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A bunch of bugfixes I noticed when doing a final playtesting round
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Update the cutscene system to use pigs for the player to mount instead of allowing them to fly (survivial mode players would get kicked for flying)
Also did an internal change to restructure the database file to use kotlin coroutines instead of yielding the thread whenever a database action needed to be completed
Finally, added the other 6 spawn arenas for matchups on the warfare map
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Added a command for loading in worlds from a template for easier editing. Also did some internal changes after the fact because devlogs were down :(
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This seems like a great mod! Keep up the work!
Add the kit item to the hotbar while in game to allow using the ability (also add the skull for info purposes)
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Implemented the archer kit’s ability and kill effect. Also did a bunch of research on resource pack displays (can be found here) to display above your action bar what your current selected kit is.
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Make the kit selector work and create a system for managing these inventory UIs without sharing the same inventory with multiple people (oversights++)
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Start on the kit selector for the crumble minigame, as well as an internal system for creating itemstacks with left and right click actions to save myself a lot of hassle whenever I need to trigger some event off an item click
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Update the engine for team spawning. Also added the crumble specific stuff for map spawning.
This devlog took so long because I was trying to make a repeatable system for spawns instead of just passing it off to an abstract method. This is ridiculous because each game would have its own spawning rulesets instead of being consistent.
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Update the cutscene system to properly display the chat message, add the first step of the crumble cutscene, and add a world saver so I can actually save the maps without needing to do it manually
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Started on the cutscene system that plays before a game to explain rules and whatnot.
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Add a simple map loading system that uses kotlin coroutines to minimize latency
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Start the general game engine systems I’ll use to make the rest of the games
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Add a team assignment command and tweak the db structure a bit to make it so you can mark a player as not whitelisted while not deleting their data
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Get the project setup with a database and teams system
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Make the starting block crumble to prevent AFK players from just stalling out the game. Also added a bunch of documentation and a really in-depth setup guide.
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Added elimination to the game, finally closing the game loop to be played infinitely. There are surely some issues still (leaving doesn’t eliminate the player, the modifier system still doesn’t exist, etc), but for now, the actual loop is finished!!!
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Added a system where obstacles crumble away after a certain amount of time. This is going to be used for eliminating players, progressively getting faster and faster.
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Add a sidebar to display scores and obstacles completed. With this also comes an objective display system for the player ui delegate so thats why the time isn’t like 30 minutes. also internal changes woohoo!
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Add a scoring system and do more internal changes as per usual
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Add a better debugging structure, an indicator for the items you’re given for a specific course, and migrate from worldedit to FastAsyncWorldEdit (FAWE) since its way faster
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Made the different obstacle types give their respective items, as well as a bunch of tiny changes here and there, but thats to be expected because I never hone in on one thing per devlog lol
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Added individual stepping of obstacles. Currently there’s only one for testing sake, but im going to add more, as well as some for elytra, riptide tridents, etc.
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Added the pregame countdown, gate opening, and a loop reset command to make testing a bit easier. Hopefully obstacle generation is next
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Add a requirement to obstacle saving where a start and end line must be determined via a line of diamond and redstone blocks. This’ll make it a hell of a lot easier to position when it comes time to need to load the obstacles
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Add a subcommand to the obstacle command that lets me load the saved obstacles
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Got a command set up where I can export worldedit selections to schematic files for later implementation. Also did some internal work here and there.
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Added LiteCommands to get some debugging utilities to make template worlds easier to view and edit (editing coming soon trust)
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Get world creation and deletion working, along with removing the multiverse core implementation (with caused this devlog to have way too much time). Also did a bit for the actionbar UI system, but didn’t get really anywhere.
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Start the game loop and add the bossbar UI system to display bossbars and reserve space based on their height
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Do a lot of research and development on a UI system that abuses minecrafts spacing to offset the text negatively, but ultimately I couldn’t figure it out entirely. Along with this brings a better actionbar system
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Setup some basic listeners and do some packet manipulation to give the player hunger and hardcore hearts. Both of these are hidden in a resource pack so they appear as if nothing is there.
