What I meant is that the code is minimal, and the media is simple shapes, the latter is very likely too simple for copyright law to apply, and the former it could be argued is trivial too, but dismissing licenses for software has always been an iffy area.
I primarily use this messing around with creating Lua things inside Luanti without the clutter of a full game.
Gives you dirt, grassy dirt, sand, stone, and working water nodes, a pebble item, grassland and ocean biomes, trees (made from stone and sand), and defines a basic hand so you can destroy things.
The source itself has a slightly unusual structure, splittings things into modpacks with a single mod inside.
I assume this is to promote better organisation of games when they add more later.
The legboat is really fun and silly, and makes navigating over uneven ground and climbing over the tops of forests really easy :D
The walking animation is semi-procedural, and you kind of glide down rather than falling.
Unfortunately it doesn't float, or raise you up, as it walks through water, so you've got to be careful still, though you're raised up enough to traverse past streams with ease.
I don't see why some nodes wouldn't appear, but I have now made it so items are sorted alphabetically, by technical name (meaning they're grouped by mod too).
Items specifying order come first, as before.
From what I can see RubyRevived is Cave Game plus some Minecraft: Order of the Stone [rd-20090515] blocks & random colouring. I'd planned to make MC:OotS as a mod that applies on top of this.
Taking MC but down a differnent path is something I'd like to see, but starting from Cave Game is a little early, could go anywhere from here as it's pretty much the bare minimum of a voxel game in MT…
Very useful as a dev, for use with small games that don't (yet, or plan to) provide a creative inventory of their own. There are no search or filtering features, so it is not suited for large games or collections of mods.
Beats /giveme and /pulverize any day.
As I am generating the textures in Lua, they have to be sent dynamically, or at least that is the impression I've got. As I am not yet saving to disk, [png was required.
If they're saved to disk the this will only be the case the first load, when the textures need generating.
Not your fault, unless you're a mind reader, but I've read your messages about images many a times before ;) was just unaware TGA was actually in the engine.
No git. My email is easily available, and the source's probably in your mods folder :P
Disk saving was on my to-do before I got distracted from this :P Thanks for reminding me.
The current way of generating textures is rather wonky dumb, bodged together in a night. Its performance could be improved vastly.
[png was used due to the current method of overriding the textures, dynamic media does not yet allow so.
As far as I can tell, minetest.encode_png does not accept a monochrome format, it has to be RGBA, ColorSpecs are RGBA also.
Does Minetest accept TGA? lua_api.txt heavily pushes PNG, should be changed if other formats are accepted.
What would be best was if MT accepted binary PBM ;)
I personally will not put effort into supporting & testing older than the latest release, however anyone is free to send me a patch if the modifcations are minor!
I went into NodeCore fully knowing it's supposed to be tough, a game where you have to figure out simple mechanics yourself and combine them into a greater whole.
I went into NodeCore fully knowing it'll take >1hr to figure mechnics out.
Those expectations were severely wrong.
NodeCore is a game for people that like reading cheat-sheets that don't exist.
I spent multiple sessions trying to figure mechanics out, getting half way and giving up.
However, you can't give up, as the wiki dosen't explain mechanics (not the game's fault) and figuring out mechanics from the code is near futile.
Wonderful concept & mechanics, but it's just not fun.
Nice! Edited my review.
The licensing is a part of my review.
What I meant is that the code is minimal, and the media is simple shapes, the latter is very likely too simple for copyright law to apply, and the former it could be argued is trivial too, but dismissing licenses for software has always been an iffy area.
I primarily use this messing around with creating Lua things inside Luanti without the clutter of a full game.
Gives you dirt, grassy dirt, sand, stone, and working water nodes, a pebble item, grassland and ocean biomes, trees (made from stone and sand), and defines a basic hand so you can destroy things.
The source itself has a slightly unusual structure, splittings things into modpacks with a single mod inside. I assume this is to promote better organisation of games when they add more later.
Overall, really handy!
The legboat is really fun and silly, and makes navigating over uneven ground and climbing over the tops of forests really easy :D
The walking animation is semi-procedural, and you kind of glide down rather than falling.
Unfortunately it doesn't float, or raise you up, as it walks through water, so you've got to be careful still, though you're raised up enough to traverse past streams with ease.
Really fun!
I don't see why some nodes wouldn't appear, but I have now made it so items are sorted alphabetically, by technical name (meaning they're grouped by mod too). Items specifying
ordercome first, as before.converted review into a thread
From what I can see RubyRevived is Cave Game plus some Minecraft: Order of the Stone
[rd-20090515]blocks & random colouring. I'd planned to make MC:OotS as a mod that applies on top of this.Taking MC but down a differnent path is something I'd like to see, but starting from Cave Game is a little early, could go anywhere from here as it's pretty much the bare minimum of a voxel game in MT…
Very useful as a dev, for use with small games that don't (yet, or plan to) provide a creative inventory of their own. There are no search or filtering features, so it is not suited for large games or collections of mods. Beats
/givemeand/pulverizeany day.Latest release solves your first two criticisms. I do not know what this makes the minimum version, it is still set to 5.5.
As I am generating the textures in Lua, they have to be sent dynamically, or at least that is the impression I've got. As I am not yet saving to disk,
[pngwas required. If they're saved to disk the this will only be the case the first load, when the textures need generating.Not your fault, unless you're a mind reader, but I've read your messages about images many a times before ;) was just unaware TGA was actually in the engine.
No git. My email is easily available, and the source's probably in your mods folder :P
Disk saving was on my to-do before I got distracted from this :P Thanks for reminding me.
The current way of generating textures is rather wonky dumb, bodged together in a night. Its performance could be improved vastly.
[pngwas used due to the current method of overriding the textures, dynamic media does not yet allow so. As far as I can tell,minetest.encode_pngdoes not accept a monochrome format, it has to be RGBA, ColorSpecs are RGBA also.Does Minetest accept TGA?
lua_api.txtheavily pushes PNG, should be changed if other formats are accepted. What would be best was if MT accepted binary PBM ;)I personally will not put effort into supporting & testing older than the latest release, however anyone is free to send me a patch if the modifcations are minor!
Thanks for the comments!
Such a simple change, but works wonderfully for making leaves look nice! Suprisingly trees with snow on them don't actually look that odd?
I went into NodeCore fully knowing it's supposed to be tough, a game where you have to figure out simple mechanics yourself and combine them into a greater whole. I went into NodeCore fully knowing it'll take >1hr to figure mechnics out. Those expectations were severely wrong.
NodeCore is a game for people that like reading cheat-sheets that don't exist. I spent multiple sessions trying to figure mechanics out, getting half way and giving up. However, you can't give up, as the wiki dosen't explain mechanics (not the game's fault) and figuring out mechanics from the code is near futile.
Wonderful concept & mechanics, but it's just not fun.
Simple, good, everything it needs to be. A plate that other mods add their own meat to :)
The only thing I wish for is a creative inventory that works with SFInv, without requiring
default.Thanks for this, it's useful as a testground for making mods. Very useful as a skeleton for making a non-MTG based game too!
I also recommend Not actually the bare minimum. It has slightly more there from the bat, making it a little bit nicer to use for some cases.