s/d. He walks pretty fast already (runs slightly faster even), but if he's stuck behind a tree I can really catapult him across the map.
- I can see the wooden planks appear in the crafting toolbar, but I can't seem to actually get them. Is this supposed to work?
Great!
And ya I noticed a speed glitch too... But that doesn't sound like it
The crafting SHOULD work, but with coding nothing ever seems to work on multiple OSs.
- Do you actually have any logs in your inventory?
- Try right and left clicking multiple times and see if it works
If not then I'll put a linux bug fix testing version up and see if I can't get that fixed
Yeah, the little guy really picks up speed. It appears as if the motion vector gets bigger than 1 tile at some point, and the collision detection skips the tree tile. He takes off so fast the screen updates can't keep up properly.
I have four logs. I tried putting them in the inventory and in the hotbar. Left/right/multi clicking and dragging don't work. If I trash the logs, the wood does disappear from the crafting bar.
Haha ya that could be a problem. It must be how Linux deals with threads... I'll see if I can fix that and I'll see what can be done about the crafting. It is most likely a mouseEvent is being thrown away without being processed. And I added a swimming animation which led me to see a new bug with collisions...
Hey really nice! Played it for a while, used to config files a bit too.
You should make the grass animations start on a random frame when they are played, so they do not look like one big wave of grass on your screen all on the same frame at the same time.
How did you do the website thing? Was it just some php? Would you mind sharing the code for the registration and login?
Hey really nice! Played it for a while, used to config files a bit too.
You should make the grass animations start on a random frame when they are played, so they do not look like one big wave of grass on your screen all on the same frame at the same time.
How did you do the website thing? Was it just some php? Would you mind sharing the code for the registration and login?
Hey thanks for playing 8Keep! I will try to figure out a way to get independent animations working. The only implementation I can think of at the moment would take a lot more memory. Ehh It'll happen eventually.
The website is coded in PHP with a lot of help from my friend ajwgeek since I am new to PHP. It just works with a simple mySQL database hosted on a website. I am not partial to sharing the code though. Sorry
I've restarted development on Terrem. A complete reprogramming has been necessary and is progressing nicely. It won't be playable for a few more weeks, but it can be check out here!
ANNOUNCEMENT! (2012)
Programming of Terrem has come to a halt for the time being. Sorry everyone.
----------------------------------------------------------------------------------------------------------
Terrem
An Indev Indie Game
Required Java Version: Java 6 Update 35
Current Version: Alpha v1.0_8
Members: 152
Introduction
Description
News
Playing the Game
Downloads
Videos
Screenshots
Bug Reporting
Bugs
Banners
Contact
Website
Tumblr Page
Changelog
:-( ): Introduction
Hello there community! My name is Tyler Daddio. I have been programming for about a year and half now, mostly in Java. I began programming by taking a class at a local college and have been teaching myself ever since. Terrem began as a small game that I wanted to make to teach myself programming in a more familiar fashion. When it actually started to work well and it was actually enjoyable to play, I thought it would be a good thing to create and play with my friends. Maybe we could even have competitions to see who could make the best pixel art. Since then, Terrem has come a long way and I feel it finally has some substance that you guys may enjoy. So here it is!
:-( ):Description
Terrem, at the moment, is in essence a 2D Minecraft clone. It won't be this way for long though! The Minecraft experience may be nice, but I think a new experience would be quite amazing, a Terrem experience! The goal for Terrem is COMPLETE freedom and customization. If you want to be a lord or knight protecting your towns from invaders, you can be. If you want to be a humble farmer who has a sense of adventure, you can be. If you want to be an experienced adventurer and scour the dungeons in the deep caves systems of the Terremian world, you can be. You can even be a nobody who wander aimlessly in a huge, seamless world with no other motivation except mining. That is the goal, complete freedom. Also, the ability to completely customize the world around you while playing the game! In game modding if you will. These are only some of the goals for Terrem, and they are getting closer to reality every day! But for now, it is a mere 2D Minecraft clone with some unique differences. Sign up and take a look for yourself!
