rubenwardy wrote:Please keep your dropping items well away.
Don wrote:rubenwardy wrote:Please keep your dropping items well away.
I don't like dropping items either. What I would like is to have items be picked up when you walk over them. Would be great for saplings and fruit after cutting down a tree. Would be better in Minetest Game then having to use a mod.
Don wrote:What I would like is to have items be picked up when you walk over them.
I don't really agree it should go in the main game... but there is a mod for it, at least. Just wanted you to know.Would be better in Minetest Game then having to use a mod.
what's screwing up Pipeworks (and therefore technic) is not having a drawtype for pipes
cy wrote:Oh, and to add my 2c in, how to make minetest fun.
- Client-side logic. Everyone writes mods and stuff for servers, since they're control freaks and don't want to let clients decide what accelerates where. But seriously, the game would be a lot better if clients were trusted more, and less load went on the servers. For instance...
- Client-side entity motion logic, at least of the passive stuff like pipeworks. All the server should need to do is say "here's path A" then "entity B goes down path A, arrive in 10s" and then just wait 10s.
- Better client-side animations. Let the clients perform the FSM, instead of just passively doing the next animation the server sends. All the server needs to know is the mob's proximity, and it's logical state. What part of its animation is running (the "walk" part or the "swing" part) and how fast shouldn't be transmitted every time.
- Animations paired with sound effects. Currently minetest has set_animation, but then you have to manually figure out when to play the "oof" "ugh" "clonk" or "boing" sound. There should be a way to group those together better. And have the client do it, so the server doesn't have to send two messages "get hit" and "say ugh" and pray they both arrive at the same time.
benrob0329 wrote:Why do we need to have a "near Minecraft experience"?
I don't think we should try to be MC, nor do I think we should try not to be MC. I think we need to be our own thing, and that when we stop worrying about how we're better/worse than the 10,000+ MC & clones and just focus on how do we make Minetest better, that we'll be recognized as our own thing (*couph*Wikipedia*cough*)
benrob0329 wrote:Why do we need to have a "near Minecraft experience"?
I don't think we should try to be MC, nor do I think we should try not to be MC. I think we need to be our own thing, and that when we stop worrying about how we're better/worse than the 10,000+ MC & clones and just focus on how do we make Minetest better, that we'll be recognized as our own thing (*couph*Wikipedia*cough*)
benrob0329 wrote:Why do we need to have a "near Minecraft experience"?
I don't think we should try to be MC, nor do I think we should try not to be MC. I think we need to be our own thing, and that when we stop worrying about how we're better/worse than the 10,000+ MC & clones and just focus on how do we make Minetest better, that we'll be recognized as our own thing (*couph*Wikipedia*cough*)
TumeniNodes wrote:In my own opinion, Minecrosoft should be far more impressive than it is
burli wrote:I read your post, buy I still don't know what you mean. What do you expect from "a game" ?
Martno wrote:I think this is promising:
viewtopic.php?f=50&t=13677
burli wrote:Well, first of all, Minetest is developed by voluntary in their spare time. They don't get payed. I could say: for all that Money Minecraft should be a lot further than that.
burli wrote:Second: Minetest is a game engine and Minetest Game is only the minimum to have something to play. This is by intention. To make a real game is part of the community and there are a lot of so called subgames out there
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