[SMP] The Theme/game park (new startpost as well!)

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Intertoothh
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Ollieboy wrote:"you must be at least this ping to ride the ride".
Ow that gone down on a sign near it! :)
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Re: [SMP] The Theme/game park

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McLaughlinKid wrote:You put roar on everything don't you?

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Re: [SMP] The Theme/game park

Post by Intertoothh »

With the new server up and running. This plan will be executed!
I found a neat flat land. If anybody see it, please make sure to check if i'm not on it allready. I intend to use it all :).

I'll keep updates posted here. If people have sugestions/improvements or neat idea's spit them out!

Currently working on: Tic-Tac-Toe
Location: 'secret' untill i have atleast 1 game working.

Planned to build:

General:
- General buildings (giftshop, bank, entrance, walls, 'engin houses').
- Buildings of games, yeah, i can make ugly games, but then need some 'sparkle' in them.
- Waterslide (might do something with pisons here.. ::)
- Rollercoaster
- Monorail

Games:
- Battleships (the game, A4 - boem!, ahh you sunk my battleship)
- 4 on a row
- wack a mole
- Mastermind!
- Golf (sort of).
- Rainbow Runner (might make it multiplayer)
- Magic - mase (hafniums idea)
- rock paper sissers

For fun:
- Pigrides
- Climbwall
- dancefloor? (lagfloor)
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Re: [SMP] The Theme/game park

Post by mcg »

Was wandering around in a desert near my house today and found a sign that said something along the lines of "Reserved for the theme park, don't build here please".

Do we have any ideas if this is yours/someone else's? It's the closest desert to our place and I may, with permission, come along from time to time to pick up sand :evil:

I like all the fun ideas you've got here. Keep em coming!

McG.
/lengthypost

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Re: [SMP] The Theme/game park

Post by Intertoothh »

Howdie neighbour.

Sure you can pick up some sand there, no problem.
Just dont make a big 'pit' out of it :) keep it looking natural. :)
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Done: Tic-tac-toe.
Thanks to hit_girl and pyropyro for the color sugestions.
And all the players for the beta testing.

I was working on a computer player, but it turns out its realy slow.
And i might just skip it for now.


Next up: ?
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Re: [SMP] The Theme/game park

Post by M1_Abrams »

Next up: Pong

:evil:
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Re: [SMP] The Theme/game park

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M1_Abrams wrote:Next up: Pong
:evil:
That would be very slow, but doable.
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Re: [SMP] The Theme/game park

Post by M1_Abrams »

Boblol and I were going to try in the 1.8 temp, but never got around to it.

I would be willing to try, though I might not get very far.
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Currently working on: Rock Paper Scissors

This is a small project, compaired to some other projects planned :).

I hope to be done with this project the next few days.


So i can start my next project: Chess.

(No there will no computer player :) )
I need some help with this one, i need all the chess pions, and in 2 colors.
If you think you can make some for me in a small area, like 3x3, contact me ingame.

This is going to be one of my larger projects, and i havent seen it been done in minecraft yet.

Details i have worked out yet, not sure if they are going to work like they do allready in my head. :) I'm not even sure if i can pulloff this project, but thats the challange.

The display:
Is going to be made out of a flat field, with the pions ontop. Replaceing those with :area

Input:
2x a-h 1-8. for the players to select source, and then they can select it again (if accepted) for destination.

There is going to be a large databank, of 5 bit memory for each field to store its content.
4 Bits (1-6) for the piece, and 1 bit for the player. (all off = empty).
And a small databank of what bit/piece can do what movement.

After i got basic movement working, i'll check if you can move that way with the piece.
After i got that working, i'll check the win condition (slaying the king in the next move).

I allready look forward to this project :)

Board is going to look something like this (only then 8x8).
:iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron:
:iron: :white: :white: :white: :iron: :black: :black: :black: :iron: :white: :white: :white: :iron:
:iron: :white: :white: :white: :iron: :black: :black: :black: :iron: :white: :white: :white: :iron:
:iron: :white: :white: :white: :iron: :black: :black: :black: :iron: :white: :white: :white: :iron:
:iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron:
:iron: :black: :black: :black: :iron: :white: :white: :white: :iron: :black: :black: :black: :iron:
:iron: :black: :black: :black: :iron: :white: :white: :white: :iron: :black: :black: :black: :iron:
:iron: :black: :black: :black: :iron: :white: :white: :white: :iron: :black: :black: :black: :iron:
:iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron: :iron:
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Hmmm I wanted to keep the redstone beneith each space in the board. And make the board so, that i can copy it 8x, and then a other 8x. To fill the chessboard.

