8-Bit Minecraft Pt. 2: There's A Reason This Doesn't Exist

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  • Опубликовано: 19 окт 2023
  • The first 100 people to use code INKBOX at the link below will get 60% off of
    Incogni: incogni.com/inkbox
    The progress on creating a crafting and mining game continues, now with a new release title: 8-Bit Blocks. This installment features a brand-new physics engine, including 3D collision and gravity, building, the beginning stages of mining, inventory management, and many more details all painstakingly programmed in 6502 Assembly for the Commander X16 system. The first release of 8-Bit Blocks is available now (see details below).
    What happens when classic mining meets 8-Bit architecture? Pure insanity. I share some tips and tricks in this video that go over exactly how I managed to pull off what at first seem like an impossible programming task: create an interactive 3D world that you can climb around, build bridges in, and be able to create anything you can think of. From laying out the inventory in memory, to saving CPU cycles by re-drawing only highly calculated sections of the screen, this update has it all.
    Play the alpha release here at: notin.tokyo/8BB
    Join the conversation: / inkboxathenaeum
    Other resources:
    Minecraft tutorial footage:
    • Chop down a tree in Mi...
    Have a suggestion or feedback: inkbox@notin.tokyo
  • ИгрыИгры

Комментарии • 907

  • @InkboxSoftware
    @InkboxSoftware  8 месяцев назад +195

    The first 100 people to use code INKBOX at the link below will get 60% off of
    Incogni: incogni.com/inkbox

    • @LavaCreeperPeople
      @LavaCreeperPeople 8 месяцев назад +4

      8-Bit Minecraft: There's A Reason This Doesn't Exist

    • @JimMilton-ej6zi
      @JimMilton-ej6zi 8 месяцев назад +13

      it's a scam

    • @yourneighbour3309
      @yourneighbour3309 8 месяцев назад

      great vid

    • @TSTRUSS
      @TSTRUSS 8 месяцев назад +8

      its like promoting temu and established titles, its a scam but most creators don't know that

    • @JimMilton-ej6zi
      @JimMilton-ej6zi 8 месяцев назад +7

      @@TSTRUSS Either way they should be responsible for anyone who uses their affiliate code and ends up scammed by the service, that's the only way these types of scams will stop.

  • @mindthemoods
    @mindthemoods 8 месяцев назад +4419

    Here's an idea: what about a control to rotate the current chunk 90 degrees? So you could see multiple sides of things? I'm sure this would be super easy to implement and would in no way totally break every core system you've made thusfar.

    • @yuval3210
      @yuval3210 8 месяцев назад +166

      😂😂😂

    • @TheGeekRex
      @TheGeekRex 8 месяцев назад +313

      I do wonder how difficult that would be. I don't know a thing about assembly or anything, but wouldn't it simply involve reading the chunk data in a different order? So instead of north to south, you read south to north. Then you just recalculate the player's position and rotation.

    • @Gipsy_T.
      @Gipsy_T. 8 месяцев назад +56

      Hahahaha that was such a clever joke

    • @anchs2501
      @anchs2501 8 месяцев назад

      ​​@@yuval3210
      Dear yuval
      I hope this message finds you well. I wanted to offer a friendly perspective on your recent comment, which contained the emoji "😂" in response to the assertion that "a control to rotate the current chunk 90 degrees would be easy to implement." While humor and laughter are often delightful in the right context, it's essential to consider the appropriateness of such expressions.
      The original comment simply stated the feasibility and grants of implementing a control to rotate the current chunk 90 degrees which is a straightforward observation and not inherently humorous. Using laughter in response might inadvertently convey sarcasm or belittlement, which may not align with the intention of the original comment.
      When participating in discussions, it's valuable to maintain a respectful and constructive tone, acknowledging the merit of others' input. By doing so, we can foster a more positive and supportive online environment for everyone.
      I appreciate your understanding, and I look forward to more engaging interactions in the future.
      Best regards,
      Anchs

    • @teets3000
      @teets3000 8 месяцев назад +164

      that sounds so absurdly complex it'd be worth it just for the joke

  • @mindthemoods
    @mindthemoods 8 месяцев назад +1488

    As both a Minecraft and arcade nerd, I love the absurdity of this project. Really drives home the level of dedication it took to make games with the limitations of older tech. Very impressive!

    • @LavaCreeperPeople
      @LavaCreeperPeople 8 месяцев назад +23

      imagine trying to fit a huge game like Minecraft into an NES/Sega Master System cartridge

    • @boney2982
      @boney2982 8 месяцев назад +15

      @@LavaCreeperPeoplei can’t imagine it would be very good considering the limitations now a Nintendo 64 would be interesting there’s still massive limitations but you have a lil more wiggle room

    • @jmgonzales7701
      @jmgonzales7701 8 месяцев назад

      would minecraft even function in the ps2? @@leeroyjenkins0

    • @blackrainbow4898
      @blackrainbow4898 6 месяцев назад +1

      ​@RepentandbelieveinJesusChrist5shut up

    • @CallumsArmy
      @CallumsArmy 5 месяцев назад +1

      ​@RepentandbelieveinJesusChrist5sir, this is 8bit minecraft.