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Set up the project with basic boilerplate
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Get the basic Qt window and learn how docks and such work. This is a very ambitious project and im excited to see where I can take it 🔥
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I made the thing!!!!! AchievementsMC is all good for v1.0 with a good variety of achievements to start off with. Might revisit the project at some point to give it some updates, but for now, its good 🔥
Do some documentation and put the plugin onto modrinth
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Finally got around to getting achievements to give rewards! This is probably the last thing for the project but maybe theres some glaring issues I’ll fix later™️
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Player achievements page, new achievements, and internal restructuring
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Add more achievements, bump invcontrol to the next version because it was broken, and fix CI builds
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Add new achievements for you to create
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Add the ability to remove achievements, as well as the backend database stuff that is needed (only additions can be replicated on server close, not deletions)
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Add the ability to edit achievements, as well as this info popup to show the current fields on the main page.
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Finally get the actual creation mechanisms working! It took a while since I had a bug in the underlying framework (thanks past DevCmb) that I had to take a detour to debug and fix, but it works!!!! Editing should use the same basic menu so it shouldn’t take as long as this 🔥
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Fix a bunch of bugs that I overlooked when initially making the project.
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Got the reward item input to request the user for an item, and update if the user actually provides it
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Add database replication for achievements, and add this final setting which can’t be updated yet™️
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Add more input items
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Started the configuration items in the achievement editor, though it definitely needs more work.
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Set up player data and achievement incrementation. Also made the logic to replicate the player data back to the database in the anc_progressions table
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Start on the actual achievement classes with a barebones Kill Hostile Mobs one to get the ball rolling. Still need to actually make the db logic to store this information, but thats future me’s problem 🫡
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Get my UI library implemented and cook up this UI. The time for this devlog is higher than normal because of how many other things I tried to do to get UI working, but nothing else was easy 😭
Thank you DevCmb for the InvControl library.
Hm I wonder why I made that 🤔
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Remove the CI builds and include an installation section on the README
Finished up the main features for the project! Its definitely not complete, but its got the basic features that I was intending to make 🫡
Might work on it if i’m out of ideas in the future, but for now, its good!!!
Got CI builds running for deploying to github packages, also expanded the documentation to include core principles and examples
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Spent a while debugging while you could insert items into frames with hotkeys but not take them out, turns out currentItem is only set if your mouse is actually hovering over an item, its not the affected item. Thats 30m im never getting back 🫡
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Made item maps which allow you to pass in an array of items (yes its not actually a HashMap, screw you). This is to make it more dynamic as well as allow for something that other libraries I’ve seen don’t really support.
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Make a little aim trainer game for both testing and fixing some bugs and as an example for anyone who wants to use this library
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Got a testing plugin up and running to hopefully reduce the amount of devlogs that are exclusively code for their images. This also proves my code isn’t terrible because it literally works the first time I’m testing it 🔥 (minus one small unchecked error where you register items on a page before that page is registered)
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I tried making it a maven submodule, and the second I found any resistance to that idea, I switched over to gradle which broke everything. I tried fixing it, I failed. I git rollback’d the whole thing and just did it in maven with a guide. Thank you build systems of the 21st century
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Refactored the codebase to use a page-based system instead of just throwing together items whenever you feel like it
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Wrote the base for many of the systems I hope to implement in the future. Implemented the base item, chest inventory ui, listeners for buttons, and a registry to keep track of button items.
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kot;lin!!! :D
making plugins in kotlin ???
Start the project with a very barebones function to kickstart everything else
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Got the basic command controller set up as well as a database intermediary to prevent copious database calls (pretty barebones and will be expanded soon™️)
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Hi DevCmb
what if instead you expand it Right Now™️ devcmb im watching your stream why you playin bloons td 6
Got some of the behind-the-scenes systems working, mainly with the ControllerDelegate and Database module. Also got the version display up and running but that’s standard with all my mc projects.
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