(I need a mousepad lol)
Ok, so why am I experimenting?
well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler.
This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.
ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time.
this will be my last ever devlog!
It works like this:
Seeds are not that important, though they do play a part for terrain generation.
The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat.
Ores are truly random. It dosn’t depend on the seed.
Trees are also truly random
Double press the key in the direction you want to go to sprint
that’s it! plz rate it well 
Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol
It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it.
flower. very cool
Terrain generation, no ore generation lol
it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups.
defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this.
tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools.
The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly
i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys.
At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches.
Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it.
I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that.
press mouse button 0 to attack. currently just attack animation for now
Uhhhh it’s in the title… nothing interesting.
https://github.com/users/BlxCode/projects/5
custom skins.
How it works:
Ok so i’ve basically just coded the inventory system. uhhh
Ok so this is how it works:
Uhhh… place blocks
and it also checks if the block u placed collides with any blocks or players and if it is next to a block
Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy
Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much.
The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple.
I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar.
Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!)
Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that.
The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system.
Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon.
half of the time was spent fixing bugs
uhh… ignore that youtube video…