  • @boozydaboozer
    @boozydaboozer 8 месяцев назад +1301

    Limit item quantity to 6 bits, that way you have two bits left for special flags. Like specifying that the number reflects durability instead of quantity.

    • @niktniewiem4785
      @niktniewiem4785 8 месяцев назад +61

      yessss! Less is more :D

    • @niktniewiem4785
      @niktniewiem4785 8 месяцев назад +24

      yessss! Less is more :D

    • @thecryingsoul
      @thecryingsoul 8 месяцев назад +35

      I would say limit it to 7 bits, that way you can have a clean 99 limit and an extra bit for a special flag

    • @MemeMarine
      @MemeMarine 8 месяцев назад +20

      The item ID should already be enough for this since you can look up the item and check if it should be stackable or not

    • @InkboxSoftware
      @InkboxSoftware  8 месяцев назад +504

      Some item types are stackable, some are not. Those that are can use the 6 bits to store the number of items. Those that aren't use the 6 bits to store durability.

  • @idkk5335
    @idkk5335 2 месяца назад +31

    "should only take me about 2 weeks"
    6 months later...

  • @Zeemis
    @Zeemis 8 месяцев назад +290

    One of the problems you'll run into with isometric is platforming. Jumping from tile to tile, you can easily become discombobulated. Add a shadow that appears under your character as he jumps to help solve this, this'll help players gauge jump distance.

    • @theposhdinosaur7276
      @theposhdinosaur7276 7 месяцев назад +7

      It certainly sounds like a good feature if the engine permits it.

    • @nic_lol4202
      @nic_lol4202 5 месяцев назад +20

      But then there would be the problem of having to render the shadow on the lowest block under stanley, since it wouldn't really make sense to have a floating shadow right under your feet while you're falling. Also there would be the problem of having to split the shadow in half while you're standing between a higher block and a lower block, in 2/3 if you're standing more on the block than on the block under ect.. basically it would be needed to render every single pixel of the shadow independently from each other. Also, to make it look good it'd be needed to add a shade to every single block you can stand into in case some of the pixels of them are shadowed. So practically impossible especially with limited VRAM and colours, but this guy is crazy enough to actually somewhat do it, so we'll see

  • @NerdGlasses256
    @NerdGlasses256 8 месяцев назад +571

    Let's be honest: If someone got this thing back in the 90's on an 8-bit pc, they would be absolutely freaked out, how amazing it is.

    • @Forke13
      @Forke13 8 месяцев назад +75

      90's? More like 70's or 80's

    • @Scott-sx9qq
      @Scott-sx9qq 8 месяцев назад +27

      no kidding. i cant wait for enemies and objectives to make it the greatest true 8 bit rpg ever made

    • @DaddyGandhi
      @DaddyGandhi 8 месяцев назад +43

      ​@Forke13 yep seems like people forget we had "3d"(ish) graphics when doom was out in '93 and by '99 we had real 3d with unreal tournament 1 and system shock 2

    • @elibecton3558
      @elibecton3558 8 месяцев назад +4

      most computers were 32 or 16 bit btw, so he would have a lot more to work with

    • @ciclon5682
      @ciclon5682 6 месяцев назад +18

      @@DaddyGandhi actually despite its primitive nature Doom was a fully fledged 3D engine, despite not being able to look up or having rooms above rooms all the collisions and the world itself in doom 1 and 2 are code-wise speaking actual 3D representations with true collision detection and rotating/scaling. the doom engine doesnt simulate 3D it IS 3d. just very archaic.

  • @GermanTopGameTV
    @GermanTopGameTV 8 месяцев назад +220

    When you went into the house, an issue with the current design showed: There's no way to "hide all ceilings". Since you don't have the luxury of the first person cam, you need to somehow be able to hide ceilings, otherwise any cave visit or interior space will suck. A cheap way would be to simply stop drawing blocks that are above in Z and infront of the player (with that meaning the sum of x and y exceed of the block exceed the sum of the x and y coordinate of player itself). This way you could achieve something similar to the sims, where you could hide ceilings and walls in front of someone. A +-1 addition can be used to toggle between "no walls", "half height walls" and "full height walls" if you'd like that option.

    • @ibiuld443
      @ibiuld443 8 месяцев назад +32

      option to cull blocks above player's head is a really good idea

    • @icantthinkofaname4723
      @icantthinkofaname4723 7 месяцев назад +6

      My idea would be to not render any blocks that are in front of the player(meaning that their x, y, and z coords are all greater than or equal to the player's, assuming that greater is closer to the camera), but only when the player would be completely covered by blocks. You'd probably also need to render any block faces that shouldn't be visible as black, to prevent x-raying.