But i allready see thats not that easy, to keep it within the 4x4 then...

So i might seperate the dispaly from the board, so the dispay :SEND;chess;D_4_B_PION will be at the spot with the :AREA or :CUBOID to build it. So i can copy that bit, only have to change the :RECV for each tile.

Under that the 'logic' will be.
Top layer will be the :send to dispay and :send to 'select' or 'canselect'
Layers (8 or 4) below that will be the 'X' and the '+' path, both directions, for the 'rook' and 'bishop'.
Those will both be used for the 'Queen'.

Below that i'm not sure how to fix this to make it neat an copy'ble... for the pawn and horses and king.

And the lowest row, will be the memory cell of that cell. So i can easly transfer the signal up.

Lets explain the 'easy' paths of the rook/bishop/queen, so you might help me figuring out the horse (i think the harderst).

There will be a layer, of 2 redstone tracks with repeaters.
They will run both ways from lets say A1 to A8 (there will be under a to h as well).
Now, if i get 'power inn' on that 'layer', i will 2 things.
1. The enemy, light up the 'selector' (small memorycell to make move possable and show it on screen).
2. Ame i my own forces, or not empty at all, stop the signel form going to the next cell.

This happens 8! times a cell! just to support all directions (+) and (x).

Yeah... so still have to puzzle a way to do the horses and stuff, but i will get there.
And this also requires not much pailstone, altho i think i'm going to use the :LOGIC;AND for this as well to use the '+' and 'x' tracks. But depends how they speedup the signal/lagg.

Darn, i would love to build this, it would make a nice youtube vid :).

btw, sobody here has some neat recording tools that wanna post a vid allready of stuff?

ps: yeah i like this project. :) i might delete the rock-paper-scissors for now, was only testing the :item/water/lava thing atm.
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Re: [SMP] The Theme/game park

Post by Sanjar Khan »

Dudeeeee. Maybe start with checkers
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Re: [SMP] The Theme/game park

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Sanjar Khan wrote:Dudeeeee. Maybe start with checkers
Hmmm... But checkers has some nice logic in it, but i dont know all the rules anymore :)
And why not have a challange? I like them.
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Re: [SMP] The Theme/game park

Post by Sanjar Khan »

But how are you going to handle pawn-promotions?
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Not at first, lateron i will make a choice for that :)

Not that hard tho.. but not realy the hardest thing to do atm.

What pawn may step where is more the rough part atm.
Even tho the Bishop and Rook and queen are one of the easy'st.
The others are harder to make, but can all be 'hard wired'.

At this stage, still drawing. But i'm going to start building it anyhow.
Easy'r to figure out stuff on the 'floor'. :)

At this point, a 'cell' isnt bigger then 12x12...
With 1 in between at first to make travel easy i gues... 13x13 = 104x104 total.

Howbig is a 'cell' in minecraft that redstone could handle? 250x250?
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Hmmm i hope i can use the :area like this

- build something somewhere.
- use dust to mark area.
- Then use:
/ps area define <area name>
Defines a new area. You must first define the bounds of the area with glowstone dust as with any other cuboid.
Source: http://pailstone.eonz.net/?p=u#commands
To define it.


- then use dust to mark destination area.
:area
Permission (PEX, Permissions, or Bukkit): pailstone.area
Replaces the specified area with the blocks it contained when it was defined.
Source: http://pailstone.eonz.net/?p=u&u_s=area
on a sign to place it there when powerd.
Relative to the sign i hope as well...

Otherwise i have to :cuboid all the chess-pieces.
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Re: [SMP] The Theme/game park

Post by FreeBro »

if you want i can desing the chess piece's that you still need
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Re: [SMP] The Theme/game park

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freewill wrote:if you want i can desing the chess piece's that you still need
Thanks freewill, for designing the chess piece's.

Stadium is almost done, still strugeling how to give the 'players' the best view of there board.

Now working on the 'cell', its bit bigger then expected, its 25x25 atm a cell...
So its 200x200, from bedrock till grass.. full or redstone mayhem!

