I know ROBLOX Is Lua. Just reprogram it into Java.
You probably don't even know even the most basic things about either language. There's so much that's going to be lost in transition, assuming said transition can even be made at all.
Having a great amount of experience with both games, I can safely say this:
You don't know a damn thing about what you're talking about.
The two games have only the barest of similarities at the surface. Anything deeper down than that, and they're both completely different beasts. For one, the two games are coded with completely different languages. Minecraft is made with Java, while Roblox is made with Lua.
Now, as my one specific example I'm going to work with, I'll focus on player characters, since the issue of cosmetic customization was previously brought up in this topic.
In Minecraft, your player character is a single entity in the game world. It's composed of a single model, with a set of animations, and a single texture placed onto the model. All the coding to allow your player character to do stuff is hardcoded into the game, unable to be altered in any way from within the game itself.
As for Roblox, well, it's a lot more complex. First, look at this image demonstrating the full extent what exactly composes a standard Roblox character in a place that contains no scripts that would alter said character. It's a bit of a long list, so I have put it in a spoiler.
As you can see, they're composed of a lot of objects. Around 80, in fact. It could be closer to 90 if I made use of all of the customization features Roblox provides. Only ten of those objects are the actual blocks that make the physical model. The rest are meshes, textures, joints, sounds, animations, scripts, and other objects needed to make the scripting for a controllable player character to work. That's not even showing the objects within the place that handle the actual player connection to the server.
Going beyond the physical diferences between what constructs the player character, the two different kinds of player character also are played very differently. If you've played both games even a little bit, you'll already know what I mean.
So after that, I think I should make a short and simple summary and conclusion.
Basically, the way Roblox and Minecraft work are extremely different. Combining the two would essentially require making a whole new game, something that would take way too much time and resources, when both companies are already getting plenty of profit with what they already have.
Definitely sounds a bit too effortless for what is widely considered to be a pretty powerful potion effect, if we run under the assumption that we are talking about the effect that Shulkers inflict.
If you mean a proper feather-fall effect, then it would be a bit more reasonable, though still a bit out-there.
You just sort your items yourself,
Like I do,
Which takes me like a second,
because I got a good system going.
Some people are a fair bit lazier. The sort button would be for those lazy people.
I could see a sort system working. Press a single button and everything is all neatly sorted in an arbitrary order.
One of those quality-of-life things. Unnecessary, but not a bad idea.
As for me, I'm fine with my system of organized disorganization. I group together similar objects, but there's certainly no system beyond that.
You should explain what these "telepoint" blocks do, and how they work. Otherwise people won't know what it is that you're trying to actually suggest. Don't just assume that people will be able to figure it out.
Actually describing your idea can easily make or break the suggestion. If I were to make a suggestion about, for example, guillotines, I guarantee that people would be much more positive towards the idea if I describe how they actually work, especially if I go into specific detail.
Also, it would be wise to refrain from listing off other ideas that have absolutely nothing to do with the main suggestion.
As a single-player type person, I take joy in messing around in creative mode.
Stuff like building incomprehensible artistic monuments, making useless Redstone contraptions, setting up sick Elytra stunts, or maybe just placing a bunch of mobs and killing them all with an enchanted diamond sword.
So yeah, I suppose then my input wouldn't be as useful.
Of course, a server could always use more incomprehensible artistic monuments, to give players something to look at.
I'll not get into the full story, but my name that I've been using for quite a long time was derived from "Mettaur", a recurring enemy in the Mega Man franchise.
Y'know, these guys:
The new layout was a bit of a pointless change. I don't really understand why website designers feel the need to change something that already works.
Also, I'm not a fan of the fact that people who had no custom avatar had their Minecraft-related default avatar replaced with something more generic. The update also broke my avatar. It's supposed to be an animated GIF.
This is cool and all, but there's already a TF2 demake out there called Gang Garrison 2.
It takes the form of a sidescroller, and lemme tell ya, it is AWESOME.
2
You probably don't even know even the most basic things about either language. There's so much that's going to be lost in transition, assuming said transition can even be made at all.
12
Having a great amount of experience with both games, I can safely say this:
You don't know a damn thing about what you're talking about.