    • @eboshidori7748
      @eboshidori7748 5 месяцев назад +5

      i know it would probably take a while to redraw (computationally) but redrawing from different angles would be great combined with the suggestion to cull blocks above the player's head; you could even reuse the old code to have 8 directions for the camera. but i would suggest making the top of the block the same size visually as the side of the block for consistency

    • @bennettcox1857
      @bennettcox1857 5 месяцев назад +4

      my idea was to add a block for the door and maybe a clear block that indicates a cave entrance, and entering these blocks changes the whole world to the interior space you're entering

  • @Brok3nC4rrot
    @Brok3nC4rrot 8 месяцев назад +163

    idea: when your cursor is over a block it should show on screen what the block type is, so that if you're selecting an occluded block (say, you're stuck down a hole or inside your beautiful dirt house), you know what it is that Stanley is looking at

    • @SWRDMaster
      @SWRDMaster 8 месяцев назад +2

      And auto highlight the block you are walking towards so you know if it is lava or air.

    • @miniepicness
      @miniepicness 6 месяцев назад +7

      could maybe draw the same block in a corner or somewhere of the screen

  • @AB-Prince
    @AB-Prince 8 месяцев назад +142

    one feature I think could be useful, if possible, is to have all blocks 2 blocks above the player be invisible if the player is below a celing. so that tou could navigate caves or the interior of a house.

    • @haphazard1342
      @haphazard1342 8 месяцев назад +27

      This might need to be a quick toggle, so that you don't lose track of things "above". It would be cool as a translucent overlay but that's probably too difficult/expensive to implement. It would probably require an extra rendering pass to generate the "top" overlay and then another one to re-render the current level slice and then calculate the overlay effect.

  • @WHYNOTONY
    @WHYNOTONY 8 месяцев назад +39

    5:28 the logo colliding with the subtitles was incredible

  • @fromixty
    @fromixty 8 месяцев назад +181

    Love to see your channel grow. I said it in the past, but I'll say it again: You're one of the most underrated channels on this platform, and I'm glad your channel was reccomended to me.

    • @dingusbingus7463
      @dingusbingus7463 8 месяцев назад +1

      I originally found his channel from the NESOS video, I feel like there are plenty of people with this creative mindset but just don't make videos.

    • @FlagerMiszcz
      @FlagerMiszcz 5 месяцев назад

      this dude is advertising scam, his channel should be deleted

  • @aidanmurray8283
    @aidanmurray8283 8 месяцев назад +41

    I was blown away with the first video in this series. And again now. It’s unbelievable how week this is turning out. Imagine brining this to your friends house to play in the 80’s - super cool

  • @otistically
    @otistically 8 месяцев назад +188

    The Science Elf and Inkbox are really taking the sentence "if exists, it runs Minecraft" to a whole new level!
    My respect for you two.

    • @SuperJSM
      @SuperJSM 8 месяцев назад +11

      The Doom situation is becoming the Minecraft situation....

    • @dannyweiss5001
      @dannyweiss5001 8 месяцев назад +3

      I wonder how would Minecraft run on Conway s game of life

    • @Bobbias
      @Bobbias 8 месяцев назад +2

      @@dannyweiss5001 very very slowly :)

    • @alexela_
      @alexela_ 6 месяцев назад

      Yeh, I watched both! Even Zachary Staines is trying to get everything to run minecraft!

  • @JeremyFinch42
    @JeremyFinch42 8 месяцев назад +10

    "Joe, they turned the frogs 8-bit."
    "I licked an 8-bit frog once, and I could see the clockwork villagers."

  • @dacueba-games
    @dacueba-games 8 месяцев назад +81

    David must be thrilled to have this on his computer.

    • @poble
      @poble 8 месяцев назад +3

      he actually featured it on his latest video

    • @reyariass
      @reyariass 8 месяцев назад +2

      @@poblelink?

    • @pimwagemans4848
      @pimwagemans4848 8 месяцев назад

      @@reyariass ruclips.net/video/mPuP1L7vnr0/видео.html

  • @haazmat
    @haazmat 8 месяцев назад +15

    I love the progress, and the fact that youre not cutting many corners. I feel like most "I remade minecraft" videos would give up at making the inventory, or would make only the most basic items.

  • @Jamesake065
    @Jamesake065 Месяц назад +7

    Is this still being worked on?

  • @xx_epicgamergirl_xx6718
    @xx_epicgamergirl_xx6718 8 месяцев назад +17

    You should also add an outline on top of interactive blocks like chests and crafting tables so if they are behind a block you still know they are there. Looking awesome so far, Cant wait to see it finished!