I figured most out now, horses yet to come. But thats not hard with my current setup.
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Re: [SMP] The Theme/game park

Post by FreeBro »

you know yust yell if you need help im on moste of the time becous i has vacation
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Re: [SMP] The Theme/game park

Post by Ollieboy »

Can I say that you should wait for PailStone redesign before you fully attack it with :area. Remember when you fixed the dam in Initus that got corrupted? :area seemed to forget everything in it and replaced it with air. Source of the bug is unknown but you run the risk of having your saved areas wiped until the bug is confirmed to be fixed.

So until then just make test cases until it works.

Also, bad news. :area is NOT relative to signs. You would need to have an area for all 6 different types of chess pieces saved to each place. :area saves the coordinates of the original defined area. That's why there are no coordinates on the :area sign and it is just;

:area
<area name>
[blank]
[blank]

on the sign :(
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Ollieboy wrote:Also, bad news. :area is NOT relative to signs. You would need to have an area for all 6 different types of chess pieces saved to each place. :area saves the coordinates of the original defined area. That's why there are no coordinates on the :area sign and it is just;

:area
<area name>
[blank]
[blank]

on the sign :(
*nods* Hafnium is going to change that for me, if found my logic, logic. :)
in the new versions you can give a new cords to 'put' the memory in.

Before that i'll just use laggy :cuboid 's to build them. Lets see if can make the chesspieses in a 3x3 area :)
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Re: [SMP] The Theme/game park

Post by Ollieboy »

Ah well all is good then! Good luck.
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Re: [SMP] The Theme/game park

Post by M1_Abrams »

I love chess!

Is there some way I can help?
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Re: [SMP] The Theme/game park

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I'll need some help with debugging once i got the first system up.
But it will take some time from now.
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Re: [SMP] The Theme/game park

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As some has noticed, i started work on chess.

I'm making 1 tower a 'cell', each floor on a tower has his own tasks, but knows about stuff from the 'lower floors'

At this point:

1: Selection floor: This floor has 2 selections running trough it. (From->to) and what players turn it is.
2: Memory floor, this floor has 4 bit memory, to save the state of the chesspiece.
3: Memory->Chess conferter, this floor just reads the memory and makes them more usefull for the floors above
4: emtpy (now on floor x) (used to be Queen and Rook - floor)
5: emtpy (now on floor x) (used to be Queen and Rook | floor)
6: Bishops and Queen diagonal selection floor. /
7: Bishops and Queen diagonal selection floor. \
8: Queen and Rook | and - floor.

10?: Selection -> board converter.

Loads of work done allready, and i copied some towers, just to test them, those are going to be deleted once i fixed some minor bugs.
Still loads of work todo....

Stay tuned for updates!
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Re: [SMP] The Theme/game park

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Small setup of the park as it is nowish.
(Warning: Big image)
Image
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Re: [SMP] The Theme/game park

Post by Intertoothh »

Omg, chess is big :)

There are still a few things to iron out, but i think chess is comming nicly.
I hope i didn't make a huge brainfart somewhere on the road, becouse with this much redstone its hard to fix :)

I'm now testing 1/4th of the board, just to see if all the redstone works like i want to.
Altho its slow, its faster then i thought.

Next up i'll work on the input selections, one thing that needs to be done anyhow.
So it makes my testing easy'r :).
First i was about to make the whole tower then copie it over, but now i just wanna make sure they work as i found some little bugs... and problems... allready. Hmmmm

Anyhow, building at the park goes nicly as well, there are some buildings up allread.
Tic-tac-toe is done, i might finish rock-paper-sisors before i go-on with chess just to get my mind off it for a sec.

And i could use your help!
  • * I need lamp-posts, i want multiple designs and multiple on my park as well.
    So... if you have nothing todo, and you want your lamp-post design on the park?
    Just make one. And contact me once i'm online!
    * And the park needs a name!
    Post a reply with your sugestions.
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Re: [SMP] The Theme/game park (new startpost as well!)

Post by ochiekoyo »

do i need to buy minecraft if i want to join the project..?
:?

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Re: [SMP] The Theme/game park (new startpost as well!)

Post by Ollieboy »

Yes. We do not and will never support cracked clients.
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Re: [SMP] The Theme/game park (new startpost as well!)

Post by thelonedrummer18 »



this would be pretty sexy to have
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