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    posted a message on LiteLoader
    Quote from Mumfrey»

    I'm not dead, I just go through protracted periods of being insanely busy IRL which vary based on the events I'm working on.

    All of you fretting and asking and speculating need to chill out. This person does this coding work completely for free, on the side after paying bills and whatever other responsibilities they have in real life. LiteLoader and Mixin are big undertakings – if it were easy, somebody else would have already replaced them. I want this stuff really badly, too, but I understand there's more to life than Minecraft mods and their loader foundations.

    When Mumfrey says it's dead, it's dead. Until then, take five minutes to read the last couple pages where details have been given and RELAX.

    Posted in: Minecraft Mods
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    posted a message on Comic/Manga of Minecraft Comes Alive! By Einjeru-San

    I'll start this assuming you intend to (continue to) write in English and/or Japanese.

    Manga, just like (older/conservative) newspapers, goes right to left because that's how classic Japanese reads...but they don't normally go bottom to top and shouldn't need numbers to follow the story...as in shouldn't ever need them. You should always be able to easily track the story without reading...at least once you figure out if it's English or Japanese style.

    Don't force your readers to have to get used to something strange, just for the sake of being different. If you're writing in any language I'm familiar with, (I'm casually familiar with quite a few, including Arabic types,) you'll only confuse your readers further by going up, and that will hurt your potential popularity. There are many published English manga which read right to left, but that's usually because they've been translated from Japanese, without changing the artwork.

    If you insist on following the Japanese style, which is okay because manga readers are accustomed to it, first go right to left, then down a row and repeat. If your comic has four panels in a 2x2 pattern, the typical order is as follows:



    Note that in some cases, going down, then left to a new column is okay. It's less common than to left then down to a new row, however. Given your five panels, without changing the entire layout, the order should be:




    I found one more complicated layout that went down first, then left, then down to next row, then left again:




    External sources aplenty, in case you don't believe me: https://www.google.com/search?q=proper+direction+for+english+manga+comic

    As for going up, the only reasonable exception I can think of is a VERY carefully constructed entire page with flowing action that is tied together and VERY easy to follow with the eyes. It can still be divided into panels, but they'd be essentially one scene broken into a timeline. Little arrows or erased border sections might even connect the boxes more directly.

    Imagine the murder/suicide scene from the movie Wanted, in the round room with one curved bullet killing the group, or Quicksilver's kitchen scene in Days of Future Past. (Either probably viewed from above, a "bird's eye" angle.) These would work going around the page because the action would show us where to follow along, with the bullet or character repeating as it attacked each victim in circular progression.

    I may have probably definitely over-explained this and for that I apologize, but I hate to see an artist shoot themself in the foot over something simple like this.

    There are some other easily fixable issues. I agree with XG that the text and action bubbles could use an organic touch. Rectangles and/or ovals are cool IF they fit your scenes; i.e., you compose the entire panel with the boxes. Don't just stick them in or try to make them fit, but make your drawing compliment all of the bubbles, whatever shape you use. Presentation really counts for a lot in visual arts. Crossing over borders is perfectly fine if that's your style, but be sure it remains clear who and to what panel each bubble belongs to.

    The six-pointed star for the CHOP! (Star of David stretched out) looks particularly odd, to me. Angle the lines so they're not parallel to each other and it'll probably look better. Might even try adding a smaller star and welding it, to make twelve alternating points. Image attached...I also tried a drop-shadow effect that I think helps the bubble "pop."

    Next, the panel edges. They need more definition, especially relative to the massive edges and black boxes in the final three panels. There are lots of ways to do that. White space is the most common, but far from the only way and you may feel it's too old-school for your work. Usually when only black lines are used to divide panels, they are thicker than all of the edge lines on the contents. Sometimes color is used to offset one panel from another, in which case thin lines are okay. The Google link above has some examples of all of these in the images.

    My last suggestion is one that comes from animation experience. The first panel is begging to be mirrored left<>right. Not moved to the English side, but flip the individual drawing itself, to put the child on our right-hand side at the edge of the page. Have the characters facing towards the thing they're interacting with in the following or previous panel, not away from it. It makes the scene easier for the reader to understand. The drawing may look strange to you since you drew it in the direction it is now, but it should greatly help the page. This again helps with visual tracking.

    Comment only, for now: I can't tell what is in the picture, in the third panel. Something clearly got chopped, but was it the zombie, and with what? I'm not sure whose hand is holding the sword in 4, as it (a glove?) looks similar to that of the zombie*. That might all be more obvious with more of the story, but I'm not sure based on only this page. Was it clear to other people?