  • @alantyto3627
    @alantyto3627 8 месяцев назад +13

    Man, I thought you could not stretch the limitations of Commander X16 any further, but you keep up your impressive work! Your devotion is remarkable. This project is hands down fascinating, so please keep going and good luck!

  • @LessThanPro
    @LessThanPro 8 месяцев назад +60

    Since this is 8-bit blocks, the stack size should definitely be 8.
    No but really, maybe use the last few bits to affect stack size limits, like how some items are not stackable? Maybe this could even let you have durability using the stack size bits? Great job so far, excited to see how far this gets!

    • @bradywb98
      @bradywb98 8 месяцев назад +9

      Those “attributes” should be implicitly (or nominally i guess) tied to the block ID, not as a separate value like that.

    • @mikafoxx2717
      @mikafoxx2717 5 месяцев назад +1

      A stack of 64 would only be.. well, 6 bits. Then another array entry for block type, or maybe durability counter, etc.

  • @tomaszwrobel6387
    @tomaszwrobel6387 8 месяцев назад +6

    If you fall into a maze undergroud the outline won't help you. You should be able to change maximum draw height. This could also be used to remove roof of the house to see inside.

  • @aiden_3c
    @aiden_3c 8 месяцев назад +6

    I think having an artificial cap on the number of items you can carry at once would let you open up a few bits for extra info, like durability/enchantments, etc
    You could also make it so different items have a type (block/armor/tools) so you can set the number of bits allocated to what for each if needed
    Mostly just spitballing

  • @ShadowManceri
    @ShadowManceri 8 месяцев назад +23

    For walking animation I wonder if you could just recolor the bottom 2 pixels with different shade of blue. Then it might look like the feet are moving.

  • @TheAdhdGaming
    @TheAdhdGaming 8 месяцев назад +8

    suggestion, start + (u/d) scrolls through row in the inventory, use less sprites by using 1 set of tools and changing their colors (stick separate), use smaller flowing for liquids and maybe milk as a liquid, change the player model for armor using change of color pallette, food?, health at 16 to match with the 8-bit, i hope youre having fun making this, good job IB!

  • @Schmidtstone
    @Schmidtstone 8 месяцев назад +24

    Still amazing project! Can't wait to see where this is going

  • @patcunha1
    @patcunha1 8 месяцев назад +13

    If you one day add furniture, like furnaces or crafting tables, I think it would be a good idea to add an outline to them too. If you put them inside your house you wouldn’t be able to see them.

  • @toyotaae86trueno
    @toyotaae86trueno 6 месяцев назад +5

    "vote for you favorite mob"
    everyone : *W O O D*

  • @danielgysi5729
    @danielgysi5729 8 месяцев назад +14

    This is way more depth than I expected. Well done. I can't wait to see how far you take it

  • @popular_dollars
    @popular_dollars 8 месяцев назад +12

    Using the sholder buttons to rotate the cursor seems a little unnatural. Have you considered this?: Holding R makes it so the player stands still, so the D pad is free to be used for selecting the 8 surrounding blocks. Holding L or Y also holds the player still, so the up and down buttons are free to change the cursor height.

    • @haphazard1342
      @haphazard1342 8 месяцев назад +2

      I would also consider synthesizing the cursor and character movement. Have the dpad control the cursor position in the x,y plane, and when the player tries to move the cursor beyond the selection range have the character move into the previously-selected position.
      This might end up being annoying though. Depends on whether you're doing more block manipulation or complex movement. Maybe have it toggle?

    • @palmzmetal9131
      @palmzmetal9131 8 месяцев назад +1

      Yeah [button] + D-pad Up/Down for Z pos, and D-pad L/R for rotating

    • @cst1229
      @cst1229 4 месяца назад

      ​@@haphazard1342Maybe the cursor could instead be semi-tied to the player, pointing horizontally in the last direction pressed, and vertically it can be cycled through a few positions using some button (maybe 6; up, a 4-block vertical range in front of the player and down). Though this might be a bad idea.

  • @greenknight9000
    @greenknight9000 8 месяцев назад +13

    Incredible work! And I'm delighted to see Emerald Tools be included! Kinda hope that Emerald Tools are the best tier of tools, since that was always a childhood dream of mine hahaha.
    You're really cooking here, keep up the incredible work! Though I think that 8-Blocks would be a better condensed name for the title

  • @HaydenTheEeeeeeeeevilEukaryote
    @HaydenTheEeeeeeeeevilEukaryote 8 месяцев назад +3

    I haven’t played this but from the looks I worry the controls may feel clunky. I know it’s probably arrogant to suggest controls then but maybe something like this could be looked at or built off of:
    • Move: D-Pad
    • Jump: B
    • Scroll Hotbar: L/R
    • Building and Mining: Hold Y, then DPad for lateral aim, L to cycle layer, R to place/mine (depending on what the cursor is overlapping), and still B to Jump to reach higher.
    • If a sword is held, Y is just a simple attack in the DPad direction, no holding it to pop out the cursor or anything.
    • Quick-Place Below You: Tap Y with block selected (this seems good gameplay-wise but feels ugly).
    • Inventory: X
    My thought process is to speed up and simplify building, and because the cursor only appears when you hold Y it wont ruin screenshots. A, Start and Select remain free and unused for any other controls I didnt think of.

