Search found 13 matches

Return to advanced search

Re: [Mod] A game about navigation [polaris]

I'm glad you like it! limited numbers of signs (or was it just unlimited because I was in creative mode) Yeah, the default is 15, and it'll deplete normally if you have creative turned off. indestructible markers (it took me a little while to realise you have to fill in the hole from the first time ...
by Kodiologist
Wed May 14, 2014 22:49
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3680

Re: How to identify ground level (or treetop level)

See this thread for a previous discussion. But, as you can see, I ended up using the light level, too.
by Kodiologist
Tue May 13, 2014 15:31
 
Forum: WIP Mods
Topic: How to identify ground level (or treetop level)
Replies: 18
Views: 5073

Re: [Mod] A game about navigation [polaris]

Thanks for the report. That should be fixed now.
by Kodiologist
Tue May 13, 2014 15:22
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3680

Re: [Mod] A game about navigation [polaris]

I just pushed a lot of changes. Most notably, you now switch between finding old and new waypoints over the course of the game, which prevents a long and boring prologue of finding each unique waypoint with guidance. Also, every 5 waypoints, you get a random prize, like a time extension or a tool.
by Kodiologist
Sun Apr 20, 2014 22:43
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3680

Wuzzy wrote:Sadly without GNU/Linux support, so it’s nothing for me. :-(


Although their Google Code site has no LInux binaries, they have instructions for building on Linux.
by Kodiologist
Fri Jan 17, 2014 01:08
 
Forum: Modding Discussion
Topic: [TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]
Replies: 15
Views: 4865

Oh my goodness, you people are embarrassingly lazy.
by Kodiologist
Sat Jan 11, 2014 01:26
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3680

[Mod] A game about navigation [polaris]

Polaris is a game about navigation. It puts you in a randomly generated world, guides you to a handful of randomly selected locations ("waypoints"), then requires you to find your way back to them unaided within a time limit. If you like running through forests and leaping across hills at ...
by Kodiologist
Fri Jan 10, 2014 00:26
 
Forum: WIP Mods
Topic: [Mod] A game about navigation [polaris]
Replies: 10
Views: 3680

What are Minetest modders' thoughts on MoonScript?

MoonScript is a programming language that "compiles to Lua". That is, it's a programming language that's implemented as a MoonScript-to-Lua translator. Effectively, it's an alternative syntax for Lua. It adds some features clearly inspired by Python (like whitespace sensitivity, assignment to local...
by Kodiologist
Sun Jan 05, 2014 20:42
 
Forum: WIP Mods
Topic: What are Minetest modders' thoughts on MoonScript?
Replies: 6
Views: 2068

Great, I seem to have been able to get this to work by checking the light level (as you suggested, Nore) along with a manual check for water. Here's my implementation in MoonScript: MAX_LIGHT = 15 NOON = .5 waypoints = for _ = 1, 1 {created: false, ymin: -1/0, -- negative infinity ymax: 1/0, -- posi...
by Kodiologist
Sat Jan 04, 2014 01:53
 
Forum: WIP Mods
Topic: How can I find the height of the ground in Lua?
Replies: 7
Views: 1999

There was a pull request about that, but it was not merged Rats. Lazy map generation seems to be the chief obstacle here. (x, -100, z) may well never be generated if the player doesn't dig down there. Similar concerns apply to your solution, aldobr. Is there any way to force generation of a map chu...
by Kodiologist
Fri Jan 03, 2014 13:22
 
Forum: WIP Mods
Topic: How can I find the height of the ground in Lua?
Replies: 7
Views: 1999

How can I find the height of the ground in Lua?

The application here is that I'm writing a game that randomly chooses node positions the player is supposed to visit. The x- and z-coordinates are chosen without regard for terrain, but I'd like to choose the y-coordinate to be 1 unit above ground level at that point. So if the mapgen happens to mak...
by Kodiologist
Fri Jan 03, 2014 02:20
 
Forum: WIP Mods
Topic: How can I find the height of the ground in Lua?
Replies: 7
Views: 1999

Good point. Tweaked appropriately.
by Kodiologist
Sat Dec 28, 2013 17:52
 
Forum: WIP Mods
Topic: [Mod] Interactive Lua command line [mt_repl]
Replies: 4
Views: 1322

[Mod] Interactive Lua command line [mt_repl]

So I was playing around with the modding API and found myself wanting to experiment with things interactively. I understand WorldEdit has a /lua command, but that seems kind of clunky. So I wrote a mod to provide a read–eval–print loop (REPL). See the README for details. License: LGPL ≥2.1 Dependenc...
by Kodiologist
Fri Dec 27, 2013 18:31
 
Forum: WIP Mods
Topic: [Mod] Interactive Lua command line [mt_repl]
Replies: 4
Views: 1322

Return to advanced search

cron