How nice. I've suddenly had a complete loss of activity on all my threads. I wonder why.
GG Twitch. Ruined yet another good thing.
How nice. I've suddenly had a complete loss of activity on all my threads. I wonder why.
GG Twitch. Ruined yet another good thing.
I wasn't quite as angry about this as everyone else when reading it, but now I'm furious to see it's effectively killing about half of the community.
I once considered twitch, now I absolutely hate it. If you think this is a smart business move to get more people on either Twitch or Minecraftforum, then you are gravely mistaken. Gravely mistaken beyond belief.
Quote from Mastermined»
Well, too bad. I don't like Twitch. The fact I have to deal with it existing alongside Minecraft Forums is no problem. But I'm not gonna create a separate account I am never gonna use anyways just to continue posting here.
Sorry for disappointing you, I guess.
Quote from The_Real_Spirit_Guardian»
I have yet to work with Ruby.
Don't forget that sometimes you have to hard code features in to figure out what is wrong, then code them in modularly after the problems have been resolved. In terms of the Auto jump, you were right on your first assessment; beyond needing to place the code in the right location, adding the auto jump would have been relatively easier than coding in a polar bear.
Adding the polar bear requires the addition of sound/texture references, localization (since they have plenty of languages it needs to be translated to and the new subtitle system for the deaf/hard of hearing), animations, adjusted AI so they don't act too similarly to other animals in the game, and a few other things I am probably forgetting (but I think I made my point).
I think what took them the most time was figuring out what to add, finding/fixing bugs, and making/adding the new resources (sounds/textures/etc). Those dang bugs can hide anywhere, even in lines of code that seem to work correctly.
I would like to apologize for making assumptions, since that is a sort of "coder sin". It is terribly bad to make assumptions within your code, and within life, since that is where a lot of bugs and problems will pop up.
The only exception for script kiddies I give are people who are just starting off and use it as a base to start coding, since that mod maker thing seems to be able to also add in custom code (or it could about 2 years ago, not sure about now).
Quote from The_Real_Spirit_Guardian»
I don't believe you. I have not modded for minecraft, but I work as a software engineer and I can tell you that it takes more than one line of code; unless you ignore all whitespace and collapse the code to individual lines for each change.
You do not have legal access to the source code of minecraft, but if you had half a brain you would be able to tell that it is a couple thousand lines of code split up into several files. Minecraft is more complex than any mod, even The Aether mod since it is working off of minecraft as a base. To assume that some of these changes only take a few minutes to a few hours is ridiculous.
Do not compare game development to Mod development. A mod I would like to point out that uses only vanilla features to work is the Herocraft Mod, which is hosted on a server (go to hc.to for more info). The Herocraft mod has RPG elements such as custom classes, useable skills, bosses, dungeons, and items without requiring users to download any mods.
The reason I point out this mod is because it is using primarily only vanilla resources and functions, and everything is handled server side without players needing to make any modifications to their game.
Not only did you understate the number of lines of code needed, you also understated the number of hours needed. You cant just have an idea and add it in that instant, you have to plan how to implement it in order to reduce the number of bugs created.
They first have to figure out what to add, then they have to decide how they will implement it, and after they have decided how to implement it they begin the test phase (snapshots) to see if it works; during the test phase they will refine the features and remove any bugs they found.
If you honestly think it is that easy to program a game, even just adding features you think should be easy to add, then I will never get any mod you "make"; because you obviously don't plan what you are adding and any mod you have will be rife with bugs and missing features. I bet your "mod making" consists of that script kiddie "minecraft mod maker" thing that does everything for you. Tools can only go so far.
Of course I'm not comparing game development to modding. One feature I may have not thought through thoroughly is the auto jump, that definitely took planning in order to reduce bugs since it adds a new way in which the game works. A basic block that doesn't change how the game works however, takes such a minuscule amount of time due to it basically being a template. I have worked with many programming languages including Ruby, C#, JS, and ovbiously Java. Not going to count irrelevant langauges to this situation of course, such as HTML.