  • @geange582
    @geange582 8 месяцев назад +3

    petition to change name ‘8-bit blocks’ to ‘Craft-Mine’

  • @-AAA-147
    @-AAA-147 8 месяцев назад +4

    i like how the early public build of this game mirrors the early builds of actual MC lol

  • @pepn
    @pepn 8 месяцев назад +6

    This is so impressive! congrats, I can't wrap my head around how much work went into this. Also, the game looks surprisingly playable (the outline feature is awesome)

  • @EirikrTinkerTries
    @EirikrTinkerTries Месяц назад +1

    Multiplayer over networking is going to be chaotic and beautiful at the same time.

  • @kotzka4626
    @kotzka4626 17 дней назад +2

    I hope you plan to continue this project. It's so impressive and I would absolutely play it.

  • @bazookasniper5167
    @bazookasniper5167 8 месяцев назад +5

    Why not Select+L/R for hotbar so its more like normal minecrafts controls? Also Start+Dpad seems like itd be better for block cursor

  • @OddyBuilds
    @OddyBuilds 8 месяцев назад +3

    Simply phenomenal work! Perhaps the coolest trick you did was block placement around the player - and speaking of, I emailed you a character sprite sheet for you to freely use if you want it! Hope it helps!

    • @InkboxSoftware
      @InkboxSoftware  8 месяцев назад +3

      Yes, I got it, thanks for your contributions!

  • @the-guy-beyond-the-socket
    @the-guy-beyond-the-socket 8 месяцев назад +4

    common optimisation move is to calcutale which blocks are able to be seen by checking if it has a neighbour block being air every time chunk is changed in any way and only drawing those blocks.

  • @Pedrerrique
    @Pedrerrique 3 месяца назад +1

    This is amazing, please continue this project!

  • @work_account_
    @work_account_ 8 месяцев назад +5

    This is turning out even better than I expected keep it up man

  • @teaspoon966
    @teaspoon966 8 месяцев назад +3

    This is awesome, both the project and the videos!

  • @norkshit
    @norkshit 8 месяцев назад +2

    glad to see more content on this epic project! good luck!

  • @assert_justice3783
    @assert_justice3783 4 месяца назад +1

    Out of the countless Minecraft clones on RUclips this is by far the most impressive

  • @eboatwright_
    @eboatwright_ 8 месяцев назад +3

    This is such a cool project! Can't wait to see what comes next

  • @thebig_steel
    @thebig_steel 8 месяцев назад +12

    This is really impressive, you should be proud of what you've achieved even in alpha

  • @nikshmytov6561
    @nikshmytov6561 8 месяцев назад +1

    I'm very excited to see further progress. Keep it up!

  • @TechTheFeck
    @TechTheFeck 3 месяца назад +1

    Imagine if there was an entire series on this, watching the game get made in every major generation of console to show how Minecraft could have evolved if made back then

    • @painpaixliberte
      @painpaixliberte 11 дней назад

      Considering how time consuming this turned out to be, I think the only way that would work is if a group of people teamed up to make it happen. I still hope we get at least this version working at some point.

  • @Agostonhal
    @Agostonhal Месяц назад +3

    He said 2 weeks and 6 months later I'm still waiting

  • @DeltonAdamsLEGO
    @DeltonAdamsLEGO 8 месяцев назад +3

    The design reminds me a lot of Sim City 2000. Love the work!

  • @coltynstone-lamontagne
    @coltynstone-lamontagne 3 месяца назад

    This is super cool, i look forward to future videos on the project

  • @krestofelo8757
    @krestofelo8757 6 месяцев назад

    very cool project, I like a lot what you made so far, keep going!

  • @wizarddev3506
    @wizarddev3506 8 месяцев назад +3

    You should definitely make different textures for the armor in the inventory and in the game.

  • @Illogical.
    @Illogical. 8 месяцев назад +1

    I'm also making a Minecraft-like game from scratch in assembly! My project has been on hold since a few days ago. I will likely need to pick a different assembly language and rewrite the world generation and camera control code. I expect my project to take a few years, but right now, I need a break from it.