The two games have only the barest of similarities at the surface. Anything deeper down than that, and they're both completely different beasts. For one, the two games are coded with completely different languages. Minecraft is made with Java, while Roblox is made with Lua.
Now, as my one specific example I'm going to work with, I'll focus on player characters, since the issue of cosmetic customization was previously brought up in this topic.
In Minecraft, your player character is a single entity in the game world. It's composed of a single model, with a set of animations, and a single texture placed onto the model. All the coding to allow your player character to do stuff is hardcoded into the game, unable to be altered in any way from within the game itself.
As for Roblox, well, it's a lot more complex. First, look at this image demonstrating the full extent what exactly composes a standard Roblox character in a place that contains no scripts that would alter said character. It's a bit of a long list, so I have put it in a spoiler.
As you can see, they're composed of a lot of objects. Around 80, in fact. It could be closer to 90 if I made use of all of the customization features Roblox provides. Only ten of those objects are the actual blocks that make the physical model. The rest are meshes, textures, joints, sounds, animations, scripts, and other objects needed to make the scripting for a controllable player character to work. That's not even showing the objects within the place that handle the actual player connection to the server.
Going beyond the physical diferences between what constructs the player character, the two different kinds of player character also are played very differently. If you've played both games even a little bit, you'll already know what I mean.
So after that, I think I should make a short and simple summary and conclusion.
Basically, the way Roblox and Minecraft work are extremely different. Combining the two would essentially require making a whole new game, something that would take way too much time and resources, when both companies are already getting plenty of profit with what they already have.
0
People, of course, will still play it. Just not as much. And it wouldn't get any updates. But that's just about it.
0
Definitely sounds a bit too effortless for what is widely considered to be a pretty powerful potion effect, if we run under the assumption that we are talking about the effect that Shulkers inflict.
If you mean a proper feather-fall effect, then it would be a bit more reasonable, though still a bit out-there.
0
This is something that can already be done with what's already in Minecraft, just using a couple commands.
1
Some people are a fair bit lazier. The sort button would be for those lazy people.
I could see a sort system working. Press a single button and everything is all neatly sorted in an arbitrary order.
One of those quality-of-life things. Unnecessary, but not a bad idea.
As for me, I'm fine with my system of organized disorganization. I group together similar objects, but there's certainly no system beyond that.
1
That kinda sounds like the kind of question some vampire would ask you when you try to call him out for killing a lot of people.
2
Yeah, there's not really a suggestion here.
The general idea is that you are the one who's supposed to be choosing, not us.
But on that note, elephants. The bane of dwarves everywhere.
1
Well, Minecraft doesn't exactly have any hunting laws. Or even a government to make laws, for that matter.
But yeah, a polar bear rug sounds like a pretty sweet idea. It would be a lot more warm and inviting than a boring ol' carpet.
1
You should explain what these "telepoint" blocks do, and how they work. Otherwise people won't know what it is that you're trying to actually suggest. Don't just assume that people will be able to figure it out.
Actually describing your idea can easily make or break the suggestion. If I were to make a suggestion about, for example, guillotines, I guarantee that people would be much more positive towards the idea if I describe how they actually work, especially if I go into specific detail.
Also, it would be wise to refrain from listing off other ideas that have absolutely nothing to do with the main suggestion.
0
As a single-player type person, I take joy in messing around in creative mode.
Stuff like building incomprehensible artistic monuments, making useless Redstone contraptions, setting up sick Elytra stunts, or maybe just placing a bunch of mobs and killing them all with an enchanted diamond sword.
So yeah, I suppose then my input wouldn't be as useful.
Of course, a server could always use more incomprehensible artistic monuments, to give players something to look at.
0
No amount of armor can beat being able to dodge and avoid attacks.
After all, I'm the kind of guy who rarely makes armor and takes walks in the Nether without any armor.
That being said, if I do come across some armor, I'll see no reason not to wear it.
0
More importantly, is there any good reason to have such absurdly high FPS?
That's probably several times more than the monitor's refresh rate.
0
And stuffing a few too many shovels in that back pocket won't let him pick up a feather.
0
Yeah, the addition to your idea doesn't really change the reduction in time and material costs compared to the current way of drying sponges.