Little status update: I've done a LOT of stuff to reduce lag (such as removing crowds of NPC's that I forgot about a good deal before I updated to 1.8). I've also fixed all the bugs I could find and finised a few things. I still have yet to update the world with some stuff Zidane did (MCEdit doesn't want to load schematics this big =P and I don't really have World Edit figured out yet).
The focus of this next update will be bonus content. I've got several sidequests in the works, a mini dungeon (I'm debating whether or not to do another one) and a couple of major sidequests. I have also added a good many secrets, of course.
I'll call this update "The Super Secret Update" or maybe not...
Well, the minidungeon is coming along nicely (no spoilers, sorry). I've also been working on doing some lag-optimization stuff. I've always gotten good FPS with my map, my problem is entity lag. Trying to amalgamate clocks here and there, as well as disabling machines that I no longer use as well as turning off machines while they're not in use. (also finally got rid of that poll *phew*)
Honestly, I haven't been working on this map in a while. My motivation is at an all-time low. I know what you're thinking: "Ug, the usual 'this map is officially dead' speech". But that's not what I'm saying. I'm considering putting this map on "hiatus" (which is usually code for "this map is dead, I just don't want to admit it"...). However, I've been getting back into Minecraft lately, playing and reviewing some maps (I've been having a lot of fun with the Exodus series, highly recommend it to anyone who is into Minecraft maps that are games within a game) and I need some motivation. Seeing as this thread is where I get roughly ninety percent of my motivation, I figured I would come here and divulge some of the new stuff.
Okay, so the minidungeon is another forest-temple kind of thing, but I am trying to give it a different atmosphere. It is a great fairy shrine thing in which you must collet a certain amount of stray fairies. It's turning out a tad bigger than I thought it would, which might not be bad... The problem is that I need ideas for the loot the player receives from the great fairy at the end of the minidungeon.
In unrelated news, I have been working on some music stuff. The thing that has grieved me most when making this map is the trouble with background. I can't simply stop /playsound commands with /stopsound like I would in 1.9+. The custom npc method works, but can mess up if the area is circular. Which causes me to look for other options. I'm trying to see if I can use scripts to turn on/off music npc's. This would be very useful, as I could have a music npc with a radius of about a hundred or so, and I could simply turn it on or off depending on which area the player is in.
As for actual music, I am putting together a soundtrack with music from games outside of the zelda franchise (don't worry, I'm not spamming Undertale xD). I want to have the music in a separate resource pack which will be an optional download, that way downloads will be sped up a bit if you have slow internet and don't care about the music.
Honestly, I haven't been working on this map in a while. My motivation is at an all-time low. I know what you're thinking: "Ug, the usual 'this map is officially dead' speech". But that's not what I'm saying. I'm considering putting this map on "hiatus" (which is usually code for "this map is dead, I just don't want to admit it"...). However, I've been getting back into Minecraft lately, playing and reviewing some maps (I've been having a lot of fun with the Exodus series, highly recommend it to anyone who is into Minecraft maps that are games within a game) and I need some motivation. Seeing as this thread is where I get roughly ninety percent of my motivation, I figured I would come here and divulge some of the new stuff.
Okay, so the minidungeon is another forest-temple kind of thing, but I am trying to give it a different atmosphere. It is a great fairy shrine thing in which you must collet a certain amount of stray fairies. It's turning out a tad bigger than I thought it would, which might not be bad... The problem is that I need ideas for the loot the player receives from the great fairy at the end of the minidungeon.
In unrelated news, I have been working on some music stuff. The thing that has grieved me most when making this map is the trouble with background. I can't simply stop /playsound commands with /stopsound like I would in 1.9+. The custom npc method works, but can mess up if the area is circular. Which causes me to look for other options. I'm trying to see if I can use scripts to turn on/off music npc's. This would be very useful, as I could have a music npc with a radius of about a hundred or so, and I could simply turn it on or off depending on which area the player is in.
As for actual music, I am putting together a soundtrack with music from games outside of the zelda franchise (don't worry, I'm not spamming Undertale xD). I want to have the music in a separate resource pack which will be an optional download, that way downloads will be sped up a bit if you have slow internet and don't care about the music.
Thanks for reading this post. Post your thoughts.