  • @dingusbingus7463
    @dingusbingus7463 8 месяцев назад +2

    5:45 I like to think the aliens are watching your videos with great interest, wishing they could help you with the physics

    • @dingusbingus7463
      @dingusbingus7463 8 месяцев назад

      Also, name idea for the finished project: Stanley's Bits

    • @econo23
      @econo23 8 месяцев назад

      @@dingusbingus7463in french that doesn't sound right😂

    • @dingusbingus7463
      @dingusbingus7463 8 месяцев назад

      @@econo23 I don't think it sounds right in any language 🤣 which is what I was going for

    • @econo23
      @econo23 8 месяцев назад

      @@dingusbingus7463 i don't think you've got my point try to translate it

  • @Bryce_the_Woomy_Boi
    @Bryce_the_Woomy_Boi 8 месяцев назад +3

    Stanley, my favorite Minecraft character

  • @ZagSouls
    @ZagSouls 8 месяцев назад +5

    Series has been dope so far. Hope it blows up bigger than the first episode!

  • @josycavre3608
    @josycavre3608 8 месяцев назад +1

    Whoa, this is really awesome, I like demakes and such of games and this is by far one of my favorites, I hope you keep working on it and add a lot of things to it. I have a suggestion, the outline on the player is fine but, is there a way to make it so if you go behind a block or underneath a block (roof) those blocks dissapear or if it's even possible become transparent, yk as a way to see what's going on, kinda like Project Zomboid does.

  • @a_pi_guy
    @a_pi_guy 8 месяцев назад +2

    amazing videoa i was wondering when part two was coming out! 😁

  • @Minoulein
    @Minoulein 2 месяца назад +3

    You could try to program minecraft into a QR code using HTML

  • @MACAYCZ
    @MACAYCZ 8 месяцев назад +27

    Just a suggestion for the game name, wouldn't be cooler if the 8bit blocks were called 8it blocks? Because the B and 8 looks really similar.

    • @DrTheRich
      @DrTheRich 8 месяцев назад +5

      and bitblocks is easier to say

    • @KStarPR
      @KStarPR 8 месяцев назад +3

      @@DrTheRich Ate It Blocks

    • @bickle8911
      @bickle8911 8 месяцев назад +2

      that’s a cool idea, bitblocks or 8itocks is a pretty good name

    • @DrTheRich
      @DrTheRich 8 месяцев назад +4

      @@bickle8911 or maybe byteblocks since 8bits is a byte

    • @deltap6967
      @deltap6967 8 месяцев назад +2

      8bits miner or 8miner sounds cool but it's pretty similar to 4dminer

  • @SomeBlokeOrWhatever
    @SomeBlokeOrWhatever 5 месяцев назад +1

    Two things:
    1. Ink blocks by Inkbox was a genuinely clever name. Darn.
    2. Now, I dropped out of a programming-related major because I lacked the touch (I'm in audiovisual production now-) but I distinctly remember one of my professors back in the day telling me that "whatever project you're working on, when you are estimating how long it'll take, take whatever estimate you made, add two and go up an order of magnitude to get the time it'll actually take" - So like, if you think it'll take 2 weeks, it'll take 4 months.
    Edit: Actually third thing, Subbed :)

  • @RedFeather_Gaming
    @RedFeather_Gaming 2 месяца назад

    I honestly love the way this is going- this is absolutle legendary stuff happening right now, keep it up!

  • @Kirby_Super
    @Kirby_Super 8 месяцев назад +2

    Something you may want consider is making the cursor and player control Pikmin-style, where the d-pad moves the cursor and if you try to move the cursor beyond your reach then the player moves

    • @quakxy_dukx
      @quakxy_dukx 8 месяцев назад +1

      Directly moving around with the d-pad is pretty useful though. Perhaps implementing both styles and have a button/combination switch between them if it’s even possible with such limited processing power

    • @nebulaayt
      @nebulaayt 8 месяцев назад

      This is actually a very good idea!

  • @karyjas1
    @karyjas1 8 месяцев назад +2

    This might be very difficult, but a very significant improvement - dont render a certain area around the player of blocks that are all above the player +2 blocks. The player highlight helps, but you can still very much get lost. Even in the very house you built

  • @DonnaPinciot
    @DonnaPinciot 8 месяцев назад +1

    Hey, I forgot about this! Cool to see the project's still around.

  • @larrythemagicdragon58
    @larrythemagicdragon58 8 месяцев назад +1

    He says "with the next big features to be added being proper mining, and terrain generation, which should probably only take me about two weeks I'd guess" So we'll be seeing the next update in about 8ish weeks!

  • @Gamesaucer
    @Gamesaucer 8 месяцев назад +1

    It might be a good idea to add something like a way to display a "slice" of the world, to make it easier to go underground. Just having an outline won't be too helpful in that scenario, since you still can't see the blocks blocking your way, even if you know where _you_ are. I think the most straight-forward way of doing this would just be to have the ability to hide the top _n_ layers, which would allow you to scroll down to the vertical position you want to look at.
    Some complications with this method arise if you want to hide things from players like the position of ores, which could be done by rendering blocks that are covered on all sides using some placeholder "hidden" sprite instead of the normal one, until they are uncovered. Though I don't know this architecture at all, so there might be better ways to do it.