In each of these languages, once you have a base class, you will create instances of it. If you want more functionality than the base class has, you will have to make a new class that extends it, which will be a bit more work depending on the extra functionality, but likely won't affect other parts of the program since it is in a new class. If you want and object that is the same as the base class, you make in instance of it rather than a new class. Making an instance of a new class only takes one line, disregarding white space. In the Minecraft src, they set the block hardness, resource location, and all that on the same line as registering it, such as new BlockSomething().setHardness(random number), and so on. Ovbiously they probably have whitespace and a different name for their methods, but after decompiling it removes whitespace and everything is named func_somenumberhere so my example is likely a bit different than theirs.
About the last part of your message, you are gravely mistaken. Next time, you should look into what a person has made before making assumptions. Otherwise if I didn't change my mind about it, I could have made you look really stupid. I originally did, and ran back home to edit because I realized it was wrong to do so.
Click Here to see my most popular mod. Just take a look at some of the screenshots and you will see evidence everywhere that it is not made with a modmaker. Crouching and proning should be enough to convince you though.
EDIT 2:
P.S. I actually strongly despise kiddie "minecraft mod makers" since from my opinion, they insult me as a programmer. You didn't insult me, actually I really enjoyed your message, just letting you know where I stand on things like MCreator.
Quote from Byeforever2»
Thank you.. ^_^^_^
Quote from Byeforever2»
Wow...
At the end, I'm a little shocked.
I thought Jeb was a really hard-working developer for Minecraft: Ocean Monument, Elytra, Shulker, End City, Woodland Mansion, etc. Personally, I would not like to get lazy and not be as productive. And one of my reasons comes from consumers's reactions, including what I've read at this very moment.
But, if I ever become a rich game developer, like Mr. Jeb, should I even bother if people are saying I'm not working hard enough??
Whether you bother should be based on the enjoyment you are getting out of it. If you do ever become a rich game developer, and still want to be productive but don't want to really work on a certain game of yours, the best thing in my opinion is starting a new project, while still giving the other it's needed support for bugs and the like. Or if you have a trusted friend that would take your game in the right direction, a fresh developer on the game is excited to work on new content and will take great enjoyment out of it.
That's my advice to you on what I would do, and likely will do once I release a game of my own =)
You still haven't explained to me what you think Jeb is doing with his time, considering he's used months to code something that you're essentially claiming that you could do in a day.
If fact, maybe you should make your own games, because not a single indie developer out there seems to be capable of adding content at the rate that you're talking about here.
Also, as a programmer I assume you're familiar with searching and sorting of data structures? So I find it's peculiar that you, of all people would say that "if the array is too small, you just increase the array". If you increase an array size, then every search through that array is going to be slower, because there's more to search through.
Anyways, this is getting off topic, so I'm gonna let you have the final word. Peace.
And in your modding experience, why do you suppose Jeb spent months on this?
I always find it amusing how modders, who only needs to write code at the highest level in an already highly functional environment that has been spoonfed to them by the actual programmers who go down and dirty with the actual source code, sit and lecture programmers in how programming is done.
It's not always that simple. When you write only 1 line of code, that assumes something about the source code that takes that line of code. What if a given block doesn't fit inside an array? Or whatever else that may be the case for new content.
Also, afaik each block texture has been hardcoded into the game, for efficiency. So it's not just 1 line of code. Secondly, the Magma block has game logic attached to it. That's additional lines of code.
"Tweaked cooldown mechanics to be less confusing"
Just tested the update, and now the mechanics are even more confusing for me. This patch is like if you got a new pair of clothes with a hole in it, and then try to fix it with the fabric from old clothes, which ends up making the hole even bigger.
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As the video states it will be released sometime Winter 2017! I know it will be done by the end of the year for sure, but when exactly I cannot say, depends on life =P
https://calltobattle.indiemade.com/blog
I've got a blog going on the website, where I will be writing about new features, as well as announce any future contests!
