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11
Questions and Answers / Re: World sharing
« Last post by JAZZ 0R KILLER on May 24, 2017, 09:36:33 PM »
Just another quick question about map sharing, how and what website/program would be best to upload the maps?
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Questions and Answers / Re: World sharing
« Last post by JAZZ 0R KILLER on May 24, 2017, 09:33:38 PM »
Thanks Hayden! I have horizon, and I know all about that, but for some reason, horizon just didn't come to mind.
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Questions and Answers / Re: World sharing
« Last post by Hayden on May 24, 2017, 05:52:17 PM »
Yes using the Horizon desktop applications you can extract worlds and share them with your friends, and you can do the same for downloading worlds...
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Questions and Answers / World sharing
« Last post by JAZZ 0R KILLER on May 24, 2017, 02:14:58 PM »
Is there a way to upload your worlds to the internet? Maybe even the forums?
EX. You can upload your own minecraft consol maps to the internet, then players can download them using a USB stick. Is this possible to do for Total Miner?
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Your world / Re: Society: Adventures within
« Last post by JAZZ 0R KILLER on May 24, 2017, 11:40:45 AM »
Backstory:
Adventures within starts out as looking normal. You go around talking to other NPC's and do quests for them. The town you start off in is call "Strange Town". There is a low population living there due to the fact of how "normal" things are. As you do each quest, the NPC you do the quest for will unravel some of the history of "Strange Town". As you progress through the story, the town gets even weirder. People get weirder. At day, everything seems normal, but at night, there are weird purple stars that come out. These are "spirit stars". In Strange Town, there are 5 graves scattered around the map. When the spirit stars come out, the graves awake. It is your job to go and set the spirits free. There is also a challenge at night, zombies spawn around the town. At night, there is a very small chance that a "Nightcore", a new boss block will spawn. The boss doesn't hurt you, but you must find where is spawns, and kill it. It will drop its block and you then use it to craft a "Nightcore seed". You then use it to brew into a water bottle to craft the potion of afterlife. You can then use that to spawn in the dimension where the other spirits rest that you set free from the graves.

This world is a major work in progress, and will take a while to compete. I do have a small amount of Strange Town laid out, and a few of the graves are placed. The spirit stars work, and so do the whole Nightcore boss.

Thats the backstory I have for Society: Adventures within, so far.

Thanks for reading, and if you would like to check out the world, send me a message through Xbox live, and I will invite you to the game. - JAZZ 0R KILLER
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Your world / Re: Adventures within backstory
« Last post by Platinum Dryym on May 24, 2017, 11:06:27 AM »
Just a tip, This should be put in your other topic instead of a brand new one.
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Your world / Adventures within backstory
« Last post by JAZZ 0R KILLER on May 24, 2017, 10:23:26 AM »
Adventures within starts out as looking normal. You go around talking to other NPC's and do quests for them. The town you start off in is call "Strange Town". There is a low population living there due to the fact of how "normal" things are. As you do each quest, the NPC you do the quest for will unravel some of the history of "Strange Town". As you progress through the story, the town gets even weirder. People get weirder. At day, everything seems normal, but at night, there are weird purple stars that come out. These are "spirit stars". In Strange Town, there are 5 graves scattered around the map. When the spirit stars come out, the graves awake. It is your job to go and set the spirits free. There is also a challenge at night, zombies spawn around the town. At night, there is a very small chance that a "Nightcore", a new boss block will spawn. The boss doesn't hurt you, but you must find where is spawns, and kill it. It will drop its block and you then use it to craft a "Nightcore seed". You then use it to brew into a water bottle to craft the potion of afterlife. You can then use that to spawn in the dimension where the other spirits rest that you set free from the graves.

This world is a major work in progress, and will take a while to compete. I do have a small amount of Strange Town laid out, and a few of the graves are placed. The spirit stars work, and so do the whole Nightcore boss.

Thats the backstory I have for Society: Adventures within, so far.