:-( ):News
December 9, 2012 -
- Alpha 1.0_8 is out and the website is finally up and running! Please re-download the launcher (the old one won't work) and sign in as you normally would. Changes include:
Alpha v1.0_8 - December 9, 2012
+ Added 'Play Offline' button to launcher
+ Added Content-Packs! New gameplay whenever you want!
+ Added full error reporting for options file reading and writing
+ Added global texture resolution changing! Do 23x23 textures if you really want to!
+ Added 'place over' option for level 1 tiles
+ Added 'dynamic_rendering' option for level 1 tiles
= Changed chunk size button names in options menu
= Revamped terrain generation!
= Tiles can now be placed on wildgrass without having to break the grass first
= Equalized day-night transition so it isn't so abrubt
= There are now 21 light levels
= Light sources will now extend light as far as possible
= Terrem files are now downloaded and accessed in the same directory as the JAR file. More portability (for now)
~ Fixed 'Item Hotbar' option in Options menu initially loading incorrectly
~ Fixed tiles not rendering when standing directly on chunk boundary
~ Hopefully fixed main menu not initially loading (can someone test this?)
~ Other minor bugfixes
Once again, sorry for the extended down time of everything and my lack of responsiveness. Things are finally back to normal so I am hoping to start doing weekly updates finally
November 22, 2012 -
- Quite a bit of work has been done over the past few days. Terrain generation has been revamped with larger continents and oceans. Trees don't form mazes anymore and look more natural by thinning out the further away from the forest they get. Some things I would rather get done today are:
- Working with water
- Add some more depth to the world
- Have fun with the entity code
- Fix some bugs
November 15, 2012 -
- Is anyone else drowning in work lately? Anyway, programming has been REALLY slow over the previous 5 or so days :/. I would just say give it until about Tuesday next week before I can get into some serious programming again. I am hoping to get a small update out this weekend with just some minor updates and features. That will be announced tomorrow if I can get to it.
Past Entries:
November 1, 2012 -
Alpha v1.0_7 - November 1, 2012
+ Added dynamic rendering of level 1 tiles in SP and MP
+ Added ground items to multiplayer
+ Added entities to multiplayer
+ Added item swinging animation to Multiplayer
= Rehashed multiplayer code into more efficient formats
~ Fixed bad IP shutting down client
~ Fixed collisions setting in SP and MP
~ Sped up server connection
~ Other minor bugfixes
* Entities in MP despawn when not in any client's loaded chunks
October 21, 2012 -
- fixed collisions between chunks in Multiplayer
- removed the 'numonline' command and added it to the 'online' command
- recoded main server functions and reorganized code
- added ban reason to banned player file
- added whitelist to server
- fixed terrain not being random on server
- added nameplates over players in multiplayer
- added FPS performance increases to multiplayer
- changed zoom level of multiplayer interface
October 17, 2012 -
- Multiplayer does not work in this release! Sorry for the inconvenience. I wanted to get the singleplayer updated as fast as possible. The multiplayer update will be released with Alpha 1.0_6 which will follow by bug fixes for the 1.1_0 release!
- There is also an optional launcher update to fix the way operating systems are detected. This should fix some issues on Linux and certain versions of Windows.
- Check the changelog for the features added in this version
October 14, 2012 -
- added on ground items! No longer do you just instantly receive the item after breaking the tile!
- almost done with item labels (so you can see what item it is when hovering over it
- fixing up the item swinging animation (possibly going to figure out 2D modeling so I can move certain parts of the body)
- added some rough framework for entity-on-entity collisions
- Multiplayer update will come after the 1.0_5 update. There are just so many things that need to be done that I will release the singleplayer updated version first.
- After either the 1.0_5 update or the Multiplayer update (1.0_6 or 1.1_0?), weekly updates will begin with some random bug fixes inbetween. So no more wondering when an update will come out!
October 12, 2012 -
Today's To-Do List:
- add item labels
- finish item swinging animation
- upload brief video with progress and changes
- change zoom level of multiplayer interface
- add whitelist to server
- add ban reason to banned player file
- add entities to server
- add item swinging animation to Multiplayer
- add FPS performance increases to Multiplayer
- bugfix server gameplay
October 10, 2012 -
- Almost done with swinging tools
- Attempting to improve rendering speed and performance, add collision boxes to skeletons and the player to avoid merging entities, and ya... performance upgrades!