For loot? Maybe an expansion to the player's magic meter? A piece of heart? A Mask? An upgrade to their sword?
Okay. I know my "rupee scoreboard" thing looks pretty darn cool. But not having physical rupees is giving me a headache for making shopkeepers. So, I have thought of a way to have physical rupees, keep the scoreboard, and store a freakish amount in two slots. That way I can skip the half dozen command blocks per trade and just do a custom villager. This will really speed things up. I kind of liked the idea of walking up to the item you wanted to by and clicking on it (and I will keep the ones I have already made) (and come to think of it, I didn't use armorstands to actually have the item above the button, I'll get to that); however, this is very time-consuming and will waste a lot of my time. Now I don't have to build a bunch of really difficult redstone stuff to remotely detect buttons in the market. I was really not looking forward to that. =P
yeah villager trading sounds really reasonable for what you need. Given they can accept custom items. Will you be adding a custom rupee texture to your pack or using something like a shiny emerald?
Rollback Post to RevisionRollBack
Download and play my new Survival Map!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I've already got custom textures for all of them in the pack. When you get a rupee it just clears it from your inventory and gives you a certain amount of points.
Is this map still a thing cause i love the idea and the name Made me open this and if you need any command help i would be happy to be a part of this map or if you need beta testers to.
I have been working on this map again lately (I mean it this time) and I think my problem is that I'm trying to add in too much content. I'm finishing the opening cutscene/backstory stuff, and then I'm fixing bugs and releasing version 0.5.8. I think I've added enough secrets to merit releasing a demo.
So, probably Tuesday, but my predictions are always wrong.
I sympathize with the wrong predictions haha. Ever since summer ended mine have been wildly off as well.
Rollback Post to RevisionRollBack
Download and play my new Survival Map!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Oh, hey. Remember what I said about the last update?
Well, I've run into some "technical(ish) difficulties." I've always had lag in my map, but it's starting to get crazy. Not gameplay, or mechanics, but redstone. This is not good, seeing as the map is driven by hundreds of command block modules. I think the problem lies in the fact that the map is at version 1.8.0. I have started updating the map to 1.8.9.
From my experience, 1.8.0 is the laggiest version of all, whereas 1.8.9 is one of the fastest versions I've used. This would also give me access to some new(ish) command block functions which I really like. However, I will have to drop The Little Things, which is the mod that adds stairs, slabs, fences and many other things for all blocks, and TaleCraft, which I don't really use for anything.
After looking around in the world in 1.8.9, I don't think it will take that much work to get it working (other than a complete rebuilding of the second half of dungeon 1, but that might(?) not take long). Clocks are running on time, things that have never worked are working. So, altogether, prepare for a better experience.
Little status update: I've done a LOT of stuff to reduce lag (such as removing crowds of NPC's that I forgot about a good deal before I updated to 1.8). I've also fixed all the bugs I could find and finised a few things. I still have yet to update the world with some stuff Zidane did (MCEdit doesn't want to load schematics this big =P and I don't really have World Edit figured out yet).
The focus of this next update will be bonus content. I've got several sidequests in the works, a mini dungeon (I'm debating whether or not to do another one) and a couple of major sidequests. I have also added a good many secrets, of course.
I'll call this update "The Super Secret Update"
or maybe not...
Well, the minidungeon is coming along nicely (no spoilers, sorry). I've also been working on doing some lag-optimization stuff. I've always gotten good FPS with my map, my problem is entity lag. Trying to amalgamate clocks here and there, as well as disabling machines that I no longer use as well as turning off machines while they're not in use. (also finally got rid of that poll *phew*)
Getting back to work on this...
Do you have any plans for a bonus dungeon?
IT's in the works. :3 It's coming along nicely, I think.
If you say so, Ivan.
It's been a while, eh?
Honestly, I haven't been working on this map in a while. My motivation is at an all-time low. I know what you're thinking: "Ug, the usual 'this map is officially dead' speech". But that's not what I'm saying. I'm considering putting this map on "hiatus" (which is usually code for "this map is dead, I just don't want to admit it"...). However, I've been getting back into Minecraft lately, playing and reviewing some maps (I've been having a lot of fun with the Exodus series, highly recommend it to anyone who is into Minecraft maps that are games within a game) and I need some motivation. Seeing as this thread is where I get roughly ninety percent of my motivation, I figured I would come here and divulge some of the new stuff.
