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    posted a message on Megamonsters?

    Related idea, or the same: Golems. They're big, take a lot of damage, and when you kill 'em, they break up into blocks of rock/sand/gold/dirt.
    Posted in: Suggestions
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    posted a message on water thats not square
    I think I know what can be done to make the current water system seem more realistic; have exposed vertical faces emit dissapearing water particles, perhaps something like white water; little white particles that fly out of the face of the water block (and probably fade to water blue), bounce off the ground a couple of times, settle, then dissapear. Could make for a pretty neat water effect, I'd say, and would probably simulate running water well.
    Posted in: Suggestions
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    posted a message on 4-bit Adder
    Hopefully, we'll be able to create smaller computers in 60 years. :tongue.gif:
    Posted in: Classic - Creative Mode
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    posted a message on The problem with Finite water
    The only way that finite water can be logically implemented is if it's a full particle system; when water detects that it shouldn't stay sill (by being evacuated on any of its horizontal sides or the bottom), it will turn into particles that flow about; white water, so to say. These particles will follow the laws of physics, flowing down pipes or slopes until they reach their final destination, and 'solidify' into a block again, which, depending on how the particles eventually settled, will be at a height increment of a full block. If the settled particles are too low to form the 1st increment of a water tile, then the water will simply evaporate.

    Problem is, water working realistically would require a lot of computing power, and most certainly would probably cause problems in relation to multiplayer and syncing so many particles. However, it's the only way for fluids to truly behave realistically; fluid physics requires a lot of power overall; Phun can get away with it fairly well because it's a 2d environment.
    Posted in: Suggestions
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    posted a message on Tree Suggestion
    I third it. However, doing this would still leave a floating trunk. I'd say the best thing to do about that, then, is to actually make the tree trunk block a physics-enabled block, like gravel or sand. That way, if you draw out a trunk from beneath the rest, the tree trunk will fall to the ground, and the leaves will dissapear.
    Posted in: Suggestions
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    posted a message on Share your Creation!
    2 random things done on a /v/ server.

    (I did the crashman. The Zapados just happened to be behind him. :tongue.gif:)

    (Fox and Pikachu were already there on Final Destination. I did Captain Falcon.)
    Posted in: Classic - Creative Mode
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    posted a message on Graphics
    I think the only real graphical improvement I can see happening in the future is introduction of dynamic lighting, especially for a day/night system, and perhaps lantern blocks... And maybe some sort of texture replacement/upgrade, since that seems to be mainly what Notch is asking for.

    I mean, honestly, I'd agree or disagree with your suggestion, but Google isn't returning anything pertaining to what you're describing (A game called "Love"? Welp, Googling "Love game" gets lots of Lady gaga stuff. So what?)
    Posted in: Suggestions
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    posted a message on Half blocks take on textures.
    I think the simplest way to implement this would be to have the step block take up the material appearance of the block it is 'attached' to; IE, the surface you click on to place the step block will adapt its color to be that of the step block as well. It would save making manual copies of every single block in half sized form.

    Water and lava half blocks, I think, however, would be very hard to implement...
    Posted in: Suggestions
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    posted a message on Share your Creation!
    -->

    The beginnings of a city being built on some of the least level terrain ever. This here's either a city assembly hall or temple. I don't quite know which yet.


    Posted in: Classic - Creative Mode
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    posted a message on Expedition: Interactive Singleplayer Level
    Quote from LightWarriorK »
    Quote from name=Pick Yer Poison »
    Great level! Now I'm just curious as to how vines grew in the Arctic. XD

    Global Warming. :tongue.gif:

    It's a good map. A little roundabout, but it works. That building on the outskirts....is there any legal way to get out to it? There was an area where I could jump the outer wall, but there didn't seem to be a way back so I wasn't sure. The "C" room also threw me for a loop. It's so far away from the area you called "the end" right now, that I was thinking there was something else to it.

    There's a few access points back into the fortress. Keep in mind you need to be a creative acrobat in some cases, though, and turn around to make your jump.
    Posted in: Classic - Creative Mode
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    posted a message on Trap blocks?
    Oh hell yes. I was about to make a thread for this, then decided against it... But I do have ideas that I think could be very cool for advanced trap systems:

    Two main block types that will make your more intricate traps work are the Button Block and Link Block

    Button blocks look like a big red (or blue? or green? or any other color?) button on all sides to allies; they help the player and perhaps his team differentiate where there are traps! To an enemy, it will blend into the tile next to it. (The same should probably be applied to trapdoors and other simple traps; visible to allies, but inconspicuous to enemies.) Anyways, button blocks can either be activated by a push/hit with a left mouse click, headbumped from below, or stepped upon by an ally or enemy. In any case, the Button block is the quintessential tripwire to many an advanced trap... But it doesn't do anything on it's own, no! You need to connect it to something with the link blocks!

    Link blocks look like a glass casing with a red wire inside. Placing two link blocks next to one another creates a continuous length of wire. The link block can also branch; meaning it can split to multiple other button-activated endpoints. They are vital, but are also very vulnerable to enemy sabotage; if an enemy can determine where link blocks are being held, they can sever the link block chain easily and thus disarm a trap! Ideally, you'll want to hide these link blocks within the walls of a fortress.

    Links and Buttons can work for other things than traps, such as activating lifts, doors, or teleporters (?).

    Examples of traps the button and link system could work on include:
    - Stepping on a button that closes doors in a room to trap enemies. Of course, they can try and dig through the walls to get further, but it still seriously impedes their progress.
    - Stepping on a button to activate darts firing from all directions in a wide open room.
    - Stepping on a button to trigger a bell block, which shall alert allies to the presence of an enemy.
    - Stepping on a button that opens up a pit at one end of a hallway, and activates fans at the other end.
    - Stepping on a button that opens up a trap door on the ceiling, where a water tank lies to flood the room and drown the people within.
    - Laying down TNT blocks all around the enemy base, connecting them to link blocks and a button, then pressing that button to blow their base up! Muahahar!! (Ok, that might be slightly implausible... :tongue.gif:)
    Posted in: Suggestions
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    posted a message on Mirrors
    I sort of like the idea... But I definitely think that dynamic lighting should probably be implemented first. (It probably will be at some point, methinks.)
    Posted in: Suggestions
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    posted a message on Telephone
    The gopher ate my head of the wood, leaving 100% of the orangutans purple, please choke twenty insane marksmen.
    Posted in: Forum Games
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    posted a message on Lets see your characters!


    Based off of this guy:

    Here's another one I used earlier; it looked right in preview, but doesn't work quite right in the actual game.
    Posted in: Skins
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    posted a message on Fish Bowl-o-Tron
    Quote from Icenisse »
    In-game the transparent parts are black.

    Yeah. Had a crash-course lesson on that; I created a floating mask skin and it failed miserably.
    Posted in: Skins
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