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I always forget about curseforge because they don't make things easy =(
You can't just use the same download link, you have to clear your project of all thumbs.db and upload it to curse, so I always forget about it, which is why I also forget to update the mods there too...... Vale of Shadows is released though and can be downloaded from planetminecraft and minecraft forum
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I always forget about curseforge because they don't make things easy =(
You can't just use the same download link, you have to clear your project of all thumbs.db and upload it to curse, so I always forget about it, which is why I also forget to update the mods there too...... Vale of Shadows is released though and can be downloaded from planetminecraft and minecraft forum
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Thanks =)
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-Added config that disables custom block rendering to prevent Biome O' Plenty from crashing
-Fixed the actively_hunt gamerule
-Fixed the monster usually not spawning
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Warning: This mod contains flashing lights which may not be suitable for photosensitive epilepsy. However, the light flashing is not extremely intense.
Note 1. If you have not seen Stranger Things Season 1 and plan to, playing the mod may spoil the horror elements of the show.
Note 2. I will not be answering comments until I finish Stranger Things Season 2. I don't want it to be spoiled!
"It’s a plane out of phase, a world of monsters. It is right next to you and you don’t even see it."
Just like the quote from the show, the Vale of Shadows mod does exactly that. No, it doesn't add a new dimension.
How does it work then? I'm not going to spoil the experience for you, you'll have to find out =)
If you've seen Stranger Things, then you probably have some idea of what this mod contains. For those who haven't, The Vale of Shadows mod is a survival horror experience. As telling you about what it has to offer would spoil the experience, I won't be giving away much details.
Simply start/continue a previous survival world, start surviving as usual, and then proceed to get the daylights scared out of you. And stay alive, if possible.
Download now! [1.7.10]
Resources:
-Twitter- Find out what is being worked on, for both Call to Battle and Vale of Shadows!
-Youtube- Update Videos, trailers, and more for upcoming mod content
-Discord- Public Call to Battle discord chat! After I have finished Season 2 of Stranger Things, it will also have text channels dedicated to discussing Vale of Shadows!
DO NOT SPOIL ANYTHING FROM EITHER STRANGER THINGS SEASON 1 OR 2 IN ANY OF THE MAIN CHANNELS. THERE WILL BE DEDICATED TEXT CHANNELS WITHIN THE DISCORD SERVER FOR BOTH OF THOSE. FAILURE TO FOLLOW WILL RESULT IN A BAN. SPOILING IS NOT OK
Announcements regarding updates will be posted here too!
Terms of use(#StopModReposts):
I am the owner of this mod. You are not allowed to profit in this mod in any way. You may not re-upload this mod. You may not have a link that leads to this page or the mods download that allows you to profit.(I.E. Through the use of adf.ly) You may record videos with this mod as long as you have a non monetized link in the description.
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The server will be back up after the release of CTB 2, once I manage to save enough funds =P
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For information on the rules, and how to enter, click here! CTB2 Mapping Contest #1
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Honestly lol I had no idea when Winter started when I put that.
Deadlines are super bad for programmers. I know without a doubt I'll get it released by the end of the year, and hope before December, but if for some reason things get delayed and it's not until December, it won't actually disappoint anyone.
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More than a major update haha, there's a reason it's "Call to Battle 2" It's basically an entire new mod, I rewrote most of the code as well.
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Yep, 1.7.10 is still the most used version for mods, and unless forge 1.7.10 gets a problem like 1.6.4 forge where it stops working for most people it will stay 1.7.10.
If I updated to a later version, I would have to maintain both versions and would never have time to add new content. It would basically be tossing away all the goals of the mod, such as the main one: Adding both all major and minor countries in the war.
Once or if the mod is ever done, then I'll probably update to later version of minecraft, because then all the goals of the mod will be fully realized.
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One faction at a time of course. Adding a new faction is a very time consuming process! Though, I wouldn't expect you to know how much time modeling/programming actually takes =P
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Don't worry, the actual mod will be twice as optimized as Call to Battle 1! The lag is due to recording + shaders + not having the best processors xD
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Woah lol my two messages got merged somehow