Okay, so the minidungeon is another forest-temple kind of thing, but I am trying to give it a different atmosphere. It is a great fairy shrine thing in which you must collet a certain amount of stray fairies. It's turning out a tad bigger than I thought it would, which might not be bad... The problem is that I need ideas for the loot the player receives from the great fairy at the end of the minidungeon.
In unrelated news, I have been working on some music stuff. The thing that has grieved me most when making this map is the trouble with background. I can't simply stop /playsound commands with /stopsound like I would in 1.9+. The custom npc method works, but can mess up if the area is circular. Which causes me to look for other options. I'm trying to see if I can use scripts to turn on/off music npc's. This would be very useful, as I could have a music npc with a radius of about a hundred or so, and I could simply turn it on or off depending on which area the player is in.
As for actual music, I am putting together a soundtrack with music from games outside of the zelda franchise (don't worry, I'm not spamming Undertale xD). I want to have the music in a separate resource pack which will be an optional download, that way downloads will be sped up a bit if you have slow internet and don't care about the music.
Thanks for reading this post. Post your thoughts.
For loot? Maybe an expansion to the player's magic meter? A piece of heart? A Mask? An upgrade to their sword?
Okay. I know my "rupee scoreboard" thing looks pretty darn cool. But not having physical rupees is giving me a headache for making shopkeepers. So, I have thought of a way to have physical rupees, keep the scoreboard, and store a freakish amount in two slots. That way I can skip the half dozen command blocks per trade and just do a custom villager. This will really speed things up. I kind of liked the idea of walking up to the item you wanted to by and clicking on it (and I will keep the ones I have already made) (and come to think of it, I didn't use armorstands to actually have the item above the button, I'll get to that); however, this is very time-consuming and will waste a lot of my time. Now I don't have to build a bunch of really difficult redstone stuff to remotely detect buttons in the market. I was really not looking forward to that. =P
yeah villager trading sounds really reasonable for what you need. Given they can accept custom items. Will you be adding a custom rupee texture to your pack or using something like a shiny emerald?
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I've already got custom textures for all of them in the pack. When you get a rupee it just clears it from your inventory and gives you a certain amount of points.
Is this map still a thing cause i love the idea and the name Made me open this and if you need any command help i would be happy to be a part of this map or if you need beta testers to.
I haven't really been working on this lately but would really like to get back into it once school slows down.
Wow.
It's been a while, hasn't it?
I have been working on this map again lately (I mean it this time) and I think my problem is that I'm trying to add in too much content. I'm finishing the opening cutscene/backstory stuff, and then I'm fixing bugs and releasing version 0.5.8. I think I've added enough secrets to merit releasing a demo.
So, probably Tuesday, but my predictions are always wrong.
Wooo nice cant wait to see it if needed i can be the demo tester
There's nothing really to test in this version, so i'll just go ahead and rewrite the OP and all that.
Sorry, it's not going to happen today. =/
I sympathize with the wrong predictions haha. Ever since summer ended mine have been wildly off as well.
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Well, this is half not finding time, and half my near-obsession with Undertale remixes. xD
Oh, hey. Remember what I said about the last update?
Well, I've run into some "technical(ish) difficulties." I've always had lag in my map, but it's starting to get crazy. Not gameplay, or mechanics, but redstone. This is not good, seeing as the map is driven by hundreds of command block modules. I think the problem lies in the fact that the map is at version 1.8.0. I have started updating the map to 1.8.9.
From my experience, 1.8.0 is the laggiest version of all, whereas 1.8.9 is one of the fastest versions I've used. This would also give me access to some new(ish) command block functions which I really like. However, I will have to drop The Little Things, which is the mod that adds stairs, slabs, fences and many other things for all blocks, and TaleCraft, which I don't really use for anything.
After looking around in the world in 1.8.9, I don't think it will take that much work to get it working (other than a complete rebuilding of the second half of dungeon 1, but that might(?) not take long). Clocks are running on time, things that have never worked are working. So, altogether, prepare for a better experience.