October 7, 2012 -
- 50+ users. 200+ posts. 2800+ views. What else can a guy ask for?!?!? Thank you everyone for you support and interest over the last 2 weeks!
- Added Skeletons!
- Added monster hostility
- Monster test results:
* spawned 7500 skeletons
* FPS dropped by 5
* [/media]
Older videos
:-( ):Screenshots
Just a nice torch lit night in the forest
At work gathering supplies
It is a bit dark down here...
:-( ):Bug Reporting
- If you come across a bug, please report it with the form below:
Java Version-
Operating System-
Bug Description-
How to reproduce-
Date found-
Terrem Version-
This would be a great help to me and development! Thanks!
:-( ): Bugs
Current Bugs
- lighting around the player flashes underground
- underground generation doesn't spawn ores
- monsters despawn when world is reloaded
- some ground items shake and aren't able to be picked up
- ground items aren't level independent
Fixed Bugs
:-( ):Banners
Thank you to starfox1o1 for his contribution of this banner!
:-( ):Contact
If you want/need to contact me, comment here, email me, or message me. No telepathic messages will be accepted from strangers.
[email protected]
TerremCoding (Skype)
Tumblr
All rights reserved © 2012 Tyler Daddio (meaning don't take what isn't yours without my permission )
Check out my GitHub and Website!
Check out my GitHub and Website!
Thanks!
Check out my GitHub and Website!
Hahaha yes it would. I am working on that right now... I can't seem to get one that doesn't look too terrible. So how does the game play on your computer? I hope not too laggy/buggy
EDIT: And I would apply for that website, but it says, "The majority of your game must be developed and consequently you must be able to show a significant amount of progress".
Check out my GitHub and Website!
Alright sounds good. Could you just copy and paste the directory of wherever your .minecraft folder is? It'll be updated in no time!
Check out my GitHub and Website!
Alright it is updated. Just re-download the launcher and it should work. (should...)
Check out my GitHub and Website!
Also I'm amazed you were able to make a proper lighting engine
I don't know much about Dwarf Fortress, but I plan to have it more of a mix of Minecraft, Pokemon-like layout (lol your avatar), and have some basic RPG roles in it. No main quest line or anything but small quests to make money/friends.
And ya it actually didn't take too long to get the lighting working in the beginning but then fine tuning it was an issue.
Check out my GitHub and Website!
Oops I forgot to change that. Does it boot up though or no? I might have switched a // and a \
Check out my GitHub and Website!
I think I know why. Close the launcher and delete the Terrem folder in its respective directory. I will upload another fix for the print out. One second please
EDIT: Ok it should all work now Boot it up again
Check out my GitHub and Website!
Check out my GitHub and Website!
Great!
And ya I noticed a speed glitch too... But that doesn't sound like it
The crafting SHOULD work, but with coding nothing ever seems to work on multiple OSs.
- Do you actually have any logs in your inventory?
- Try right and left clicking multiple times and see if it works
If not then I'll put a linux bug fix testing version up and see if I can't get that fixed
Check out my GitHub and Website!
Haha ya that could be a problem. It must be how Linux deals with threads... I'll see if I can fix that and I'll see what can be done about the crafting. It is most likely a mouseEvent is being thrown away without being processed. And I added a swimming animation which led me to see a new bug with collisions...
Check out my GitHub and Website!
Ok I activated it for you Have fun!
Check out my GitHub and Website!
Oh ya finally
Check out my GitHub and Website!
You should make the grass animations start on a random frame when they are played, so they do not look like one big wave of grass on your screen all on the same frame at the same time.
How did you do the website thing? Was it just some php? Would you mind sharing the code for the registration and login?
Hey thanks for playing 8Keep! I will try to figure out a way to get independent animations working. The only implementation I can think of at the moment would take a lot more memory. Ehh It'll happen eventually.
The website is coded in PHP with a lot of help from my friend ajwgeek since I am new to PHP. It just works with a simple mySQL database hosted on a website. I am not partial to sharing the code though. Sorry
Check out my GitHub and Website!
(Consider making it a .exe?)
What operating system are you running on? I am hoping to get an executable available but I can't at the moment
Check out my GitHub and Website!