• 2

    posted a message on Pokemon Red Fully Recreated without Mods!
    Quote from joeykapi»

    just a small thing, but after the fight with gary/blue/john after you get your starter, isn't the pp supposed to be filled up again?


    Other than that, I really like this, I'm impressed in how much work has gone into this


    And we have a winner - first bug found! Yes, PP should be restored there, I'm guessing I only re-upped the pokemon's hitpoints. It's minor enough that I'm not going to re-upload the map, but I'll keep a list of bugs that are found and if it gets long enough or there's something critical on there I'll try to provide a one-command fix.
    Posted in: Maps
  • 3

    posted a message on Pokemon Red Fully Recreated without Mods!
    Quote from Hgbf»

    That is amazing... How long did it take you?


    Started around July of 2015 and worked fairly consistently on it through release, with a couple months off here and there to keep from getting burned out.
    Posted in: Maps
  • 22

    posted a message on Pokemon Red Fully Recreated without Mods!

    Download (alternate): http://www.mediafire.com/file/cbu7gb2p1pbb4cv/Pokemon_Red_-_by_MrSquishy.zip

    If the game is crashing when you attempt to log in, increase your render distance to at least 16 chunks (and to 24 chunks if that doesn't work).


    About:


    This is a recreation of Pokémon Red in Vanilla Minecraft using only command blocks and a resource pack. I have done my best to incorporate all of the original game's features, along with a few iconic bugs (most notably MissingNo/'M and item duplication). I chose not to add any sounds to the game, as I fear there would've been too many desynch issues distracting from the game itself.


    I had the idea for this project while finishing my Pacman recreation. With Pacman I figured out how to render a 2D world containing logic-driven NPCs that respond to user inputs, and as Pokemon is essentially those elements on a larger scale it seemed like a logical progression. I began working on this project in July of 2015 and worked on it fairly consistently through release. The most common question I'm asked is why I made this project. My answer is simple: I love pushing the boundaries of the game. Minecraft really shouldn't be able to run Pokemon Red - it's a 3D game about building and surviving - but the fact that it can is excites me. It truly shows that if you can dream it, you can make it.


    Please feel free to ask questions - I will do my best to answer!


    Notes before Playing:


    • MAKE REGULAR BACKUPS! Despite my best efforts, there will be bugs. Back up your world save so that you can revert if you encounter any issues!
    • Save the game in the start menu before logging off. Logging off during dialog, menus, battles, or cutscenes may break the game.
    • The game may lag when you first log in, but should smooth out as you head to the center of the arena.
    • Minimum render distance: 16 chunks (if your computer can handle it, 24 chunks is best)
    • Dedicate at least 2GB of RAM (In the launcher, select Launch Options, click on the 1.11 profile that you use, enable the slider for "JVM arguments", and change "-Xmx1G" to -Xmx2G")

    Version: 1.11.2


    Map Trailer:


    Let's Plays: If you record a video showing off the game be sure to drop a link in here - I'd love to check it out!

    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]

    Released an update to fix an indexing issue when deleting models. Model deletion should now work properly in the model manager.

    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]
    Quote from mgershman27»

    Hello i am having problems when getting into a game and starting a game when i try and get my player color it says invalid trigger color and i dont know how to start the game it just dosent start so please HELP ME


    Make sure that you load the save file in the latest snapshot. If you're trying to play on a server, you'll also want to double check that command blocks are enabled.
    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]

    Released an update that should fix some issues that have been reported.

    - Fixed a typo in one model name

    - Removed an extra block from one model

    - Expanded the valid summoning area for chests and anvils so that they can be summoned anywhere in the arena.


    If you encounter any further issues please do let me know!

    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]
    Quote from transpig12»

    Super excited to play!! the only problem is I can't get the game to start is there a button I need to push? in popluarmmo's video they just stand there, just wondering if I'm missing anything


    Make sure that you load the save file in the latest snapshot. If you're trying to play on a server, you'll also want to double check that command blocks are enabled.
    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]
    Quote from AllyKabb»

    when i /Join Game it dosen't work help plz


    Make sure that you are running the map in the latest snapshot with command blocks enabled.
    Posted in: Maps
  • 0

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]
    Quote from EverdayDreamer»

    Clever idea MrSquishy,

    very unique too.