    I'm very detail oriented, but I don't always see things that "normal" people see, lol. I've figured out that the zombie is probably dead thanks to panel 5, but the middle section is visually unclear to me.

    * - [after a sixth or seventh view...] Ohhhhh! The hero is behind the zombie in 2? It took me a while to figure out that that wasn't clear. Now I think I see the zombie's right arm down at his side. Zombies do sometimes carry swords in the game! Now that helps my understanding of 4, but 3 is still a visual mystery to me and 2 took a while to decode that it was two figures. Maybe we need to see part of the hero's head or something, to clarify.

    The angled panels you used are good for your action scenes. That looks cool. I like your drawing style, too, though I'm not sure about how thick the edges got as the panels progressed. That level of line magnification is not common, to my knowledge.

    I must thank you, from the bottom of this designer's heart, for not using Comic Sans or Jester fonts!

    Please do not let the length of my criticism discourage you. As I said, I'm really detail oriented. It takes me forever to finish projects, because of this. ALL writers and story artists need editors, in every story, usually on every page. You'd probably be shocked at how much White-Out is on most professional comic book original drawings and how often entire sections of novels get rearranged or deleted completely. Sometimes three people can read a typo twenty times, but the fourth person to skim past spots it immediately. (I didn't see any typos, by the way – kudos to you. Spelling on the internet leaves much to be desired.) Second opinions AND practice are what really make amateurs into professionals. It's heartbreaking at first to rework after putting so much time in, but it makes the end product really convey the message you want.

    I hope this can help you and I wish you the best of success and enjoyment with your work. You've got a good start.

    _ _ _

    !!! ...I just noticed this thread is almost seven months old. Formed on my last birthday, no less. We're all necromancers! :P Anyhow, I'm way late to the party, but maybe some of this can help. I can't will myself to just delete this novel, so here I go pressing Post. Sigh-click...

    Posted in: Other Fan Art
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    I don't think that link's likely to come back. It looks like EndsGraphics had a good run in 2014 & early 2015, but I don't see content since. Hopefully they found a job that's keeping them happy.

    Posted in: Other Fan Art
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    posted a message on Minecraft 1.12 Update Opinion Thread

    Shadow, visit the bug tracker site at https://bugs.mojang.com/ and first run a search to see if an issue similar to yours has been filed.

    Look for details on how and when in the operation the program crashed, and any system error messages. If there is an existing report, add a comment if you wish, (especially if you have details that no one said before,) then vote and watch the issue to let Mojang know more people are having that issue.

    If no issue is already filed, then file a new report and give as many details as possible: Operating System and version, x32/64, video card and driver version, Launcher version, exact MC version (such as 17w06a, since 1.12 is not yet public) which mods and versions you may be using, (if you use mods, did you try loading without mods?) and all the details you can give on what the crash looks like, any error message, and output from your MC crash logs.

    The crash logs on a Windows computer are usually in C:\Users\ (YourWindowsUserName) \AppData\Roaming\.minecraft\crash-reports\

    Hope you find what you need. Good luck!

    P.S.: It never hurts to also do a web search before or while you file a report. Sometimes things get solved unofficially before the company is able to take care of a problem, and there are MANY unofficial forums for Minecraft users.

    Posted in: Recent Updates and Snapshots
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    posted a message on copyright permission
    Quote from Locoa666»

    The Vanilla music is free to use.

    Provide EULA source or assume it's NOT free.
    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.12 Update Opinion Thread

    I think you guys got your wish on the light blue. The concrete powder still looks cyan, but the concrete and wool are coming up the same hue as the wool in 1.11.2, or even 1.10, for me.

    Now if they'd just update to my version of the silver terracotta... :D

    Posted in: Recent Updates and Snapshots
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    posted a message on making guns... help me please

    O, just for info, you don't have to type "minecraft:" into data tags anymore. "dye 3" is the same as "minecraft:dye 3"

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on making guns... help me please

    The 3 is missing from the line of code...but when I try it, with or without, I get "The data tag does not match for VoltisArt." The syntax looks okay, but clearly something isn't right. I tried it both before and after adding beans to my inventory.

    I'm not previously familiar with scoreboards, but I learn fast and I'm good with code. I've now got a scoreboard set up in my test map, with totalKills as a shown objective. Is there another prerequisite to setting up the inventory or item, in order to use the particular tag? (What other setup have you completed directly relating to this?)