Thanks for reading, and if you would like to check out the world, send me a message through Xbox live, and I will invite you to the game. - JAZZ 0R KILLER
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Questions and Answers / Re: Crops
« Last post by JAZZ 0R KILLER on May 24, 2017, 08:13:08 AM »
Wow, thanks Platinum Dryym! This is so helpful. Thank you so much!
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Questions and Answers / Re: Crops
« Last post by Platinum Dryym on May 23, 2017, 11:35:48 PM »
Aux Data - Auxiliary data

Every block in the map has 8 bits of data available to it called auxiliary data.

Bits 1 - 3 are used for orientation and state.

Bit 4 is used to store whether or not the block is the originally generated block or whether it has been changed since generation (by a player or something else). This bit cannot be manipulated by script commands.

Bits 5 - 8 are used to store the selected texture id's (value range = 0-15 = 16 possible textures).

In order to calculate the Aux values by hand, you must understand the binary number system and how to form separate values in different groups of bits and combine them to calculate the final number.

http://en.wikipedia.org/wiki/Binary_number
http://en.wikipedia.org/wiki/Bitwise_operation
http://en.wikipedia.org/wiki/Bit_manipulation
http://en.wikipedia.org/wiki/Bit_field
http://en.wikipedia.org/wiki/Mask_%28computing%29

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Any block that has orientation: doors, trapdoors, stairs, ramps, one way glass, paintings, climbing ivy, torches, ladders, switches, buttons, beds, cylinders, use Bits 1 - 3 to define their orientation.


The following blocks can only face NSEW. They use Bits 1 and 2 to define the direction they face. A value from 0 to 3 inclusive. 0 = Facing East, 1 = Facing South, 2 = Facing West, 3 = Facing North.

Doors
Trapdoors
Stairs
Ramps
OneWayGlass
Beds
Cylinders

Cylinders are slightly different in that if Bit 3 = 0, then they are upright and Bits 1 - 2 are ignored. If Bit 3 = 1, then they are horizontal and Bits 1 - 2 are used to define their orientation.

Doors and Trapdoors use Bit 3 to define their state. 0 = Closed, 1 = Open.


The following blocks can be attached to the face of another block. They use Bits 1 - 3 to define the face they are attached to. A value from 0 to 5 inclusive. 0 = East face, 1 = South face, 2 = West face, 3 = North face, 4 = Top face, 5 = Bottom face.

ClimbingIvy
Switches
Buttons
Ladders
Torches
Paintings

Ladders and ClimbingIvy cannot be attached to the top or bottom face, so they cannot have a value higher than 3.

Torches cannot be attached to the bottom face, so they cannot have a value higher than 4.

Paintings are slightly different. They use Bits 1 - 2 to define the NSEW face they are attached to, but if Bit 3 = 1, then they are attached to the top face of the other block, facing up, and Bits 1 - 2 are now used to define their orientation.

Half Block:
Only uses Bit 1. If Bit 1 = 0, they are grounded, if Bit 1 = 1, they are raised.

Shops.
If Bit 1 = 1 they are economized.

Crops:
Bits 1 - 3 are used to define their current growth stage. Values 0 - 5 (6 stages).
Bits 5 - 8 are used to define the crop. Current values 0 - 2 (Wheat, Sugar Cane, Tomato).


Keys:
Bits 1 - 3 and 5 - 8 are used to define the key id.
0 = Skeleton key, 1 = Skull key. It's tricky to work this out by hand because Bit 4 is not used.

---------------------------------------------------------------------------

Textures

All blocks that can have their textures changed, including Paintings, use bits 5 - 8 of their Aux data to define the slot id for their texture.

0 = Default
1 - 15 = The slot id. That is the slot on the texture selection screen, not the block id itself.

e.g. If for Stairs you had Default, ConcreteBrick, WoodPlank, LimeStone and Glass selected as your textures, then a value of 3 will cause the stairs to be drawn with the LimeStone texture.

This should mean the numbers for fully grown crops are 5, 21, 41, 43, And 81. Although I am tired. So my binary may be incorrect.
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Questions and Answers / Re: Crops
« Last post by JAZZ 0R KILLER on May 23, 2017, 09:50:27 PM »
I played around with the aux values. It goes 1-5. The aux values are just the stage of the plants growth. If the aux value is 1, the plant has just started out. If it's 5, it's ready to be harvested. I don't think the aux values determines what crop is what. Thank you for the ideas though, and let me know if you find something.
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