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DevCmb
  • Add the sorcerer kit
  • Change the armor in most kits from a helmet to boots
  • Buff swords without enchantments to stone

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DevCmb
  • Add the ninja kit. This one took the longest because I had to add a custom item for the ninja and resolve a bunch of dependency issues.
  • Made round spawning reset your fire ticks
  • Changed hud positioning for the kit indicator to be slighly more accurate (ninja is offset but im not sure theres much I can do for now)

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DevCmb
  • Add the hunter kit
  • Rebalance existing kits
  • Fix pre-round damage still applying
  • Add cleanup functions to some of the kits that lacked them
  • Add an event to test kill powers on kits

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DevCmb
  • Added the fisher kit
  • Fixed my database not working at all (most of the time was spent on this 😭)
  • Fix the kit display from being slighly offset because of rounding errors
  • Add a cleanup field to kits that gets called in between rounds
  • Sort the kit selector by the ID in alphabetic order

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DevCmb
  • Added the bomber kit which allows the player to get a nuke tnt with a high blast radius but low damage
  • Fix FAWE dependency
  • Fix debug logging not displaying the correct source line (it’d always say it comes from the DebugUtil class)
  • Actually store the outcome of a match
  • Make it so you can’t use your ability until the round starts
  • Make tnt auto light when placed

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DevCmb
  • Add the walls to the crumble game which go away after a short grace period (still doesn’t have a countdown or anything but thats for another time)
  • Added some debugging tools which allow me to trigger any game-specific event with a single command without needing to edit that command file (very barebones still)

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DevCmb

A bunch of bugfixes I noticed when doing a final playtesting round

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DevCmb

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

Changelog

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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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DevCmb

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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Shipped this project!

Hours: 25.29
Cookies: 🍪 672
Multiplier: 26.59 cookies/hr

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 🔥

DevCmb

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

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Comments

MeBadDev
MeBadDev 3 months ago

I love it!

DevCmb

Shipped this project!

Hours: 11.93
Cookies: 🍪 235
Multiplier: 19.66 cookies/hr

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!!!

DevCmb

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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DevCmb

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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Comments

Nibbles
Nibbles 3 months ago

kot;lin!!! :D

pierreide10
pierreide10 2 months ago

making plugins in kotlin ???

DevCmb

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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Comments

Mr.Chicken
Mr.Chicken 3 months ago

Hi DevCmb

Nibbles
Nibbles 3 months ago

what if instead you expand it Right Now™️ devcmb im watching your stream why you playin bloons td 6

DevCmb

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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