    Edit: Sorry, left the window open while other replies came in and they weren't on screen until I refreshed just now. Don't mind me, lol. Thanks for helping me learn a few things, on any account. Glad you got it sorted!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Biome-Specific Caves: Less gray please!

    Support. I like the idea of needing silk touch to retrieve spikes (icicles & stalagmites/tites) and the potential for building piston spike traps. I think some of the ideas you've presented may be a bit overthought, but even a little biome-based variation underground would make mining much more interesting.

    I'm not sure about the cave grass, however. Perhaps more types of fungi (slime mold, mycelium, more mushroom variations,) should be abundant underground, and some plant life could grow near light sources like lava and player-placed light sources.

    All plants should need some kind of light to grow and live. There are no plants that naturally grow in real-world caves, but for those that get blown in and try (almost hopelessly) to survive near the surface...and those that grow in man-made light. This includes moss.

    Not sure if Mojang will do any glowing mushrooms...the 2D competitor has those already and I'm sure both companies try to keep their product unique.

    Regarding the lava underground, I say never mind the additional stone casing. Let it melt some ice upon chunk creation and let the water & lava build a mass of cobble and obsidian. There could still be some blocks of lava (and water) within the resulting form, keeping mine life interesting.

    How about white cave spiders and silverfish in cold biomes? There are insectoid animals that live in deep caves, (eating fungus or each other,) and they tend to be albino. Look into "troglofauna."

    How'd you like to see this guy in an ice cave? (Eyes glow yellow.)

    Posted in: Suggestions
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    posted a message on Launcher Creeper Face

    How is it different? Just in case it's not absolutely clear, that's two screen shots in my first post – one with the face switched off, one on. Launcher version is 2.0.806.

    Posted in: Discussion
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    posted a message on Launcher Creeper Face

    Does anyone know what this does, besides change color and jump in front of the language menu, when it's on?

    Posted in: Discussion
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    posted a message on Enchantment glimmer/glow bugged on first quickbar item only.

    I've narrowed it down to probably being OptiFine and have opened an issue in their bug tracker. I've also since updated OptiFine to B7, as well as the new MC Launcher.


    Help is still welcome, if anyone here can give it. I'll update if the problem is solved elsewhere.

    Posted in: Java Edition Support
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    posted a message on Enchantment glimmer/glow bugged on first quickbar item only.

    Have searched several times here, on Google and on the MC bug tracker. Either this issue isn't common, isn't bothering anyone else very much, or some critical technical word is escaping me in my search strings.

    As the attached image shows, the left-most enchanted item in my inventory seems to have its glow unclipped, i.e., no alpha channel. It matters not which slot that first item is in, but it will always be only the closest enchanted item to the left.

    I generally use resource packs, but they seem to make no difference, even when all of them are unloaded. None that I use alter the default tool or glimmer images. The effect stays the same in creative or survival modes.

    This clearly isn't a debilitating bug, but it is an annoyance. If anyone is able to pin down a likely cause – or better yet, a solution – it would be much appreciated. If there's a shader setting I can edit, rather than disabling a mod altogether, that would be ideal. I really do like all of the mods I use, heh. I've tried flipping through settings within the MC options and haven't found anything that helps.

    Currently running:

    OS Win10pro x64 1607 build 14393.693

    MC Windows/Java 1.11.2, Launcher 1.6.76

    Forge 1.11.2-

    Liteloader 1.11.2-00-SNAPSHOT

    OptiFine 1.11.2_HD_U_B5

    VillageInfo 1.11-2.1

    VoxelMap 1.6.21 for 1.11.2

    Posted in: Java Edition Support
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    posted a message on Colored Lights
    Quote from Piripacs»

    Who don't want colored lights in Minecraft?!?!?

    The person who has to debug the code for it. ;)
    _ _ _

    Really disappointed to see how much trouble people have had with these mods and that no one's been able to get the feature going feasibly, (including Mojang) after more than four years of users campaigning for colored light. I'm new to MC; started playing this year, and was bothered to see colored glass not tinting light, especially after learning how to relay blinking redstone lamps. (Fun but laggy, heh.)

    Chalk one more beggar on the board!
    Posted in: WIP Mods
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    posted a message on Mob Revenge Idea

    I'd also go with this, provided the endermen exception and requiring the item to be currently selected. We have mobs that follow for food, why not vengeance?

    I'd also limit to common drops, such as zombies chasing for rotten flesh, not carrots or shovels.

    Might be an interesting challenge if ZomPigs went aggro on anybody wielding a golden sword.

    Posted in: Suggestions
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