    *waits for download*


    Glad you like the concept! There are download links at the top of the first post. Both lead to the same file, just hosted on different sites.
    Posted in: Maps
  • 1

    posted a message on [1.9] Pixel Drop - 2D Guessing Game [Singleplayer and multiplayer support] [5 minutes/game]

    Download (alternate): http://www.mediafire.com/download/44otfhv58cjpd4s/Pixel_Drop_1.9.x_v3.zip


    About:

    Pixel Drop is a fast-paced 2D guessing game. Each round a random model will be selected and dropped into the play area one block at a time. Players must guess what is being dropped - the faster you guess, the more points you get!


    This minigame was built on-stream in collaboration with over 30 viewers, who helped to build the default models and cityscape. A huge thanks to all those who contributed!


    Version: 1.9+ (use the latest snapshot, released on 16w03a)


    Features:
    - Singleplayer and multiplayer support
    - Fast-paced, 5-10 minutes/game
    - 130+ default models
    - Model manager for editing and deletion
    - Ability to add new, custom models

    Map Trailer:


    Let's Plays: If you record a session of Pacman be sure to drop a video link in here and I'll add it to this post!


    Posted in: Maps
  • 1

    posted a message on Pacman - Full Ghost AI, Sound Effects, Animations, and more! [Singleplayer] [5 minutes/game] [55,000+ Downloads]

    You gonna update it to 1.9?


    Not planning to. If I did go and update it I'd feel obligated to rip it all apart and re-optimize it for 1.9, and I'd honestly rather spend that time working on a new project than upgrading one that works pretty well in its original release version.

    Posted in: Maps
  • 0

    posted a message on Can an entity's existence time be directly edited?

    QUESTION: Is it possible to directly modify the time since an entity spawned?


    As per the wiki, "if equally distant, @e[type=Creeper,c=3] will select the three oldest creepers."


    Looking at the NBT structure I don't see Time parameters for most entities (hostile mobs, armor stands, etc.). There is a Time tag for mobs which have a baby variant, or which can breed, but this doesn't track time since spawning.


    Irrelevant context for those interested:

    I have a grid of armor stands holding 16x16 textures that I'm trying to smoothly scroll. Every time the screen scrolls I'm summoning in a new line of armor stands, reading some stored data to get the correct texture, and shifting them all with relative teleports. From the testing I've done it appears that the interpolation pathway for armor stands (and probably all mobs) is related to the time since the mob was summoned. Sounds crazy, but it's the only thing that's making sense to me based on what I'm seeing (running the series every 6 ticks results in smooth movement, running it every 5 ticks results in tearing).


    Ideally I would be able to modify the existence time oF the armor stands to get around this. If that isn't possible I can look into recycling the armor stand instead of killing it when it moves off screen (e.g., use off screen armor stands with viable existence times as the armor stand line when scrolling).

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to testfor opening a map?

    Maps become filled_map when right clicked. You can look for {SelectedItem:{id:filled_map}}, clear all filled_map, and trigger the menu.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Can shading be disabled for item models?

    In hopes that this is a bug and not just a missing feature I've gone ahead and made a report.


    https://bugs.mojang.com/browse/MC-81834

    Posted in: Resource Pack Help
  • 0

    posted a message on Can shading be disabled for item models?

    What exactly are you hoping to accomplish?


    All it does is disable the shading that makes some sides (mainly north vs. south vs. east vs. west) darker than others (which is done to give more "depth").


    What it does not do is create self-illuminated textures. I can see where this is misleading, not just with the name but also because it's on all of the light sources. It is just a trick because all default models that use that option are in really bright areas already. For example, if you were to put a jack o' lantern on an armor stand's head, it would no longer be bright.


    It disappoints me that there is no way in default to make self-illuminated textures.... for example the lava bucket might not be something you think about when 2D, but when you're holding one in 3D it seems really weird to have the surface being darkened.


    I'm not trying to create illumination. The issue is that as I re-pose the head of an armor stand the block is being constantly re-shaded. If I was just doing single-axis rotations this probably wouldn't be an issue, since east/west/north/south edges have very similar shadings. But rotating on all three axes reveals the 50% difference in intensity between the top and bottom surfaces, which is very noticeable (and looks pretty bad when compared side-by-side).

    Posted in: Resource Pack Help
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