  • @KING-JOSEPH
    @KING-JOSEPH 3 месяца назад

    Loving the how it's turning out. Thx so much for letting us download it also can't wait to play

  • @bennie.379
    @bennie.379 8 месяцев назад +2

    this was an awesome video! excited to follow the development! this sounds like a fun project to turn my unboxed raspberry pi4 into. have a faux usb nes cartridge that loads the game when you plug it into the pi console.
    cool stuff man!
    when you get to chests, if theyre behind cover thatd be neat if an outline appeared around em whenever your white outline triggers (if a wall isnt between you and it)

  • @boulderguywhy
    @boulderguywhy 8 месяцев назад +1

    This is looking really nice! one feature that i think might be appreciated is the ability to rotate the camera, and some way of viewing the interior of a cave. It's nice that you can know where your body is underground, but how can you navigate out if you can't see any of your surroundings?? And what's the point of completing builds if certain angles of them will never be visible anyways? otherwise, i think your game is awesome!

  • @TheDogn
    @TheDogn 8 месяцев назад

    So glad to see you're following through with this!

  • @shadowphyre4746
    @shadowphyre4746 8 месяцев назад +2

    Dude this is bonkers! I can't wait for more videos on this! I really hope your channel grows to milions (sure will, and I can say I was here early).

  • @gavin5410
    @gavin5410 8 месяцев назад +1

    I feel like the bumpers should definitely be for controlling the hotbar, while the start+dpad combo seems a really elegant way to move the cursor around. If you use start+dpad up/down to move the cursor's height, that even frees up another button on the right hand side of the controller

  • @eboshidori7748
    @eboshidori7748 5 месяцев назад +1

    i know it would probably take a while to redraw (computationally) but redrawing from different angles would be great combined with the suggestion to cull blocks above the player's head; you could even reuse the old code to have 8 directions for the camera. but i would suggest making the top of the block the same size visually as the side of the block for consistency

  • @lokelaufeyson9931
    @lokelaufeyson9931 8 месяцев назад +1

    this is nice, great work and progress so far. I hope it gets finished.

  • @Quest-Giver
    @Quest-Giver 8 месяцев назад +1

    I think the overlay system to show where your character behind a wall is very cool! I have an idea that you've probably already thought of as well but i'm going to comment anyways because this video is wonderful.
    have you considered adding a mode to only render any block lower than your current Z axis, a "no-roofs" style view, so you could actually go spelunking in a cave and have some sort of real view of what's actually in the cave? instead of groping around in the dark, navigating only by memory and trial/error. I hope you consider it, I look forward to seeing what you do next :)

  • @fintux
    @fintux 8 месяцев назад

    This is starting to look super cool I'd propose select + should buttons for selecting a block instead of start + arrows left and right. It would play nicely together with choosing the block cursor with just the should buttons. Thanks for the video!

  • @mateusvmv
    @mateusvmv 8 месяцев назад +1

    Project Zomboid has a nice feature where walls get transparent once you get behind them, allowing you to see the interior of houses or look through windows. I don't know how they implemented it, or how hard it would be to translate it to minecraft glass blocks or something, since their game has all the information about what is an interior and what is a window, whereas in minecraft anything can be a window or a wall.

  • @pingidjit
    @pingidjit 4 месяца назад

    I still barely understand the words you say but this looks epic and I cannot wait to see what you do next

  • @elerileigh7926
    @elerileigh7926 3 месяца назад +1

    I’ll see you in six months when that two weeks has finally elapsed

  • @Temac000
    @Temac000 8 месяцев назад

    Great vid. I thought a bit about the inventory. You can theoretically store a bunch of 6 bit numbers packed together, but in case of such a small inventory it wouldn't be beneficial since you'd spend more memory on fetching/storing the number instructions, compared to how much you'd save. You'd need somewhere around 160 slot inventory to just gain net 0 compression with such a method. Also this wouldn't be as fast as just fetching a number from memory directly. So having 64/256 item slots is purely based on what you prefer more

  • @robinrauber2264
    @robinrauber2264 4 месяца назад

    Really cool project! Instead of the Outline showing up when you move behind blocks, the blocks could get transparent in a radius around the player. Would be very interesting to see how this would work so you can look inside your builds as well :)

  • @howmanylanasarethere
    @howmanylanasarethere 8 месяцев назад +1

    I still can’t believe you’re able to do this! Amazing work! Also, I think I would use the full byte just for the quality of life.

  • @Scott-sx9qq
    @Scott-sx9qq 8 месяцев назад

    im sure you probably already noticed this but theres quite a few cases where the player will be moving as the UI overlay is drawn causing the player area to draw overtop of the UI. so you might want to change the order of operations there or make it wait until the player stops moving to draw the UI. Thanks so much for releasing alpha!!

  • @thesossinay
    @thesossinay 8 месяцев назад

    Absoluetly love this series!! Please continue!

  • @dak1308
    @dak1308 3 месяца назад

    You could optimize chunk rendering up to a fraction of current amount of draw calls. Since your isometric view hides blocks on diagonal (block with coordinates [2, 2, 63] won't be displayed if there is a block at [1, 1, 64] and so on) you can vastly reduce unnecessary draw calls. Let's say one chunk is 64x64x64, you only need 168 draw calls, since 168 is the maximum amount of displayable blocks. This means you need 168 diagonals going through the chunk, staring from its faces (left right and top). You can begin rendering with the bottom furthest diagonal (let it be [64, 1, 1]), since it will cross only one block you can, assuming there is one, you can draw it. Then you can move up by 1 and after reaching the top repeat the procedure at [63, 1, 1]. Going through the diagonal itself is also a straightforward process: after each iteration if the block isn't in place (it is air) increment x and y and decrement z. Repeat the loop until reaching a block and that's it.

  • @rowboat10
    @rowboat10 8 месяцев назад +1

    If you're doing start for alternative inputs, definitely use select for the pause menu, or something like select + start

  • @lythd
    @lythd 5 месяцев назад

    cant wait for the next video! im working on coding for the 65c02 as well so i truly appreciate the struggle, although im certainly not doing anything as graphically impressive as my surrounding hardware isn't as "impressive" (relatively speaking)

  • @rickyrico80
    @rickyrico80 5 дней назад

    1 neat trick I've used back in the day ( C64 era) on isometric games is to treat everything as background, then everything that's below and to the left of the character within a box 2x2 the character size ( 0,0 is bottom left) render those tiles as sprites with priority after the main character. That's way less expensive even a potato could run it glitch free. Assuming there are enough sprites/multiplex slots available.

  • @amobiusv
    @amobiusv 8 месяцев назад

    I really liked the video and all the progress you've made since the last one, but I have some suggestions related to the controls. When you added the option to scroll through your hotbar for different items, the player is required to hold START and then use the D-pad. This is a good solution, but as you said, using START for this kind of functionality does feel strange. Why don't you switch it to holding the R shoulder button and then navigating with D-Pad?
    And I know you already using this button for switching the target block, but you could implement the same controls for this too. Hold the L shoulder button, and then left and right on the D-pad rotates the selection around you. And similarly, holding L but pressing up and down just changes the height of the selected block. This way, you go from requiring 3 buttons for block selection to only 1 (plus the D-pad), which might prove useful since the controller doesn't have as many buttons as modern ones.
    Only drawback is that you can't move while switching the target block, but if it wasn't a problem for the hotbar, I believe it should be fine here.

  • @zzpixel4861
    @zzpixel4861 4 месяца назад

    I would high key pay like 40$ to play a full finished version of this game once it comes out. It could be one of my favorite retro games of all time.

  • @OhMeGaGS
    @OhMeGaGS 8 месяцев назад

    I can't wait for the follow-up video where you code all this within Minecraft in redstone

  • @PregnantSausage
    @PregnantSausage 8 месяцев назад +1

    You and the MegaMan (for X16) dev vlogs are my fav.

  • @SaHaRaSquad
    @SaHaRaSquad 8 месяцев назад

    It's damn impressive that you don't just build some game that looks blocky but even implement features like crafting and 3D mining/building, all for a 10-button controller.

    • @jmgonzales7701
      @jmgonzales7701 8 месяцев назад

      which is insane since its only 10 buttons

  • @backgroundnoise8013
    @backgroundnoise8013 8 месяцев назад +2

    You are amazing, we should send you back in time, so that you could release this for the NES

  • @loganiushere
    @loganiushere 5 месяцев назад

    This is... incredibly impressive. As someone who has been working on an _eerily similar_ project, Minecraft on the TI 84 Plus CE, which uses a 8/24 bit hybrid eZ80 (were you inspired by TheScienceElf's video too?), I know how hard this stuff is. (Except I've had the luxury of writing most of the code in C++, I only wrote some performance critical code in eZ80 assembly)
    I never even dreamed of adding survival mechanics and I gave up on implementing chunking long ago. What you've done here is amazing. Bravo.

  • @misterk7_-
    @misterk7_- 8 месяцев назад

    this is like the ultimate crossover over channels, games and content I love

  • @jon_franklin
    @jon_franklin 8 месяцев назад +1

    I'd say that because the inventory is probably going to be quite small and the number of block types and stackable items will be limited that 256 per stack makes a good amount of sense. I also have a feeling that with the limited controls and hardware it'll feel more annoying to have to go back and forth between building and resource gathering.